#pragma once // sample_map — PURE mapping logic for the S4 Tier-0 instrument: turn the live // "reasampler" bank ext-state + a decoded WAV into the plain data the sampler core // plays, and (de)serialize the instance's selected-sample choice for VST3 component // state. NO VST3, NO REAPER, NO SWELL, NO vendor/ includes at the boundary — the // mirror of capture_paths / wav_trim / bridge_marshal splitting the fiddly, testable // arithmetic out of a host-facing shell. // // WHY IT EXISTS (S4 seams). The instrument reads the bank over the live-state seam // (the "banks" ext-state blob) and the audio over the file seam (the on-disk WAV). // Both of those raw inputs cross the bridge/file boundary in the shell; everything // after — parse the bank with the SHARED bank_model/bank_book JSON path (NOT a second // parser; the S1 spike's string-scan reader is retired), pick the selected sample, // downmix its decoded PCM to the core's mono contract, and build the Tier-0 chromatic // Keymap — is pure and unit-tested here. // // It links bank_book (the shared BankBook::deserialize) and wav_trim (the shared // 32-bit-float WAV parse — no third WAV reader) and sampler_core (the Keymap / // SampleData it produces). All three are pure; this stays pure. #include #include #include #include #include "bank_book.h" // BankBook::deserialize (shared bank JSON parse) #include "sampler_core.h" // Keymap, SampleData, SampleLoop #include "wav_trim.h" // parseWavLayout, extractFloatFrames (shared WAV parse) namespace reasampler { // The bank sample this instance is bound to, distilled from the live "banks" blob: // the project-relative WAV path the file seam must resolve+decode, plus the S2 bank // intrinsics the core repitches / loops by. A pure value — no host, no PCM yet. struct SelectedSample { std::string relativePath; // project-relative; the shell resolves it (M4 convention) int rootNote = 60; // S2 intrinsic; defaults to middle C when the bank left it empty SampleLoop loop; // S2 intrinsic; hasLoop=false when the bank left it empty }; // Resolve the bound sample from the live bank blob. `banksJson` is the raw "banks" // ext-state value the bridge read (may be empty / malformed — an unsaved or pre-bank // project). `sampleId` is this instance's stored selection. // // Precedence, all pure: // * empty / malformed banksJson -> nullopt (nothing to play) // * sampleId names a sample in ANY bank -> that sample (searched pool + named) // * sampleId empty or not found, bank has -> the FIRST sample in ordinal order // >= 1 sample (a sensible default so a fresh // instance plays SOMETHING; the UI can // then pick a specific one) // * bank has zero samples -> nullopt // // The "first sample" fallback is deliberate: Tier 0 is "the bank plays", and a brand- // new instance with no stored selection should map the bank's first sample rather than // stay silent until the user opens the editor. std::optional selectSample(const std::string& banksJson, const std::string& sampleId); // All (id, displayName) pairs across every bank in ordinal order (pool first), for the // selection UI to list. Empty for an empty / malformed blob. Pure projection over the // shared parse — the UI never parses JSON itself. struct SampleChoice { std::string id; std::string displayName; }; std::vector listSamples(const std::string& banksJson); // Downmix interleaved float frames (the shape wav_trim::extractFloatFrames yields: // [f0c0,f0c1,...,f1c0,...]) to the core's MONO contract by AVERAGING channels per // frame. `channelCount` is the interleave stride (>= 1). CHANNEL POLICY (Tier 0, // documented + surfaced): the S3 core is mono-per-sample by design; bank WAVs preserve // their source channel count, so a stereo (or N-channel) capture is folded to a single // mono stream here by an equal-weight average. Averaging (not "take L", not summing) is // the least-surprising, no-clip default — a centered mono source stays unity, and a // hard-panned source is attenuated rather than silenced or doubled. Empty / zero-stride // in -> empty out. Pure. std::vector downmixToMono(const std::vector& interleaved, int channelCount); // Build the Tier-0 chromatic keymap for one decoded, mono sample: one zone spanning // the whole keyboard, repitched from `rootNote`, looped per `loop`. This is the // single-sample degenerate case (Keymap::singleSampleChromatic) with the S2 intrinsics // threaded in. `monoFrames` is the downmixed PCM; `sampleRate` is the WAV's rate. Keymap buildTier0Keymap(std::vector monoFrames, int sampleRate, int rootNote, const SampleLoop& loop); // --- Performance map (Tier 1, D-B: the instrument's OWN state) --------------- // // The performance map is the keymap the user authors IN the instrument: several bank // samples zoned across the keyboard, each with a key range and a root note. It is a // PERFORMANCE CHOICE (D-B), so it lives in the instrument (VST3 component state), never // written back to the bank. Root note per zone is SEEDED from the S2 bank intrinsic but // OVERRIDABLE here — the override lives on the zone, never on `Sample`. // // Pure value type: it names bank samples by id (the stable seam key) and holds no PCM. // The shell resolves each id's WAV over the file seam and decodes it; the pure zone-build // stitches the decoded frames + this map into a sampler_core Keymap. // One authored zone: a bank sample mapped to an inclusive [lowNote, highNote] key range, // with an optional root-note override. rootOverride absent -> repitch from the bank // sample's own S2 rootNote intrinsic (or middle C when the bank left it empty). struct PerformanceZone { std::string sampleId; // bank sample id this zone plays int lowNote = 0; // inclusive int highNote = 127; // inclusive std::optional rootOverride; // instrument-owned override; absent -> bank intrinsic }; // The instrument's performance map: an ordered list of zones. Order is authoritative for // overlap resolution (OVERLAP POLICY: first zone in order wins, mirroring the S3 core's // first-match Keymap::resolve — overlaps are neither rejected nor clamped, the earlier // zone simply takes the contested keys; documented, deterministic). struct PerformanceMap { std::vector zones; bool empty() const { return zones.empty(); } }; // One resolved zone ready for the shell to decode + the pure build to stitch: the bank // sample's project-relative WAV path (file seam), the EFFECTIVE root note (override beats // bank intrinsic beats middle-C default), the loop intrinsic, and the key range. Distinct // from PerformanceZone (which names an id) — this is the id resolved against the live bank. struct ResolvedZone { std::string relativePath; // project-relative; the shell resolves + decodes it int lowNote = 0; int highNote = 127; int rootNote = 60; // effective: override, else bank intrinsic, else 60 SampleLoop loop; // bank intrinsic }; // The result of resolving a performance map against the live bank blob. `zones` are the // zones whose sampleId still resolves to a bank sample, IN MAP ORDER (so overlap-order is // preserved). `droppedSampleIds` are the ids that no longer resolve (STALE-ID POLICY: a // zone naming a deleted/moved-out sample is DROPPED cleanly — not an error, not silence // for the whole map — and its id is reported here so the editor can flag/prune it). struct ResolvedPerformance { std::vector zones; std::vector droppedSampleIds; }; // Resolve a performance map against the live "banks" ext-state blob. Pure: shared // bank_book parse, no host, no PCM. Each zone's sampleId is looked up across every bank // (pool + named); a hit yields a ResolvedZone with the effective root note (rootOverride, // else the sample's S2 rootNote, else 60) and the sample's loop intrinsic; a miss appends // the id to droppedSampleIds. Empty/malformed blob or empty map -> empty result (the shell // then falls back to Tier-0 — see reloadFromBank). ResolvedPerformance resolvePerformance(const std::string& banksJson, const PerformanceMap& map); // Build a zoned Keymap from resolved zones + their decoded mono PCM. `decoded[i]` is the // downmixed frames + sample rate for `zones[i]` (same length + order as `zones`). One // SampleData per zone (Tier 1: one sample per key-region; a sample used by two zones is // decoded twice — acceptable at this tier, the shell may dedup by path later). Zone order // is preserved so first-match overlap resolution matches the map's authored order. A zone // whose decoded frames are empty is SKIPPED (an unreadable WAV drops the zone, not the // map). Empty zones in -> empty Keymap (silence). struct DecodedZonePcm { std::vector monoFrames; int sampleRate = 44100; }; Keymap buildZonedKeymap(const std::vector& zones, const std::vector& decoded); // --- Performance-map instance state (VST3 setState/getState) ----------------- // // The performance map is the instrument's OWN state (D-B), serialized to the VST3 // component-state IBStream — NOT written to the "reasampler" bank ext-state (the // instrument is a read-only bank consumer; S4 precedent). Versioned binary, tolerant of // truncation/wrong-version by design (bounded reads, never throws across the host). // // Format (v2): 4-byte LE version tag (== 2), then a 4-byte LE zone count, then per zone: // 4-byte LE id length, id bytes, 4-byte LE lowNote, 4-byte LE highNote, // 1 byte hasOverride (0/1), 4-byte LE rootOverride (present only when hasOverride==1). // BACK-COMPAT: a v1 blob (the S4 single-selection format: version tag 1 + id bytes) is // lifted to a single full-keyboard zone playing that id (no override) — so an instance // saved under Tier 0 restores as a one-zone Tier-1 map. A truncated/unknown/empty blob // deserializes to an EMPTY map (the instrument falls back to Tier-0 first-sample). inline constexpr std::uint32_t kPerformanceStateVersion = 2; // The performance map serialized to bytes for IBStream (getState). std::vector serializePerformance(const PerformanceMap& map); // The performance map parsed back from IBStream bytes (setState). A v2 blob parses // directly; a v1 blob lifts to a single full-keyboard zone; anything else -> empty map. PerformanceMap deserializePerformance(const std::vector& bytes); // --- Instance state (VST3 setState/getState) -------------------------------- // // The instrument's OWN state is which bank sample it plays (D-B: the selection is a // performance choice, held by the instrument, never written back to the bank). It is a // single string id. serialize/deserialize keep the on-the-wire form explicit and // versioned so a future Tier can extend it without breaking already-saved instances. // // Format (v1): a 4-byte little-endian version tag (== 1) followed by the id bytes. No // length prefix is needed — the id runs to the end of the stream (the host tells us the // byte count). deserializeSelection tolerates a truncated / wrong-version / empty blob // by returning "" (no selection — the instrument falls back to the bank's first sample), // never throwing across the host boundary. inline constexpr std::uint32_t kSelectionStateVersion = 1; // The selected-sample id serialized to bytes for IBStream (getState). std::vector serializeSelection(const std::string& sampleId); // The selected-sample id parsed back from IBStream bytes (setState). Unknown version, // too-short, or empty -> "" (graceful no-selection). std::string deserializeSelection(const std::vector& bytes); } // namespace reasampler