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#pragma once
#ifdef BUILD_UI
#include <cstdint>
#include <memory>
#include <vector>
// Game-agnostic offline sequence synthesizer. Drivers interpret their own
// sequence format into SynthNotes referencing decoded samples, plus per-channel
// gain automation; Synthesize mixes them into stereo PCM.
namespace UI {
constexpr int kSynthRate = 32000;
constexpr double kSynthMaxSeconds = 330.0;
struct SynthSample {
std::vector<int16_t> pcm; // decoded, 1:1 with the source sample units
uint32_t loopStart = 0;
uint32_t loopEnd = 0;
bool looped = false;
};
struct SynthNote {
double startSec = 0.0;
double soundSec = 0.0; // sounding time before the release begins
float freqScale = 1.0f;
float gain = 1.0f; // velocity term; channel gain comes from automation
float pan = 0.5f; // 0..1
int chan = 0;
std::shared_ptr<SynthSample> sample;
float reverb = 0.0f;
// Envelope as (time sec, level 0..1) breakpoints; loopStartT >= 0 cycles
// the tail. Empty = default fast attack + hold.
std::vector<std::pair<float, float>> envPoints;
float envLoopStartT = -1.0f;
// Release is the game's linear fade: full scale to zero in releaseSec.
// sustainLevel (0..1) floors the fade at that fraction of the gate-end
// level, holds ~0.53s, then resumes.
float releaseSec = 0.1f;
float sustainLevel = 0.0f;
float sustainHoldSec = 128.0f / 240.0f;
float vibDelaySec = 0.0f;
float vibRampSec = 0.0f;
float vibDepthStart = 0.0f;
float vibDepthEnd = 0.0f; // semitones
float vibRateStartHz = 0.0f;
float vibRateEndHz = 0.0f;
float vibRateRampSec = 0.0f;
float portaRatio = 1.0f; // end/start pitch ratio (1 = none)
float portaSec = 0.0f;
// Legato continuations: pitch/velocity switches without retriggering.
struct Seg {
float t;
float freq;
float gainMul;
};
std::vector<Seg> segs;
};
// Per-channel (time sec, value) points; applied to notes while they sound.
// Gain tracks channel/master volume, pitch tracks the channel freq multiplier.
using GainAutomation = std::vector<std::pair<float, float>>;
using PitchAutomation = std::vector<std::pair<float, float>>;
struct RenderedAudio {
std::vector<int16_t> pcm; // interleaved stereo at kSynthRate
size_t noteCount = 0;
double seconds = 0.0;
};
std::vector<int16_t> Synthesize(const std::vector<SynthNote>& notes, const GainAutomation (&gainAuto)[16],
const PitchAutomation (&pitchAuto)[16], double lengthSec);
} // namespace UI
#endif // BUILD_UI
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