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SonicForgeStudio/native_bridge/include/NativeInstrumentEngine.h
T
admin a7b01d3484 fix(bridge): 3 bug âm thanh Qin/Nexus standalone
1) wavesynth tự phát khi mở app: probe calibrate() render vào live mix
   (renderAll process cùng instance) -> thêm calibratingCh_[16], renderAll
   bỏ qua channel đang calibrate; plugin_host panic (sustain off + all
   notes off + 128 noteOff) ngay sau preset apply để startup im lặng.
2) bấm GUI mở 2 cửa sổ Qin: sandbox VST2 child tự sở hữu top-level window
   -> ownsGuiWindow() + main.cpp forward OPEN_GUI control, không tạo native
   parent / không registry double-open.
3) play phát nhạc cụ sai: restore clobber — seed preset đè patch thật trong
   state file (ch3 63ba3667 -> 7f07473c) do saveStateJob chạy lúc child còn
   seed. Fix: queuePreset(waitApply=true) chờ child apply xong (presetOut
   memcmp), consume-before-apply (zero presetInLen trước khi apply), deferred
   double-load re-check trong main.cpp skip assign trùng path, watchdog
   respawn re-queue lastPreset_.
2026-08-21 08:50:28 +07:00

192 lines
9.2 KiB
C++

// native_bridge/include/NativeInstrumentEngine.h
#ifndef NATIVE_INSTRUMENT_ENGINE_H
#define NATIVE_INSTRUMENT_ENGINE_H
#include "INativeInstrument.h"
#include "StateStore.h"
#include <sfizz.hpp>
#include <map>
#include <mutex>
#include <functional>
#include <memory>
#include <string>
#include <vector>
#include <atomic>
// FluidSynth (.sf2 / .sf3)
class FluidSynthInstrument : public INativeInstrument {
public:
FluidSynthInstrument();
~FluidSynthInstrument() override;
bool loadSoundFontFile(const std::string& path, double sampleRate);
bool init(double sampleRate, uint32_t maxBlockSize) override;
void selectProgram(uint32_t channel, uint32_t bank, uint32_t program) override;
void noteOn(uint32_t channel, uint32_t pitch, float velocity, uint32_t sampleOffset) override;
void noteOff(uint32_t channel, uint32_t pitch, uint32_t sampleOffset) override;
void controlChange(uint32_t channel, uint32_t cc, uint32_t value) override;
void programChange(uint32_t channel, uint32_t program) override;
void pitchBend(uint32_t channel, uint32_t bend14) override;
bool openGUI(void* parentWindowHandle) override;
void closeGUI() override;
// G2.1: expose last bank/program for the state snapshot.
uint32_t bankOf(uint32_t channel) const override;
uint32_t programOf(uint32_t channel) const override;
void processAudioBlock(float* outputL, float* outputR, uint32_t numSamples) override;
private:
void* settings; // fluid_settings_t*
void* synth; // fluid_synth_t*
int sfontId;
// Per-channel bank select (CC0<<7 | CC32) — programChange phai dung bank
// that (truoc day hardcode bank 0 -> preset o bank != 0 khong chon duoc).
uint32_t bank_[16];
uint32_t program_[16];
};
// sfizz (.sfz)
class SfizzInstrument : public INativeInstrument {
public:
bool loadSfzFile(const std::string& path, double sampleRate);
bool init(double sampleRate, uint32_t maxBlockSize) override;
void selectProgram(uint32_t channel, uint32_t bank, uint32_t program) override;
void noteOn(uint32_t channel, uint32_t pitch, float velocity, uint32_t sampleOffset) override;
void noteOff(uint32_t channel, uint32_t pitch, uint32_t sampleOffset) override;
void controlChange(uint32_t channel, uint32_t cc, uint32_t value) override;
void programChange(uint32_t channel, uint32_t program) override;
void pitchBend(uint32_t channel, uint32_t bend14) override;
bool openGUI(void* parentWindowHandle) override;
void closeGUI() override;
void processAudioBlock(float* outputL, float* outputR, uint32_t numSamples) override;
private:
sfz::Sfizz sfizzSynth;
};
// Multi-instrument host (A10): one engine instance per MIDI channel, so two
// tracks can play two different soundfonts/VSTs simultaneously. All channels
// render into the same output block (mixed), keyed by evt.channel.
class InstrumentEngineManager {
public:
// Create (or replace) the instrument on `channel` for `path`.
// Returns false if the type is unsupported or the file fails to load.
bool assign(uint32_t channel, InstrumentType type, const std::string& path,
double sampleRate, uint32_t blockSize);
INativeInstrument* get(uint32_t channel);
// F-MEM-5 (audit 5.2): get() releases mu_ before the caller derefs, so a
// worker thread's assign()/unload() can destroy the instance mid-use.
// has() is a safe existence check; withInstrument() runs code against the
// instance while mu_ is still held. Use these from non-Ui threads.
bool has(uint32_t channel);
template <typename F>
auto withInstrument(uint32_t channel, F&& fn) -> decltype(fn((INativeInstrument*)nullptr)) {
std::lock_guard<std::mutex> lock(mu_);
auto it = channels_.find(channel);
return fn(it == channels_.end() ? nullptr : it->second.get());
}
// Real-time MIDI dispatch (audio loop thread). Each call holds mu_ for the
// WHOLE call — lookup + reloading check + instrument call under one lock —
// so a worker thread's assign()/unload() can never swap the map and destroy
// the old instance while dispatch is inside a method on it (use-after-free
// when loading a new VSTi while others play). Events for unassigned or
// reloading channels are dropped (a mid-reload instance must not be touched
// while its worker rebuilds state_ in place).
void noteOn(uint32_t channel, uint32_t pitch, float velocity);
void noteOff(uint32_t channel, uint32_t pitch);
void controlChange(uint32_t channel, uint32_t cc, uint32_t value);
void programChange(uint32_t channel, uint32_t program);
void pitchBend(uint32_t channel, uint32_t bend14);
// Remove and destroy the instrument on `channel` (its destructor may call
// VST terminate — MUST run on the channel worker thread, caller's duty).
// Used by Option B: two live instances of the same plugin DLL (Nexus)
// hang createView on the second — unload the other channel's copy.
void unload(uint32_t channel);
// Path last assigned to a channel (empty if none). Windows paths are
// case-insensitive — caller must lowercase before comparing.
std::string pathOf(uint32_t channel);
// G2.1: copy every assigned channel into a state snapshot (channel,
// type, path, VST3 preset blob -> base64, SF2/SF3 bank/program).
// MUST run on the channel worker (captureState enters the plugin);
// takes mu_ for the whole call so the audio loop cannot be inside
// process() on the same instance while its state is captured.
// Channels mid-reload are skipped (their old instance is dying).
bool snapshot(BridgeStateSnapshot& out);
// Mark a channel as rebuilding its VST instance (GUI reopen): the
// real-time loop then skips processAudioBlock for that channel so VST
// teardown never races the audio thread.
void setReloading(uint32_t channel, bool on);
// True while a channel is being rebuilt (instance teardown/reload on its
// worker thread): real-time code drops MIDI for it. Channel-level flag —
// survives the instance swap (the per-instance flag dies with the object).
bool isReloading(uint32_t channel) const;
// G3.3: mark a channel whose plugin crashed inside processAudioBlock
// (SEH access violation). The channel is muted (real-time dispatch +
// renderAll skip it) until the next assign() — the plugin's state is
// undefined after a fault, so re-processing would fault again.
void markCrashed(uint32_t channel);
bool isCrashed(uint32_t channel) const;
// Editor-open predicate: while any VST editor is attached, channels whose
// plugin DLL path has an open editor count as quiet (same-plugin channels
// too -- the worker pumps the editor's window proc inside the DLL while the
// audio loop process()es other instances of the same DLL).
// Flush every sounding note on every assigned channel.
void allNotesOff();
// Zero L/R then sum each assigned instrument into it.
void renderAll(float* outputL, float* outputR, uint32_t numSamples);
// Periodic idle tick for every attached editor (VST2 effEditIdle). Runs
// on the UI worker thread's pump loop; no-op for engines without editors.
void guiIdleAll();
size_t count() const { std::lock_guard<std::mutex> lock(mu_); return channels_.size(); }
void setBypassed(bool on) { isBypassed_.store(on); }
bool isBypassed() const { return isBypassed_.load(); }
// Re-run output calibration after a preset/chunk restore (calibrate() in
// assign() runs BEFORE the preset exists - VST2 like Qin probes silent and
// stays at makeup=1.0, quieter than VSTi calibrated after restore).
float recalibrate(uint32_t channel, double sampleRate, uint32_t blockSize);
private:
static std::unique_ptr<INativeInstrument> create_instrument(InstrumentType type);
// Probe-render 3 notes sau khi load, do peak, tinh makeup de note don ra
// ~ -6 dBFS (0.5) - can bang am luong moi engine (VST2/VST3/SF2/SFZ).
static float calibrate(INativeInstrument* inst, double sampleRate, uint32_t blockSize);
mutable std::mutex mu_;
std::map<uint32_t, std::unique_ptr<INativeInstrument>> channels_;
std::map<uint32_t, std::string> paths_; // last assigned path per channel
std::map<uint32_t, InstrumentType> types_; // last assigned type per channel (G2.1)
std::map<uint32_t, float> makeup_; // calibrated per-channel output gain (renderAll ap dung)
// Per-instrument scratch so engines that overwrite (not mix) stay additive.
std::vector<float> scratchL_, scratchR_;
// Channel-level reload flag (see isReloading) — indexed by MIDI channel.
bool calibratingCh_[16] = {}; // probe-render mute: renderAll skips channel during calibrate()
bool reloadingCh_[16] = {};
// G3.3: channel muted after a plugin fault inside processAudioBlock.
bool crashedCh_[16] = {};
float limiterGain_ = 1.0f; // smoothed mix limiter state (renderAll)
// True when the channel's plugin DLL has an attached editor (or its reload
// is in progress): real-time code drops MIDI and skips rendering. Lowercased
// compare inside -- Windows plugin paths are case-insensitive.
bool channelQuiet(uint32_t ch) const;
std::atomic<bool> isBypassed_{false};
};
#endif // NATIVE_INSTRUMENT_ENGINE_H