Files
LidAngleSensor/LidAngleSensor/ThereminAudioEngine.m
2025-09-06 19:02:52 -04:00

319 lines
12 KiB
Objective-C

//
// ThereminAudioEngine.m
// LidAngleSensor
//
// Created by Sam on 2025-09-06.
//
#import "ThereminAudioEngine.h"
#import <AudioToolbox/AudioToolbox.h>
// Theremin parameter mapping constants
static const double kMinFrequency = 110.0; // Hz - A2 note (closed lid)
static const double kMaxFrequency = 440.0; // Hz - A4 note (open lid) - much lower range
static const double kMinAngle = 0.0; // degrees - closed lid
static const double kMaxAngle = 135.0; // degrees - fully open lid
// Volume control constants - continuous tone with velocity modulation
static const double kBaseVolume = 0.6; // Base volume when at rest
static const double kVelocityVolumeBoost = 0.4; // Additional volume boost from movement
static const double kVelocityFull = 8.0; // deg/s - max volume boost at/under this velocity
static const double kVelocityQuiet = 80.0; // deg/s - no volume boost over this velocity
// Vibrato constants
static const double kVibratoFrequency = 5.0; // Hz - vibrato rate
static const double kVibratoDepth = 0.03; // Vibrato depth as fraction of frequency (3%)
// Smoothing constants
static const double kAngleSmoothingFactor = 0.1; // Moderate smoothing for frequency
static const double kVelocitySmoothingFactor = 0.3; // Moderate smoothing for velocity
static const double kFrequencyRampTimeMs = 30.0; // Frequency ramping time constant
static const double kVolumeRampTimeMs = 50.0; // Volume ramping time constant
static const double kMovementThreshold = 0.3; // Minimum angle change to register movement
static const double kMovementTimeoutMs = 100.0; // Time before velocity decay
static const double kVelocityDecayFactor = 0.7; // Decay rate when no movement
static const double kAdditionalDecayFactor = 0.85; // Additional decay after timeout
// Audio constants
static const double kSampleRate = 44100.0;
static const UInt32 kBufferSize = 512;
@interface ThereminAudioEngine ()
// Audio engine components
@property (nonatomic, strong) AVAudioEngine *audioEngine;
@property (nonatomic, strong) AVAudioSourceNode *sourceNode;
@property (nonatomic, strong) AVAudioMixerNode *mixerNode;
// State tracking
@property (nonatomic, assign) double lastLidAngle;
@property (nonatomic, assign) double smoothedLidAngle;
@property (nonatomic, assign) double lastUpdateTime;
@property (nonatomic, assign) double smoothedVelocity;
@property (nonatomic, assign) double targetFrequency;
@property (nonatomic, assign) double targetVolume;
@property (nonatomic, assign) double currentFrequency;
@property (nonatomic, assign) double currentVolume;
@property (nonatomic, assign) BOOL isFirstUpdate;
@property (nonatomic, assign) NSTimeInterval lastMovementTime;
// Sine wave generation
@property (nonatomic, assign) double phase;
@property (nonatomic, assign) double phaseIncrement;
// Vibrato generation
@property (nonatomic, assign) double vibratoPhase;
@end
@implementation ThereminAudioEngine
- (instancetype)init {
self = [super init];
if (self) {
_isFirstUpdate = YES;
_lastUpdateTime = CACurrentMediaTime();
_lastMovementTime = CACurrentMediaTime();
_lastLidAngle = 0.0;
_smoothedLidAngle = 0.0;
_smoothedVelocity = 0.0;
_targetFrequency = kMinFrequency;
_targetVolume = kBaseVolume;
_currentFrequency = kMinFrequency;
_currentVolume = kBaseVolume;
_phase = 0.0;
_vibratoPhase = 0.0;
_phaseIncrement = 2.0 * M_PI * kMinFrequency / kSampleRate;
if (![self setupAudioEngine]) {
NSLog(@"[ThereminAudioEngine] Failed to setup audio engine");
return nil;
}
}
return self;
}
- (void)dealloc {
[self stopEngine];
}
#pragma mark - Audio Engine Setup
- (BOOL)setupAudioEngine {
self.audioEngine = [[AVAudioEngine alloc] init];
self.mixerNode = self.audioEngine.mainMixerNode;
// Create audio format for our sine wave
AVAudioFormat *format = [[AVAudioFormat alloc] initWithCommonFormat:AVAudioPCMFormatFloat32
sampleRate:kSampleRate
channels:1
interleaved:NO];
// Create source node for sine wave generation
__weak typeof(self) weakSelf = self;
self.sourceNode = [[AVAudioSourceNode alloc] initWithFormat:format renderBlock:^OSStatus(BOOL * _Nonnull isSilence, const AudioTimeStamp * _Nonnull timestamp, AVAudioFrameCount frameCount, AudioBufferList * _Nonnull outputData) {
return [weakSelf renderSineWave:isSilence timestamp:timestamp frameCount:frameCount outputData:outputData];
}];
// Attach and connect the source node
[self.audioEngine attachNode:self.sourceNode];
[self.audioEngine connect:self.sourceNode to:self.mixerNode format:format];
return YES;
}
#pragma mark - Engine Control
- (void)startEngine {
if (self.isEngineRunning) {
return;
}
NSError *error;
if (![self.audioEngine startAndReturnError:&error]) {
NSLog(@"[ThereminAudioEngine] Failed to start audio engine: %@", error.localizedDescription);
return;
}
NSLog(@"[ThereminAudioEngine] Started theremin engine");
}
- (void)stopEngine {
if (!self.isEngineRunning) {
return;
}
[self.audioEngine stop];
NSLog(@"[ThereminAudioEngine] Stopped theremin engine");
}
- (BOOL)isEngineRunning {
return self.audioEngine.isRunning;
}
#pragma mark - Sine Wave Generation
- (OSStatus)renderSineWave:(BOOL *)isSilence
timestamp:(const AudioTimeStamp *)timestamp
frameCount:(AVAudioFrameCount)frameCount
outputData:(AudioBufferList *)outputData {
float *output = (float *)outputData->mBuffers[0].mData;
// Always generate sound (continuous tone)
*isSilence = NO;
// Calculate vibrato phase increment
double vibratoPhaseIncrement = 2.0 * M_PI * kVibratoFrequency / kSampleRate;
// Generate sine wave samples with vibrato
for (AVAudioFrameCount i = 0; i < frameCount; i++) {
// Calculate vibrato modulation
double vibratoModulation = sin(self.vibratoPhase) * kVibratoDepth;
double modulatedFrequency = self.currentFrequency * (1.0 + vibratoModulation);
// Update phase increment for modulated frequency
self.phaseIncrement = 2.0 * M_PI * modulatedFrequency / kSampleRate;
// Generate sample with vibrato and current volume
output[i] = (float)(sin(self.phase) * self.currentVolume * 0.25); // 0.25 to prevent clipping
// Update phases
self.phase += self.phaseIncrement;
self.vibratoPhase += vibratoPhaseIncrement;
// Wrap phases to prevent accumulation of floating point errors
if (self.phase >= 2.0 * M_PI) {
self.phase -= 2.0 * M_PI;
}
if (self.vibratoPhase >= 2.0 * M_PI) {
self.vibratoPhase -= 2.0 * M_PI;
}
}
return noErr;
}
#pragma mark - Lid Angle Processing
- (void)updateWithLidAngle:(double)lidAngle {
double currentTime = CACurrentMediaTime();
if (self.isFirstUpdate) {
self.lastLidAngle = lidAngle;
self.smoothedLidAngle = lidAngle;
self.lastUpdateTime = currentTime;
self.lastMovementTime = currentTime;
self.isFirstUpdate = NO;
// Set initial frequency based on angle
[self updateTargetParametersWithAngle:lidAngle velocity:0.0];
return;
}
// Calculate time delta
double deltaTime = currentTime - self.lastUpdateTime;
if (deltaTime <= 0 || deltaTime > 1.0) {
// Skip if time delta is invalid or too large
self.lastUpdateTime = currentTime;
return;
}
// Stage 1: Smooth the raw angle input
self.smoothedLidAngle = (kAngleSmoothingFactor * lidAngle) +
((1.0 - kAngleSmoothingFactor) * self.smoothedLidAngle);
// Stage 2: Calculate velocity from smoothed angle data
double deltaAngle = self.smoothedLidAngle - self.lastLidAngle;
double instantVelocity;
// Apply movement threshold
if (fabs(deltaAngle) < kMovementThreshold) {
instantVelocity = 0.0;
} else {
instantVelocity = fabs(deltaAngle / deltaTime);
self.lastLidAngle = self.smoothedLidAngle;
}
// Stage 3: Apply velocity smoothing and decay
if (instantVelocity > 0.0) {
self.smoothedVelocity = (kVelocitySmoothingFactor * instantVelocity) +
((1.0 - kVelocitySmoothingFactor) * self.smoothedVelocity);
self.lastMovementTime = currentTime;
} else {
self.smoothedVelocity *= kVelocityDecayFactor;
}
// Additional decay if no movement for extended period
double timeSinceMovement = currentTime - self.lastMovementTime;
if (timeSinceMovement > (kMovementTimeoutMs / 1000.0)) {
self.smoothedVelocity *= kAdditionalDecayFactor;
}
// Update state for next iteration
self.lastUpdateTime = currentTime;
// Update target parameters
[self updateTargetParametersWithAngle:self.smoothedLidAngle velocity:self.smoothedVelocity];
// Apply smooth parameter transitions
[self rampToTargetParameters];
}
- (void)setAngularVelocity:(double)velocity {
self.smoothedVelocity = velocity;
[self updateTargetParametersWithAngle:self.smoothedLidAngle velocity:velocity];
[self rampToTargetParameters];
}
- (void)updateTargetParametersWithAngle:(double)angle velocity:(double)velocity {
// Map angle to frequency using exponential curve for musical feel
double normalizedAngle = fmax(0.0, fmin(1.0, (angle - kMinAngle) / (kMaxAngle - kMinAngle)));
// Use exponential mapping for more musical frequency distribution
double frequencyRatio = pow(normalizedAngle, 0.7); // Slight compression for better control
self.targetFrequency = kMinFrequency + frequencyRatio * (kMaxFrequency - kMinFrequency);
// Calculate continuous volume with velocity-based boost
double velocityBoost = 0.0;
if (velocity > 0.0) {
// Use smoothstep curve for natural volume boost response
double e0 = 0.0;
double e1 = kVelocityQuiet;
double t = fmin(1.0, fmax(0.0, (velocity - e0) / (e1 - e0)));
double s = t * t * (3.0 - 2.0 * t); // smoothstep function
velocityBoost = (1.0 - s) * kVelocityVolumeBoost; // invert: slow = more boost, fast = less boost
}
// Combine base volume with velocity boost
self.targetVolume = kBaseVolume + velocityBoost;
self.targetVolume = fmax(0.0, fmin(1.0, self.targetVolume));
}
// Helper function for parameter ramping
- (double)rampValue:(double)current toward:(double)target withDeltaTime:(double)dt timeConstantMs:(double)tauMs {
double alpha = fmin(1.0, dt / (tauMs / 1000.0));
return current + (target - current) * alpha;
}
- (void)rampToTargetParameters {
// Calculate delta time for ramping
static double lastRampTime = 0;
double currentTime = CACurrentMediaTime();
if (lastRampTime == 0) lastRampTime = currentTime;
double deltaTime = currentTime - lastRampTime;
lastRampTime = currentTime;
// Ramp current values toward targets for smooth transitions
self.currentFrequency = [self rampValue:self.currentFrequency toward:self.targetFrequency withDeltaTime:deltaTime timeConstantMs:kFrequencyRampTimeMs];
self.currentVolume = [self rampValue:self.currentVolume toward:self.targetVolume withDeltaTime:deltaTime timeConstantMs:kVolumeRampTimeMs];
}
#pragma mark - Property Accessors
- (double)currentVelocity {
return self.smoothedVelocity;
}
@end