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@@ -26,7 +26,7 @@ |
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void AudioEffectGranular::begin(int16_t *sample_bank_def, int16_t max_len_def) |
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{ |
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sample_req=1; |
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sample_req = true; |
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length(max_len_def - 1); |
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sample_bank = sample_bank_def; |
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} |
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@@ -35,10 +35,10 @@ void AudioEffectGranular::length(int16_t max_len_def) |
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{ |
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if (max_len_def < 100) { |
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max_sample_len = 100; |
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glitch_len = max_sample_len/3; |
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glitch_len = max_sample_len / 3; |
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} else { |
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max_sample_len = (max_len_def - 1); |
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glitch_len = max_sample_len/3; |
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glitch_len = max_sample_len / 3; |
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} |
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} |
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@@ -55,10 +55,10 @@ void AudioEffectGranular::freeze(int16_t activate, int16_t playpack_rate_def, in |
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if (freeze_length_def < 50) { |
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freeze_len = 50; |
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} |
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if (freeze_length_def>=max_sample_len) { |
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if (freeze_length_def >= max_sample_len) { |
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freeze_len = max_sample_len; |
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} |
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if (freeze_length_def>=50 && freeze_length_def<max_sample_len) { |
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if (freeze_length_def >= 50 && freeze_length_def < max_sample_len) { |
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freeze_len = freeze_length_def; |
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} |
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} |
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@@ -72,7 +72,7 @@ void AudioEffectGranular::shift(int16_t activate, int16_t playpack_rate_def, int |
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grain_mode = 3; |
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} |
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rate(playpack_rate_def); |
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if (allow_len_change == 1 ) { |
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if (allow_len_change) { |
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// Serial.println("aL"); |
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length(grain_length_def); |
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} |
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@@ -123,7 +123,7 @@ void AudioEffectGranular::update(void) |
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if (grain_mode == 1) { |
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//when activated the last |
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//when activated the last |
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for (int j = 0; j < AUDIO_BLOCK_SAMPLES; j++) { |
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if (playpack_rate >= 0) { |
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accumulator += playpack_rate; |
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@@ -137,55 +137,57 @@ void AudioEffectGranular::update(void) |
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} |
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} |
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if (grain_mode == 2) { |
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if (grain_mode == 2) { |
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//GLITCH SHIFT |
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//basic granular synth thingy |
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//basic granular synth thingy |
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// the shorter the sample the max_sample_len the more tonal it is. |
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// Longer it has more definition. It's a bit roboty either way which |
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// is obv great and good enough for noise music. |
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for (int k = 0; k < AUDIO_BLOCK_SAMPLES; k++) { |
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int16_t current_input = block->data[k]; |
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//we only want to start recodeing when the audio is crossing zero to minimize pops |
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if ((current_input<0 && prev_input>0)) { |
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zero_cross_down=1; |
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// only start recording when the audio is crossing zero to minimize pops |
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// TODO: simplify this logic... and check sample_req first for efficiency |
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if (current_input < 0 && prev_input >= 0) { |
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zero_cross_down = true; |
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} else { |
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zero_cross_down=0; |
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zero_cross_down = false; |
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} |
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prev_input=current_input; |
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prev_input = current_input; |
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if (zero_cross_down == 1 && sample_req == 1) { |
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write_en=1; |
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if (zero_cross_down && sample_req) { |
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write_en = true; |
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} |
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if (write_en==1) { |
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sample_req=0; |
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allow_len_change=1; //reduces noise by not allowing the length to |
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// change after the sample has been recored. |
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// kind of not too much though |
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if (write_en) { |
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sample_req = false; |
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allow_len_change = true; // Reduces noise by not allowing the |
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// length to change after the sample has been |
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// recored. Kind of not too much though |
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if (write_head >= glitch_len) { |
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glitch_cross_len=glitch_len; |
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glitch_cross_len = glitch_len; |
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write_head = 0; |
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sample_loaded = 1; |
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write_en=0; |
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allow_len_change=0; |
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sample_loaded = true; |
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write_en = false; |
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allow_len_change = false; |
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} |
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sample_bank[write_head] = block->data[k]; |
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write_head++; |
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} |
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if (sample_loaded == 1) { |
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//move it to the middle third of the bank. |
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if (sample_loaded) { |
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//move it to the middle third of the bank. |
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//3 "seperate" banks are used |
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float fade_len=20.00; |
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int16_t m2=fade_len; |
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float fade_len = 20.00; |
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int16_t m2 = fade_len; |
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for (int m = 0; m < 2; m++) { |
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// I'm off by one somewhere? why is there a tick at the |
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// beginning of this only when it's combined with the |
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// fade out???? ooor am i osbserving that incorrectly |
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// either wait it works enough |
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sample_bank[m + glitch_len] = 0; |
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sample_bank[m + glitch_len] = 0; |
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} |
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for (int m = 2; m < glitch_len-m2; m++) { |
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@@ -194,28 +196,28 @@ void AudioEffectGranular::update(void) |
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for (int m = glitch_len-m2; m < glitch_len; m++) { |
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// fade out the end. You can just make fadet=0 |
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// but it's a little too daleky |
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float fadet=sample_bank[m]*(m2/fade_len); |
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// but it's a little too daleky |
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float fadet = sample_bank[m] * (m2 / fade_len); |
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sample_bank[m + glitch_len] = (int16_t)fadet; |
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m2--; |
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} |
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sample_loaded = 0; |
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sample_req=1; |
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sample_loaded = false; |
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sample_req = true; |
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} |
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accumulator += playpack_rate; |
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read_head = (accumulator >> 9); |
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if (read_head >= glitch_len) { |
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read_head -= (glitch_len); |
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accumulator=0; |
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read_head -= glitch_len; |
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accumulator = 0; |
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for (int m = 0; m < glitch_len; m++) { |
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sample_bank[m + (glitch_len*2)] = sample_bank[m+glitch_len]; |
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// sample_bank[m + (glitch_len*2)] = (m%20)*1000; |
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} |
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} |
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block->data[k] = sample_bank[read_head+(glitch_len*2)]; |
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block->data[k] = sample_bank[read_head + (glitch_len*2)]; |
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} |
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} |
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transmit(block); |