nooise 2.5.2

Ambient music generator for the terminal
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
//! The Lead voice: a mono, gliding solo synth that plays the Pad's current
//! chord tones, or the progression's scale, from a step lane on its own grid.

use super::*;

pub(crate) const LEAD_RATE_BEATS_MIN: f32 = 0.125;
pub(crate) const LEAD_RATE_BEATS_MAX: f32 = 4.0;
pub(crate) const LEAD_OCTAVE_MIN: f32 = -2.0;
pub(crate) const LEAD_OCTAVE_MAX: f32 = 2.0;
/// Tones a step or a played key can name, past the rest: nine, one per
/// letter of the play row.
pub(crate) const LEAD_TONE_COUNT: usize = 9;

/// The most notes a reach can hold: a full chromatic scale.
const LEAD_REACH_MAX: usize = 12;

/// What the Lead's nine tones index into.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub(crate) enum LeadFollow {
    /// The four tones of the chord sounding now; tones move as chords move.
    Chord,
    /// The progression's own scale from its tonic; tones hold still across
    /// chord changes, so a line can pass through non-chord notes.
    Scale,
}

pub(crate) const LEAD_FOLLOWS: [LeadFollow; 2] = [LeadFollow::Chord, LeadFollow::Scale];

/// The lane's transport. One control, two states, so a Steps LFO can gate
/// the pattern in bars and play mode drops the lane out without leaving the
/// keys. There is no armed record state: a phrase enters the lane by capture
/// (`lead_capture`), after it was played.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub(crate) enum LeadPattern {
    /// The lane is silent; only played keys sound. The solo position.
    Off,
    /// The lane plays its steps.
    Play,
}

pub(crate) const LEAD_PATTERNS: [LeadPattern; 2] = [LeadPattern::Off, LeadPattern::Play];

impl LeadPattern {
    pub(crate) fn from_value(value: f32) -> Self {
        LEAD_PATTERNS[(value.round() as i64).clamp(0, LEAD_PATTERNS.len() as i64 - 1) as usize]
    }

    /// The control value naming this state: its `LEAD_PATTERNS` index.
    pub(crate) const fn value(self) -> f32 {
        match self {
            Self::Off => 0.0,
            Self::Play => 1.0,
        }
    }

    pub(crate) fn toggled(self) -> Self {
        match self {
            Self::Off => Self::Play,
            Self::Play => Self::Off,
        }
    }

    pub(crate) fn label(self) -> &'static str {
        match self {
            Self::Off => "Off",
            Self::Play => "Play",
        }
    }
}

/// One play-mode press as the phrase buffer remembers it.
#[derive(Clone, Copy, Debug, PartialEq)]
pub(crate) struct LeadPress {
    pub(crate) beat: f64,
    pub(crate) tone: usize,
}

/// The rolling memory of what was played, so a phrase can be kept after the
/// fact rather than armed before it. Live-only: it regenerates from playing
/// and never enters a song code. Bounded, so it costs nothing to leave on.
#[derive(Clone, Debug, Default, PartialEq)]
pub(crate) struct LeadPhraseBuffer {
    presses: Vec<LeadPress>,
}

/// Presses the buffer keeps: enough for a 16-step lane of chords' worth of
/// legato at the fastest rate.
const LEAD_PHRASE_PRESSES: usize = 128;

impl LeadPhraseBuffer {
    pub(crate) fn push(&mut self, press: LeadPress) {
        if self.presses.len() == LEAD_PHRASE_PRESSES {
            self.presses.remove(0);
        }
        self.presses.push(press);
    }

    pub(crate) fn presses(&self) -> &[LeadPress] {
        &self.presses
    }
}

/// A phrase lifted off the buffer, ready to become the lane.
#[derive(Clone, Copy, Debug, PartialEq)]
pub(crate) struct LeadCapture {
    pub(crate) count: usize,
    pub(crate) steps: [f32; LEAD_STEP_COUNT],
}

/// Lane lengths a capture may pick, shortest that fits the phrase.
const LEAD_CAPTURE_LENGTHS: [usize; 3] = [4, 8, 16];
/// A silence this long (in beats: one bar) ends a phrase; anything played
/// before it is not part of what "keep that" means.
const LEAD_PHRASE_GAP_BEATS: f64 = 4.0;

/// The phrase just played, as a lane: the presses since the last bar of
/// silence, each snapped to its nearest step, laid onto the shortest of
/// 4/8/16 steps that holds them. Steps keep their place against the bar
/// (`lane step = absolute step mod length`), so the loop plays back where it
/// was played rather than shifted to start on step 1. Presses older than the
/// lane's longest possible loop fall off; `None` when nothing was played.
pub(crate) fn lead_capture(
    presses: &[LeadPress],
    now: f64,
    rate_beats: f32,
    offset_beats: f32,
) -> Option<LeadCapture> {
    let rate = f64::from(rate_beats.clamp(LEAD_RATE_BEATS_MIN, LEAD_RATE_BEATS_MAX));
    let horizon = now - rate * LEAD_STEP_COUNT as f64;
    let recent: Vec<LeadPress> = presses
        .iter()
        .copied()
        .filter(|press| press.beat >= horizon && press.beat <= now)
        .collect();
    // Walk back from the newest press to the last bar of silence.
    let start = (1..recent.len())
        .rev()
        .find(|&i| recent[i].beat - recent[i - 1].beat >= LEAD_PHRASE_GAP_BEATS)
        .unwrap_or(0);
    let phrase = &recent[start..];
    let step_of =
        |press: &LeadPress| ((press.beat - f64::from(offset_beats)) / rate).round() as i64;
    let first = step_of(phrase.first()?);
    let last = step_of(phrase.last()?);
    let span = (last - first + 1).max(1) as usize;
    let count = LEAD_CAPTURE_LENGTHS
        .into_iter()
        .find(|&length| length >= span)
        .unwrap_or(LEAD_STEP_COUNT);
    let mut steps = [0.0; LEAD_STEP_COUNT];
    for press in phrase {
        let step = step_of(press).rem_euclid(count as i64) as usize;
        steps[step] = press.tone as f32;
    }
    Some(LeadCapture { count, steps })
}

impl LeadFollow {
    pub(crate) fn from_value(value: f32) -> Self {
        LEAD_FOLLOWS[(value.round() as i64).clamp(0, LEAD_FOLLOWS.len() as i64 - 1) as usize]
    }

    pub(crate) fn label(self) -> &'static str {
        match self {
            Self::Chord => "Chord",
            Self::Scale => "Scale",
        }
    }
}

/// The ascending notes tone 1 upward walks through; tones past `len` wrap
/// an octave up, so a four-note reach reads 1 2 3 4 1' 2' 3' 4' 1''.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub(crate) struct LeadReach {
    notes: [i32; LEAD_REACH_MAX],
    len: usize,
}

impl LeadReach {
    pub(crate) fn len(&self) -> usize {
        self.len
    }

    /// The MIDI note of 1-based `tone`, lifted by the layer's `lead.octave`.
    pub(crate) fn note(&self, tone: usize, octave: f32) -> i32 {
        let index = tone.saturating_sub(1);
        self.notes[index % self.len] + 12 * ((index / self.len) as i32 + octave.round() as i32)
    }

    pub(crate) fn label(&self, tone: usize) -> String {
        lead_tone_label(tone, self.len)
    }
}

/// How 1-based `tone` reads against a reach of `reach_len` notes: its
/// degree, with one prime per octave wrapped.
pub(crate) fn lead_tone_label(tone: usize, reach_len: usize) -> String {
    let index = tone.saturating_sub(1);
    let len = reach_len.max(1);
    format!("{}{}", index % len + 1, "'".repeat(index / len))
}

/// The reach the Lead resolves through right now, for both the lane and
/// the play row.
pub(crate) fn lead_reach(
    follow: LeadFollow,
    pad: &PadControls,
    progression: usize,
    step: usize,
) -> LeadReach {
    match follow {
        LeadFollow::Chord => {
            let chord = pad_chord_tones(pad, progression, step);
            let mut notes = [0; LEAD_REACH_MAX];
            notes[..chord.len()].copy_from_slice(&chord);
            LeadReach {
                notes,
                len: chord.len(),
            }
        }
        LeadFollow::Scale => progression_scale(pad, progression),
    }
}

/// A progression's scale: every pitch class its chords touch, laid out
/// ascending from the tonic (its first chord's lowest note). Derived rather
/// than declared, so a custom progression and each built-in table each
/// yield their own scale, and a chord change never moves a key.
pub(crate) fn progression_scale(pad: &PadControls, progression: usize) -> LeadReach {
    let tonic = pad_chord_tones(pad, progression, 0)[0];
    let mut present = [false; 12];
    for step in 0..pad_chord_count(pad) {
        for note in pad_chord_tones(pad, progression, step) {
            present[(note - tonic).rem_euclid(12) as usize] = true;
        }
    }
    let mut notes = [0; LEAD_REACH_MAX];
    let mut len = 0;
    for (interval, _) in present.iter().enumerate().filter(|(_, hit)| **hit) {
        notes[len] = tonic + interval as i32;
        len += 1;
    }
    LeadReach { notes, len }
}

/// A step value (or a play-row key) as a 1-based tone; `None` is the rest
/// at position 0. Out-of-table values clamp to the last tone.
pub(crate) fn lead_step_tone(value: f32) -> Option<usize> {
    match (value.round() as i64).clamp(0, LEAD_TONE_COUNT as i64) as usize {
        0 => None,
        tone => Some(tone),
    }
}

/// How a step value reads on the page, against the reach the song is in.
pub(crate) fn lead_step_label(value: f32, reach: &LeadReach) -> String {
    lead_step_tone(value).map_or_else(|| "Rest".to_string(), |tone| reach.label(tone))
}

/// The reach a page reads its labels against: the lane's tones are named
/// by degree, which depends only on the reach's size, so the chord step
/// need not be known to label the page.
pub(crate) fn lead_page_reach(lead: &LeadControls, pad: &PadControls) -> LeadReach {
    lead_reach(
        LeadFollow::from_value(lead.follow),
        pad,
        progression_index(pad.progression),
        0,
    )
}

/// How many of the lane's steps play: `lead.steps` rounded and clamped.
pub(crate) fn lead_live_step_count(step_count: f32) -> usize {
    (step_count.round() as i64).clamp(1, LEAD_STEP_COUNT as i64) as usize
}

/// The lane step a trigger on `beat` plays. Derived from the transport rather
/// than counted, exactly like the LFO staircase, so a saved song resumes on
/// the step the clock says and there is no position to persist. The quarter
/// step of slack absorbs a swung hit (never later than half a step) and the
/// grid's own epsilon.
pub(crate) fn lead_step_at(beat: f64, rate_beats: f32, offset_beats: f32, count: usize) -> usize {
    let position = (beat - offset_beats as f64) / rate_beats as f64 + 0.25;
    (position.floor() as i64).rem_euclid(count.max(1) as i64) as usize
}

/// Harmonics in a lead recipe's additive stack.
pub(crate) const LEAD_HARMONIC_COUNT: usize = 8;
/// Harmonics above this fraction of Nyquist are left out so high notes do not
/// alias.
const LEAD_NYQUIST_FRACTION: f32 = 0.45;

/// One lead character: an additive stack of the first eight harmonics at
/// these gains (signed, so a triangle's alternating partials are expressible),
/// plus an output trim. Every recipe glides and envelopes identically; a
/// type is only a spectrum.
#[derive(Clone, Copy, Debug, PartialEq)]
pub(crate) struct LeadRecipe {
    pub(crate) label: &'static str,
    pub(crate) harmonics: [f32; LEAD_HARMONIC_COUNT],
    /// Balances this stack's summed energy against the other types so
    /// `lead_types_render_at_a_matched_level` holds; retune here, never in
    /// the harmonics.
    pub(crate) trim: f32,
}

/// Lead characters in stored order; `lead.type` wraps into this table.
/// Trims are set so every type lands at the same RMS as `LEAD_LEVEL_TARGET`
/// relative to Bass — a bright lead sounds louder than it measures, so the
/// target sits below the other pitched voices rather than beside them.
pub(crate) const LEAD_TYPES: [LeadRecipe; 5] = [
    LeadRecipe {
        label: "Saw",
        harmonics: [1.0, 0.5, 0.333, 0.25, 0.2, 0.167, 0.143, 0.125],
        trim: 0.165,
    },
    LeadRecipe {
        label: "Square",
        harmonics: [1.0, 0.0, 0.333, 0.0, 0.2, 0.0, 0.143, 0.0],
        trim: 0.188,
    },
    LeadRecipe {
        label: "Soft",
        harmonics: [1.0, 0.0, -0.111, 0.0, 0.04, 0.0, -0.02, 0.0],
        trim: 0.2025,
    },
    LeadRecipe {
        label: "Pure",
        harmonics: [1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0],
        trim: 0.204,
    },
    LeadRecipe {
        label: "Reed",
        harmonics: [1.0, 0.7, 0.9, 0.4, 0.6, 0.2, 0.3, 0.1],
        trim: 0.1185,
    },
];

pub(crate) fn lead_recipe(value: f32) -> LeadRecipe {
    LEAD_TYPES[wrapped_index(value, LEAD_TYPES.len())]
}

pub(crate) fn lead_type_label(value: f32) -> &'static str {
    lead_recipe(value).label
}

/// The one sounding note: a variable-pitch additive stack with an
/// attack/decay life. Pitch glides toward `target_hz` at a one-pole rate so a
/// new note legato-slides from the last instead of jumping. The recipe is
/// read per sample, so a Type edit reshapes the note already sounding.
pub(crate) struct LeadVoice {
    phase: f32,
    hz: f32,
    target_hz: f32,
    envelope: Adsr,
    sample_rate: f32,
}

/// A note's amplitude life: ramp in over `attack`, then either fall to
/// silence over `decay` (a lane step, or a key the terminal cannot hold) or
/// sustain at the peak while `hold` and fall over `decay` once released.
#[derive(Clone, Copy, Debug, PartialEq)]
pub(crate) struct LeadShape {
    pub(crate) attack: f32,
    pub(crate) decay: f32,
    pub(crate) hold: bool,
}

impl LeadShape {
    fn envelope(self, sample_rate: f32) -> Adsr {
        let sustain = if self.hold { 1.0 } else { 0.0 };
        Adsr::new(self.attack, self.decay, sustain, self.decay, sample_rate)
    }
}

impl LeadVoice {
    pub(crate) fn new(hz: f32, shape: LeadShape, sample_rate: f32) -> Self {
        Self {
            phase: 0.0,
            hz,
            target_hz: hz,
            envelope: shape.envelope(sample_rate),
            sample_rate,
        }
    }

    /// Retarget the pitch and restart the envelope from its current level,
    /// without touching the oscillator phase: pitch, amplitude, and waveform
    /// are all continuous across the retrigger, so fast playing cannot click.
    pub(crate) fn retrigger(&mut self, hz: f32, shape: LeadShape) {
        self.target_hz = hz;
        let mut envelope = shape.envelope(self.sample_rate);
        envelope.start_at(self.envelope.level());
        self.envelope = envelope;
    }

    /// End a held note's sustain; a decaying note is unaffected.
    pub(crate) fn release(&mut self) {
        self.envelope.note_off();
    }

    pub(crate) fn next(&mut self, glide: f32, recipe: &LeadRecipe) -> f32 {
        self.hz += (self.target_hz - self.hz) * glide_coefficient(glide, self.sample_rate);
        let mut raw = 0.0f32;
        let ceiling = self.sample_rate * LEAD_NYQUIST_FRACTION;
        for (index, gain) in recipe.harmonics.iter().enumerate() {
            let n = (index + 1) as f32;
            if self.hz * n > ceiling {
                break;
            }
            if *gain != 0.0 {
                raw += (self.phase * n).sin() * gain;
            }
        }
        self.phase += std::f32::consts::TAU * self.hz / self.sample_rate;
        if self.phase >= std::f32::consts::TAU {
            self.phase -= std::f32::consts::TAU;
        }
        raw * recipe.trim * self.envelope.next()
    }

    pub(crate) fn is_done(&self) -> bool {
        self.envelope.is_done()
    }

    #[cfg(test)]
    pub(crate) fn hz(&self) -> f32 {
        self.hz
    }
}

/// Per-sample fraction of the remaining pitch distance to close: a one-pole
/// slew whose time constant is a third of `glide` seconds, so the slide is
/// audibly settled by the time `glide` has elapsed. Zero glide jumps.
pub(crate) fn glide_coefficient(glide: f32, sample_rate: f32) -> f32 {
    if glide <= 0.0 {
        return 1.0;
    }
    1.0 - (-3.0 / (glide * sample_rate)).exp()
}

/// The one hands-on note path from the UI to the audio thread: every press in
/// Lead play mode bumps `presses` and names its tone, and the engine plays a
/// tone each time it sees the count move. A count rather than a flag, so two
/// presses between engine polls still read as a press. Not song state: a
/// played note is a gesture, not a setting.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub(crate) struct LeadPlayState {
    pub(crate) presses: u64,
    /// The 1-based tone of the last press.
    pub(crate) tone: usize,
    /// Whether that press's key is still down: a held note sustains, and
    /// the flag dropping is its release.
    pub(crate) held: bool,
}

pub(crate) struct LeadEngine {
    pub(crate) sample_rate: f32,
    pub(crate) progression: ProgressionFollower,
    pub(crate) step_trigger: GridTrigger,
    pub(crate) voice: Option<LeadVoice>,
    /// The last `LeadPlayState::presses` acted on; a snapshot with a higher
    /// count queues one played tone for the next sample.
    presses_seen: u64,
    /// Whether the last press seen is still held; the flag dropping without
    /// a new press queues a release.
    held_seen: bool,
    pending_press: Option<(usize, bool)>,
    pending_release: bool,
}

impl LeadEngine {
    #[cfg(test)]
    pub(crate) fn new(sample_rate: f32) -> Self {
        Self::with_play_state(sample_rate, LeadPlayState::default())
    }

    /// Start already caught up with `play`, so a session that was loaded
    /// mid-gesture does not replay its last press on the first sample.
    pub(crate) fn with_play_state(sample_rate: f32, play: LeadPlayState) -> Self {
        Self {
            sample_rate,
            progression: ProgressionFollower::new(),
            step_trigger: GridTrigger::new(),
            voice: None,
            presses_seen: play.presses,
            held_seen: play.held,
            pending_press: None,
            pending_release: false,
        }
    }

    /// Adopt the latest published play state: a moved press count queues its
    /// tone for the next sample; a held flag that dropped queues a release.
    pub(crate) fn observe(&mut self, play: LeadPlayState) {
        if play.presses != self.presses_seen {
            self.presses_seen = play.presses;
            self.pending_press = Some((play.tone, play.held));
        } else if self.held_seen && !play.held {
            self.pending_release = true;
        }
        self.held_seen = play.held;
    }

    /// Start or slide to `note` now. A note that is still sounding is
    /// retriggered in place so the pitch glides; a finished one starts fresh
    /// at pitch. A held note sustains until `release`.
    pub(crate) fn play(&mut self, note: i32, tune: f32, c: &LeadControls, hold: bool) {
        let hz = note_hz(note, tune);
        let shape = LeadShape {
            attack: c.attack,
            decay: c.decay,
            hold,
        };
        match &mut self.voice {
            Some(voice) if !voice.is_done() => voice.retrigger(hz, shape),
            _ => self.voice = Some(LeadVoice::new(hz, shape, self.sample_rate)),
        }
    }

    /// Let a held note go: it decays from here.
    pub(crate) fn release(&mut self) {
        if let Some(voice) = &mut self.voice {
            voice.release();
        }
    }

    pub(crate) fn next(
        &mut self,
        c: &LeadControls,
        pad: &PadControls,
        tune: f32,
        timing: TimingContext,
    ) -> (f32, f32) {
        // The same chord-source path Pad, Bass, and Arp resolve through.
        let (progression, step) = self.progression.follow(pad, timing);

        let rate_beats = c.rate_beats.clamp(LEAD_RATE_BEATS_MIN, LEAD_RATE_BEATS_MAX);
        if self
            .step_trigger
            .pop_swung(timing, rate_beats, c.offset_beats, c.swing)
        {
            let count = lead_live_step_count(c.step_count);
            let lane_step = lead_step_at(timing.beat, rate_beats, c.offset_beats, count);
            // A silent layer plays nothing, so a Level of exactly 0 (the
            // default) never keeps a voice alive. A rest lets the current
            // note finish its decay untouched.
            // The lane yields to a held key: the player owns the voice
            // until the key comes up. An Off pattern is the solo position:
            // the trigger still ticks so Play resumes on the clock's step.
            if c.level != 0.0
                && LeadPattern::from_value(c.pattern) != LeadPattern::Off
                && !self.held_seen
                && let Some(tone) = lead_step_tone(c.steps[lane_step])
            {
                let reach = lead_reach(LeadFollow::from_value(c.follow), pad, progression, step);
                self.play(reach.note(tone, c.octave), tune, c, false);
            }
        }
        // A played key sounds the moment the engine sees it, on top of (and
        // sliding from) whatever the lane is doing.
        if let Some((pressed, hold)) = self.pending_press.take()
            && c.level != 0.0
            && let Some(tone) = lead_step_tone(pressed as f32)
        {
            let reach = lead_reach(LeadFollow::from_value(c.follow), pad, progression, step);
            self.play(reach.note(tone, c.octave), tune, c, hold);
        }
        if std::mem::take(&mut self.pending_release) {
            self.release();
        }

        let Some(voice) = &mut self.voice else {
            return (0.0, 0.0);
        };
        let sample = voice.next(c.glide, &lead_recipe(c.voice_type));
        if voice.is_done() {
            self.voice = None;
        }
        // Applied to the output, not captured per note, so the fader reaches
        // the note already sounding. Pre-smoothed by `GainSmoothers`.
        let out = sample * c.level;
        (out, out)
    }
}