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effect_granular.cpp
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effect_granular.cpp
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/*
* 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 <Arduino.h>
#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);
}