/* * Copyright (c) 2018 John-Michael Reed * bleeplabs.com * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #include #include "effect_granular.h" void AudioEffectGranular::begin(int16_t *sample_bank_def, int16_t max_len_def) { max_sample_len = max_len_def; grain_mode = 0; read_head = 0; write_head = 0; prev_input = 0; playpack_rate = 65536; accumulator = 0; allow_len_change = true; sample_loaded = false; sample_bank = sample_bank_def; } void AudioEffectGranular::beginFreeze_int(int grain_samples) { __disable_irq(); grain_mode = 1; if (grain_samples < max_sample_len) { freeze_len = grain_samples; } else { freeze_len = grain_samples; } sample_loaded = false; write_en = false; sample_req = true; __enable_irq(); } void AudioEffectGranular::beginPitchShift_int(int grain_samples) { __disable_irq(); grain_mode = 2; if (allow_len_change) { if (grain_samples < 100) grain_samples = 100; int maximum = (max_sample_len - 1) / 3; if (grain_samples > maximum) grain_samples = maximum; glitch_len = grain_samples; } sample_loaded = false; write_en = false; sample_req = true; __enable_irq(); } void AudioEffectGranular::stop() { grain_mode = 0; allow_len_change = true; } void AudioEffectGranular::update(void) { audio_block_t *block; if (sample_bank == NULL) { block = receiveReadOnly(0); if (block) release(block); return; } block = receiveWritable(0); if (!block) return; if (grain_mode == 0) { // passthrough, no granular effect prev_input = block->data[AUDIO_BLOCK_SAMPLES-1]; } else if (grain_mode == 1) { // Freeze - sample 1 grain, then repeatedly play it back for (int j = 0; j < AUDIO_BLOCK_SAMPLES; j++) { if (sample_req) { // only begin capture on zero cross int16_t current_input = block->data[j]; if ((current_input < 0 && prev_input >= 0) || (current_input >= 0 && prev_input < 0)) { write_en = true; write_head = 0; read_head = 0; sample_req = false; } else { prev_input = current_input; } } if (write_en) { sample_bank[write_head++] = block->data[j]; if (write_head >= freeze_len) { sample_loaded = true; } if (write_head >= max_sample_len) { write_en = false; } } if (sample_loaded) { if (playpack_rate >= 0) { accumulator += playpack_rate; read_head = accumulator >> 16; } if (read_head >= freeze_len) { accumulator = 0; read_head = 0; } block->data[j] = sample_bank[read_head]; } } } else if (grain_mode == 2) { //GLITCH SHIFT //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++) { // only start recording when the audio is crossing zero to minimize pops if (sample_req) { int16_t current_input = block->data[k]; if ((current_input < 0 && prev_input >= 0) || (current_input >= 0 && prev_input < 0)) { write_en = true; } else { prev_input = current_input; } } 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) { write_head = 0; sample_loaded = true; write_en = false; allow_len_change = false; } sample_bank[write_head] = block->data[k]; write_head++; } 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; 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; } for (int m = 2; m < glitch_len-m2; m++) { sample_bank[m + glitch_len] = sample_bank[m]; } 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); sample_bank[m + glitch_len] = (int16_t)fadet; m2--; } sample_loaded = false; prev_input = block->data[k]; sample_req = true; } accumulator += playpack_rate; read_head = (accumulator >> 16); if (read_head >= glitch_len) { 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)]; } } transmit(block); release(block); }