Kaynağa Gözat

Clean up granular effect code

dds
PaulStoffregen 6 yıl önce
ebeveyn
işleme
0366f1c26e
3 değiştirilmiş dosya ile 49 ekleme ve 55 silme
  1. +40
    -38
      effect_granular.cpp
  2. +8
    -17
      effect_granular.h
  3. +1
    -0
      keywords.txt

+ 40
- 38
effect_granular.cpp Dosyayı Görüntüle

@@ -26,7 +26,7 @@

void AudioEffectGranular::begin(int16_t *sample_bank_def, int16_t max_len_def)
{
sample_req=1;
sample_req = true;
length(max_len_def - 1);
sample_bank = sample_bank_def;
}
@@ -35,10 +35,10 @@ void AudioEffectGranular::length(int16_t max_len_def)
{
if (max_len_def < 100) {
max_sample_len = 100;
glitch_len = max_sample_len/3;
glitch_len = max_sample_len / 3;
} else {
max_sample_len = (max_len_def - 1);
glitch_len = max_sample_len/3;
glitch_len = max_sample_len / 3;
}
}

@@ -55,10 +55,10 @@ void AudioEffectGranular::freeze(int16_t activate, int16_t playpack_rate_def, in
if (freeze_length_def < 50) {
freeze_len = 50;
}
if (freeze_length_def>=max_sample_len) {
if (freeze_length_def >= max_sample_len) {
freeze_len = max_sample_len;
}
if (freeze_length_def>=50 && freeze_length_def<max_sample_len) {
if (freeze_length_def >= 50 && freeze_length_def < max_sample_len) {
freeze_len = freeze_length_def;
}
}
@@ -72,7 +72,7 @@ void AudioEffectGranular::shift(int16_t activate, int16_t playpack_rate_def, int
grain_mode = 3;
}
rate(playpack_rate_def);
if (allow_len_change == 1 ) {
if (allow_len_change) {
// Serial.println("aL");
length(grain_length_def);
}
@@ -123,7 +123,7 @@ void AudioEffectGranular::update(void)


if (grain_mode == 1) {
//when activated the last
//when activated the last
for (int j = 0; j < AUDIO_BLOCK_SAMPLES; j++) {
if (playpack_rate >= 0) {
accumulator += playpack_rate;
@@ -137,55 +137,57 @@ void AudioEffectGranular::update(void)
}
}

if (grain_mode == 2) {
if (grain_mode == 2) {
//GLITCH SHIFT
//basic granular synth thingy
//basic granular synth thingy
// the shorter the sample the max_sample_len the more tonal it is.
// Longer it has more definition. It's a bit roboty either way which
// is obv great and good enough for noise music.

for (int k = 0; k < AUDIO_BLOCK_SAMPLES; k++) {
int16_t current_input = block->data[k];
//we only want to start recodeing when the audio is crossing zero to minimize pops
if ((current_input<0 && prev_input>0)) {
zero_cross_down=1;
// only start recording when the audio is crossing zero to minimize pops

// TODO: simplify this logic... and check sample_req first for efficiency
if (current_input < 0 && prev_input >= 0) {
zero_cross_down = true;
} else {
zero_cross_down=0;
zero_cross_down = false;
}

prev_input=current_input;
prev_input = current_input;

if (zero_cross_down == 1 && sample_req == 1) {
write_en=1;
if (zero_cross_down && sample_req) {
write_en = true;
}
if (write_en==1) {
sample_req=0;
allow_len_change=1; //reduces noise by not allowing the length to
// change after the sample has been recored.
// kind of not too much though
if (write_en) {
sample_req = false;
allow_len_change = true; // Reduces noise by not allowing the
// length to change after the sample has been
// recored. Kind of not too much though
if (write_head >= glitch_len) {
glitch_cross_len=glitch_len;
glitch_cross_len = glitch_len;
write_head = 0;
sample_loaded = 1;
write_en=0;
allow_len_change=0;
sample_loaded = true;
write_en = false;
allow_len_change = false;
}
sample_bank[write_head] = block->data[k];
write_head++;
}

if (sample_loaded == 1) {
//move it to the middle third of the bank.
if (sample_loaded) {
//move it to the middle third of the bank.
//3 "seperate" banks are used
float fade_len=20.00;
int16_t m2=fade_len;
float fade_len = 20.00;
int16_t m2 = fade_len;

for (int m = 0; m < 2; m++) {
// I'm off by one somewhere? why is there a tick at the
// beginning of this only when it's combined with the
// fade out???? ooor am i osbserving that incorrectly
// either wait it works enough
sample_bank[m + glitch_len] = 0;
sample_bank[m + glitch_len] = 0;
}

for (int m = 2; m < glitch_len-m2; m++) {
@@ -194,28 +196,28 @@ void AudioEffectGranular::update(void)

for (int m = glitch_len-m2; m < glitch_len; m++) {
// fade out the end. You can just make fadet=0
// but it's a little too daleky
float fadet=sample_bank[m]*(m2/fade_len);
// but it's a little too daleky
float fadet = sample_bank[m] * (m2 / fade_len);
sample_bank[m + glitch_len] = (int16_t)fadet;
m2--;
}
sample_loaded = 0;
sample_req=1;
sample_loaded = false;
sample_req = true;
}

accumulator += playpack_rate;
read_head = (accumulator >> 9);
if (read_head >= glitch_len) {
read_head -= (glitch_len);
accumulator=0;
read_head -= glitch_len;
accumulator = 0;

for (int m = 0; m < glitch_len; m++) {
sample_bank[m + (glitch_len*2)] = sample_bank[m+glitch_len];
// sample_bank[m + (glitch_len*2)] = (m%20)*1000;
}
}
block->data[k] = sample_bank[read_head+(glitch_len*2)];
block->data[k] = sample_bank[read_head + (glitch_len*2)];
}
}
transmit(block);

+ 8
- 17
effect_granular.h Dosyayı Görüntüle

@@ -27,11 +27,11 @@ class AudioEffectGranular : public AudioStream
{
public:
AudioEffectGranular(void): AudioStream(1,inputQueueArray) { }
void begin(int16_t *sample_bank_def,int16_t max_len_def);
void begin(int16_t *sample_bank_def, int16_t max_len_def);
void length(int16_t max_len_def);
void rate(int16_t playpack_rate_def);
void freeze(int16_t activate,int16_t playpack_rate_def,int16_t grain_length_def);
void shift(int16_t activate,int16_t playpack_rate_def,int16_t grain_length_def);
void freeze(int16_t activate, int16_t playpack_rate_def, int16_t grain_length_def);
void shift(int16_t activate, int16_t playpack_rate_def, int16_t grain_length_def);
virtual void update(void);
private:
audio_block_t *inputQueueArray[1];
@@ -41,25 +41,16 @@ private:
int16_t read_head;
int16_t grain_mode;
int16_t freeze_len;
int16_t allow_len_change;
int16_t playback_rate;
int16_t capture_trigger;
int16_t capture_index;
int16_t current_mode;
int16_t playpack_rate;
int32_t accumulator;
int32_t play_index;
int32_t increment;
int16_t sample_loaded;
int16_t prev_input;
int16_t zero_cross_up;
int16_t zero_cross_down;
int16_t sample_trigger;
int16_t write_en;
int16_t glitch_cross_len;
int16_t load_req;
int16_t glitch_len;
int16_t glitch_min_len;
int16_t sample_req;
bool allow_len_change;
bool sample_loaded;
bool write_en;
bool zero_cross_down; // redundant?
bool sample_req;
};


+ 1
- 0
keywords.txt Dosyayı Görüntüle

@@ -42,6 +42,7 @@ AudioEffectFreeverb KEYWORD2
AudioEffectFreeverbStereo KEYWORD2
AudioEffectMidSide KEYWORD2
AudioEffectWaveshaper KEYWORD2
AudioEffectGranular KEYWORD2
AudioFilterBiquad KEYWORD2
AudioFilterFIR KEYWORD2
AudioFilterStateVariable KEYWORD2

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