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Merge pull request #76 from Nantonos/chorusflange

Chorus and flange gui docs
dds
Paul Stoffregen hace 10 años
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commit
133195feb3
Se han modificado 3 ficheros con 67 adiciones y 22 borrados
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      effect_chorus.h
  2. +0
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      effect_flange.h
  3. +67
    -20
      gui/list.html

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effect_chorus.h Ver fichero

@@ -43,7 +43,6 @@ public:

boolean begin(short *delayline,int delay_length,int n_chorus);
virtual void update(void);
void stop(void);
void voices(int n_chorus);
private:

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effect_flange.h Ver fichero

@@ -43,7 +43,6 @@ public:
boolean begin(short *delayline,int d_length,int delay_offset,int d_depth,float delay_rate);
boolean voices(int delay_offset,int d_depth,float delay_rate);
virtual void update(void);
void stop(void);
private:
audio_block_t *inputQueueArray[1];

+ 67
- 20
gui/list.html Ver fichero

@@ -1113,25 +1113,43 @@ The actual packets are taken
});
</script>
<script type="text/x-red" data-help-name="AudioEffectChorus">
<h3>Summary</h3>
<p>description</p>
<h3>Summary</h3>
<p>The chorus effect simulates the richness of several nearly-identical
sound sources (like the way a choir sounds different to a single singer).
It does this by sampling from a delay line, so each voice is actually
the same but at a slightly different point in time. This is a type of
comb filtering.</p>
<p>Chorus combines one or more samples ranging from the most recent
sample back to about 50ms ago. The additional samples are evenly spread
through the supplied delay line, and there is no modulation.</p>
<p>If the number of voices is specified as 2, then the
effect combines the current sample and the oldest sample (the last one
in the delay line). If the number of voices is 3 then the effect combines
the most recent sample, the oldest sample and the sample in the middle of
the delay line.</p>
<p>For two voices the effect can be represented as:<br/>
result = (sample(0) + sample(dt))/2<br/>
where sample(0) represents the current sample and sample(dt)
is the sample in the delay line from dt milliseconds ago.</p>
<h3>Audio Connections</h3>
<table class=doc align=center cellpadding=3>
<tr class=top><th>Port</th><th>Purpose</th></tr>
<tr class=odd><td align=center></td><td></td></tr>
<tr class="top"><th>Port</th><th>Purpose</th></tr>
<tr class="odd"><td align="center">In 0</td><td>Signal Input</td></tr>
<tr class="odd"><td align="center">Out 0</td><td>Chorused Output</td></tr>
</table>
<h3>Functions</h3>
<p class=func><span class=keyword>begin</span>(delayBuffer, length, n_chorus);</p>
<p class=desc>blah blah blah blah
</p>
<p class=func><span class=keyword>stop</span>();</p>
<p class=desc>blah blah blah blah
<p class=desc>Create a chorus by specifying the address of the delayline, the
total number of samples in the delay line (often done as an integer multiple of
AUDIO_BLOCK_SAMPLES) and the number of voices in the chorus <em>including</em>
the original voice (so, 2 and up to get a chorus effect, although you can
specify 1 if you want).
</p>
<p class=func><span class=keyword>modify</span>(n_chorus);</p>
<p class=desc>blah blah blah blah
<p class=desc>Alters the number of voices in a running chorus (previously started with begin).
</p>
<h3>Notes</h3>
<p></p>
<p>The longer the length of the chorus, the more memory blocks are used.</p>
</script>
<script type="text/x-red" data-template-name="AudioEffectChorus">
<div class="form-row">
@@ -1152,25 +1170,54 @@ The actual packets are taken
});
</script>
<script type="text/x-red" data-help-name="AudioEffectFlange">
<h3>Summary</h3>
<p>description</p>
<h3>Summary</h3>
<p>Originally, flanging was produced by playing the same signal on two synchronized
reel-to-reel tape recorders and making one of the reels slow down and speed up by
pressing on the flange of the reel (hence the name). This is a type of
comb filtering, and produces a harmonically-related series of peaks and notches
in the audio spectrum.</p>
<p>This flanger uses a delay line, combining the original voice with only one sample from the delay
line, but the position of that sample varies sinusoidally.</p>
<p>The effect can be represented as:<br>
result = sample(0) + sample(dt + depth*sin(2*PI*Fe))</p>
<p>The value of the sine function is always a number from -1 to +1 and
so the result of depth*(sin(Fe)) is always a number from -depth to +depth.
Thus, the delayed sample will be selected from the range (dt-depth) to
(dt+depth). This selection will vary at whatever rate is specified as the
frequency of the effect, Fe. Typically a low frequency (a few Hertz) is used.
<h3>Audio Connections</h3>
<table class=doc align=center cellpadding=3>
<tr class=top><th>Port</th><th>Purpose</th></tr>
<tr class=odd><td align=center></td><td></td></tr>
<tr class="top"><th>Port</th><th>Purpose</th></tr>
<tr class="odd"><td align="center">In 0</td><td>Signal Input</td></tr>
<tr class="odd"><td align="center">Out 0</td><td>Flanged Output</td></tr>
</table>
<h3>Functions</h3>
<p class=func><span class=keyword>begin</span>(delayBuffer, length, offset, depth, delayRate);</p>
<p class=desc>blah blah blah blah
<p class=desc>Create a flanger by specifying the address of the delayline, the
total number of samples in the delay line (often done as an integer multiple of
AUDIO_BLOCK_SAMPLES), the offset (how far back the flanged sample is from the original voice),
the modulation depth (larger values give a greater variation) and the modulation
frequency, in Hertz.
</p>
<p class=func><span class=keyword>modify</span>(offset, depth, delayRate);</p>
<p class=desc>blah blah blah blah
</p>
<p class=func><span class=keyword>stop</span>();</p>
<p class=desc>blah blah blah blah
<p class=desc>Alters the parameters in a running flanger (previously started with begin).
</p>

<h3>Notes</h3>
<p></p>
<p>The longer the length of the delay buffer, the more memory blocks are used.</p>
<p>Try these settings:<br>
#define FLANGE_DELAY_LENGTH (2*AUDIO_BLOCK_SAMPLES)<br>
and<br>
int s_idx = 2*FLANGE_DELAY_LENGTH/4;<br>
int s_depth = FLANGE_DELAY_LENGTH/4;<br>
double s_freq = 3;</p>
<p>The flange effect can also produce a chorus-like effect if a longer
delay line is used with a slower modulation rate, for example try:<br>
#define FLANGE_DELAY_LENGTH (12*AUDIO_BLOCK_SAMPLES)<br>
and<br>
int s_idx = 3*FLANGE_DELAY_LENGTH/4;<br>
int s_depth = FLANGE_DELAY_LENGTH/8;<br>
double s_freq = .0625;</p>
</script>
<script type="text/x-red" data-template-name="AudioEffectFlange">
<div class="form-row">

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