merge new symmetric curve from mixbus, fix errors in fade out slow curve, tweak display of xfades so that the non-upper-fade is slightly less dominant (alpha)
git-svn-id: svn://localhost/ardour2/branches/3.0@12384 d708f5d6-7413-0410-9779-e7cbd77b26cf
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@ -1568,7 +1568,8 @@ AudioRegionView::redraw_start_xfade_to (boost::shared_ptr<AudioRegion> ar, frame
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if (!start_xfade_out) {
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start_xfade_out = new ArdourCanvas::Line (*group);
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start_xfade_out->property_width_pixels() = 1;
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start_xfade_out->property_fill_color_rgba() = ARDOUR_UI::config()->canvasvar_GainLine.get();
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uint32_t col = UINT_RGBA_CHANGE_A (ARDOUR_UI::config()->canvasvar_GainLine.get(), 125);
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start_xfade_out->property_fill_color_rgba() = col;
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}
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if (!start_xfade_rect) {
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@ -1673,7 +1674,8 @@ AudioRegionView::redraw_end_xfade_to (boost::shared_ptr<AudioRegion> ar, framecn
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if (!end_xfade_out) {
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end_xfade_out = new ArdourCanvas::Line (*group);
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end_xfade_out->property_width_pixels() = 1;
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end_xfade_out->property_fill_color_rgba() = ARDOUR_UI::config()->canvasvar_GainLine.get();
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uint32_t col UINT_RGBA_CHANGE_A (ARDOUR_UI::config()->canvasvar_GainLine.get(), 125);
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end_xfade_out->property_fill_color_rgba() = col;
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}
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if (!end_xfade_rect) {
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@ -106,6 +106,7 @@ generate_inverse_coefficient_curve (boost::shared_ptr<Evoral::ControlList> dst,
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static void
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generate_db_fade (boost::shared_ptr<Evoral::ControlList> dst, double len, int num_steps, float dB_drop)
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{
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dst->clear ();
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dst->fast_simple_add (0, 1);
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//generate a fade-out curve by successively applying a gain drop
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@ -1019,6 +1020,8 @@ AudioRegion::set_fade_in (FadeShape shape, framecnt_t len)
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generate_db_fade (c1, len, 10, -1); // start off with a slow fade
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generate_db_fade (c2, len, 10, -80); // end with a fast fade
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merge_curves (_fade_in, c1, c2);
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reverse_curve (c3, _fade_in);
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_fade_in->copy_events (*c3);
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generate_inverse_power_curve (_inverse_fade_in, _fade_in);
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break;
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@ -1032,20 +1035,22 @@ AudioRegion::set_fade_in (FadeShape shape, framecnt_t len)
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break;
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case FadeSymmetric:
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// starts kind of like a constant power but has a slower fadeout
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// however it is NOT constant power and there will be a level drop in the middle of the crossfade
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c1->fast_simple_add (0.0, 1.0);
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for ( int i = 1; i < 9; i++ ) {
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float dist = (float)i/10.0;
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c1->fast_simple_add ((len * dist), cos(dist*M_PI/10.0));
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//start with a nearly linear cuve
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_fade_in->fast_simple_add (0, 1);
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_fade_in->fast_simple_add (0.5*len, 0.6);
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//now generate a fade-out curve by successively applying a gain drop
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const float breakpoint = 0.7; //linear for first 70%
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const int num_steps = 9;
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for (int i = 2; i < num_steps; i++) {
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float coeff = (1.0-breakpoint);
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for (int j = 0; j < i; j++) {
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coeff *= 0.5; //6dB drop per step
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}
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_fade_in->fast_simple_add (len* (breakpoint+((1.0-breakpoint)*(double)i/(double)num_steps)), coeff);
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}
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c1->fast_simple_add (len, VERY_SMALL_SIGNAL);
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//curve 2 is a slow fade at end
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generate_db_fade (c2, len, 10, -30 );
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merge_curves (c3, c1, c2);
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reverse_curve (_fade_in, c3);
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_fade_in->fast_simple_add (len, VERY_SMALL_SIGNAL);
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reverse_curve (c3, _fade_in);
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_fade_in->copy_events (*c3);
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reverse_curve (_inverse_fade_in, _fade_in );
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break;
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}
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@ -1084,13 +1089,13 @@ AudioRegion::set_fade_out (FadeShape shape, framecnt_t len)
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break;
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case FadeFast:
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generate_db_fade (_fade_out, len, 10, -60 );
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generate_db_fade (_fade_out, len, 10, -60);
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generate_inverse_power_curve (_inverse_fade_out, _fade_out);
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break;
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case FadeSlow:
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generate_db_fade (c1, len, 10, -1 ); //start off with a slow fade
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generate_db_fade (c2, len, 10, -80 ); //end with a fast fade
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generate_db_fade (c1, len, 10, -1); //start off with a slow fade
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generate_db_fade (c2, len, 10, -80); //end with a fast fade
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merge_curves (_fade_out, c1, c2);
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generate_inverse_power_curve (_inverse_fade_out, _fade_out);
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break;
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@ -1108,19 +1113,21 @@ AudioRegion::set_fade_out (FadeShape shape, framecnt_t len)
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break;
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case FadeSymmetric:
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//starts kind of like a constant power but has a slower fadeout
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//however it is NOT constant power and there will be a level drop in the middle of the crossfade
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c1->fast_simple_add (0.0, 1.0);
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for ( int i = 1; i < 9; i++ ) {
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float dist = (float)i/10.0;
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c1->fast_simple_add ((len * dist), cos(dist*M_PI/10.0)); //cheesy way of making a flat line
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//start with a nearly linear cuve
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_fade_out->fast_simple_add (0, 1);
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_fade_out->fast_simple_add (0.5*len, 0.6);
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//now generate a fade-out curve by successively applying a gain drop
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const float breakpoint = 0.7; //linear for first 70%
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const int num_steps = 9;
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for (int i = 2; i < num_steps; i++) {
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float coeff = (1.0-breakpoint);
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for (int j = 0; j < i; j++) {
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coeff *= 0.5; //6dB drop per step
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}
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_fade_out->fast_simple_add (len* (breakpoint+((1.0-breakpoint)*(double)i/(double)num_steps)), coeff);
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}
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c1->fast_simple_add (len, VERY_SMALL_SIGNAL);
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//curve 2 is a slow fade at end
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generate_db_fade (c2, len, 10, -30);
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merge_curves (_fade_out, c1, c2);
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_fade_out->fast_simple_add (len, VERY_SMALL_SIGNAL);
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reverse_curve (_inverse_fade_out, _fade_out);
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break;
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}
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