/* * 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) { sample_req=1; length(max_len_def - 1); sample_bank = sample_bank_def; } void AudioEffectGranular::length(int16_t max_len_def) { if (max_len_def < 100) { max_sample_len = 100; glitch_len = max_sample_len/3; } else { max_sample_len = (max_len_def - 1); glitch_len = max_sample_len/3; } } void AudioEffectGranular::freeze(int16_t activate, int16_t playpack_rate_def, int16_t freeze_length_def) { if (activate==1) { grain_mode = 1; } if (activate==0) { grain_mode = 0; } rate(playpack_rate_def); if (freeze_length_def < 50) { freeze_len = 50; } if (freeze_length_def>=max_sample_len) { freeze_len = max_sample_len; } if (freeze_length_def>=50 && freeze_length_def= max_sample_len) { write_head = 0; } sample_bank[write_head] = block->data[i]; } */ } if (grain_mode == 0) { //capture audio but dosen't output //this needs to be happening at all times if you want to // use grain_mode = 1, the simple "freeze" sampler. for (int i = 0; i < AUDIO_BLOCK_SAMPLES; i++) { write_head++; if (write_head >= max_sample_len) { write_head = 0; } sample_bank[write_head] = block->data[i]; } } if (grain_mode == 1) { //when activated the last for (int j = 0; j < AUDIO_BLOCK_SAMPLES; j++) { if (playpack_rate >= 0) { accumulator += playpack_rate; read_head = accumulator >> 9; } if (read_head >= freeze_len) { accumulator = 0; read_head -= max_sample_len; } block->data[j] = sample_bank[read_head]; } } 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++) { 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; } else { zero_cross_down=0; } prev_input=current_input; if (zero_cross_down == 1 && sample_req == 1) { write_en=1; } 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_head >= glitch_len) { glitch_cross_len=glitch_len; write_head = 0; sample_loaded = 1; write_en=0; allow_len_change=0; } sample_bank[write_head] = block->data[k]; write_head++; } if (sample_loaded == 1) { //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 = 0; sample_req=1; } accumulator += playpack_rate; read_head = (accumulator >> 9); 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); }