reverb
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69
synth.cc
69
synth.cc
@ -1,8 +1,9 @@
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#include <math.h>
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#include <stdint.h>
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#include "daisysp.h"
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#include "state.h"
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#include "const.h"
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#include "daisysp.h"
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#include "vco.h"
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#include "dsp.h"
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@ -15,11 +16,19 @@ Svf filter;
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AdEnv vco_env;
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AdEnv filter_env;
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// TODO: Reverb
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DelayLine<float, COMB0_SIZE> comb0;
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DelayLine<float, COMB1_SIZE> comb1;
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DelayLine<float, COMB2_SIZE> comb2;
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DelayLine<float, COMB3_SIZE> comb3;
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DelayLine<float, AP0_SIZE> ap0;
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DelayLine<float, AP1_SIZE> ap1;
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float clock_phase = 0.0f;
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bool clock_trig = false;
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float amen_phase = 0.0f;
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float amen_length = 0.0f;
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static inline auto vco_mode_to_daisy(vco_mode_t mode) {
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switch (mode) {
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case VCO_SQUARE: return daisysp::Oscillator::WAVE_SQUARE;
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@ -45,6 +54,32 @@ static inline float low_pass(float in, float* z, float coeff) {
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return *z;
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}
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float reverb(float in, float amount) {
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float damp0 = 0.0f, damp1 = 0.0f, damp2 = 0.0f, damp3 = 0.0f;
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float feedback = 0.84f;
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float damp = 0.3f;
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float c0 = comb0.Read(); low_pass(in + c0 * feedback, &damp0, damp0); comb0.Write(damp0);
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float c1 = comb1.Read(); low_pass(in + c1 * feedback, &damp1, damp1); comb1.Write(damp1);
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float c2 = comb2.Read(); low_pass(in + c2 * feedback, &damp2, damp2); comb2.Write(damp2);
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float c3 = comb3.Read(); low_pass(in + c3 * feedback, &damp3, damp3); comb3.Write(damp3);
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float wet = (c0 + c1 + c2 + c3) * 0.25f;
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const float g = 0.7f;
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float a0r = ap0.Read();
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float a0in = wet + (-g * a0r);
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ap0.Write(a0in);
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wet = a0r + g * a0in;
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float a1r = ap1.Read();
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float a1in = wet + (-g * a1r);
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ap1.Write(a1in);
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wet = a1r + g * a1in;
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return in + amount * (wet - in);
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}
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void synth_init(void) {
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osc.Init(SAMPLE_RATE);
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osc.SetWaveform(vco_mode_to_daisy(VCO_SINE));
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@ -67,16 +102,14 @@ void synth_init(void) {
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filter_env.SetMin(0.0f);
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filter_env.SetMax(1.0f);
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state.clock_bpm = 0.2f;
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clock_phase = 0.0f;
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clock_trig = false;
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}
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float get_sample(void) {
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return osc.Process();
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}
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float _get_sample(void) {
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float bps = state.clock_bpm / 60.0f;
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float bps = pot_to_time(state.clock_bpm, BPM_MIN, BPM_MAX) / 60.0f;
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float clock_inc = bps / SAMPLE_RATE;
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clock_phase += clock_inc;
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clock_trig = false;
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@ -90,10 +123,10 @@ float _get_sample(void) {
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filter_env.Trigger();
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}
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vco_env.SetTime(ADENV_SEG_ATTACK, pot_to_time(state.env1_attack, ENV_ATTACK_MIN, ENV_ATTACK_MAX));
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vco_env.SetTime(ADENV_SEG_DECAY, pot_to_time(state.env1_release, ENV_RELEASE_MIN, ENV_RELEASE_MAX));
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filter_env.SetTime(ADENV_SEG_ATTACK, pot_to_time(state.env2_attack, ENV_ATTACK_MIN, ENV_ATTACK_MAX));
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filter_env.SetTime(ADENV_SEG_DECAY, pot_to_time(state.env2_release, ENV_RELEASE_MIN, ENV_RELEASE_MAX));
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//vco_env.SetTime(ADENV_SEG_ATTACK, pot_to_time(state.env1_attack, ENV_ATTACK_MIN, ENV_ATTACK_MAX));
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//vco_env.SetTime(ADENV_SEG_DECAY, pot_to_time(state.env1_release, ENV_RELEASE_MIN, ENV_RELEASE_MAX));
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//filter_env.SetTime(ADENV_SEG_ATTACK, pot_to_time(state.env2_attack, ENV_ATTACK_MIN, ENV_ATTACK_MAX));
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//filter_env.SetTime(ADENV_SEG_DECAY, pot_to_time(state.env2_release, ENV_RELEASE_MIN, ENV_RELEASE_MAX));
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float vco_env_out = vco_env.Process();
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float filter_env_out = filter_env.Process();
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@ -101,9 +134,9 @@ float _get_sample(void) {
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float vco_freq = pot_to_freq(state.vco_freq, VCO_FREQ_MIN, VCO_FREQ_MAX);
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if (state.quant_enabled) vco_freq = quantize(vco_freq, 12.0f);
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osc.SetFreq(vco_freq);
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osc.SetWaveform(vco_mode_to_daisy(state.vco_mode));
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osc.SetAmp(1.0f);
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//osc.SetFreq(vco_freq);
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//osc.SetWaveform(vco_mode_to_daisy(state.vco_mode));
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//osc.SetAmp(1.0f);
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float vco_out = osc.Process();
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@ -111,14 +144,16 @@ float _get_sample(void) {
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float mod_cutoff = base_cutoff + filter_env_out * (FILTER_FREQ_MAX - FILTER_FREQ_MIN);
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mod_cutoff = fclamp(mod_cutoff, FILTER_FREQ_MIN, FILTER_FREQ_MAX);
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filter.SetFreq(mod_cutoff);
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filter.SetRes(state.filter_resonance);
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//filter.SetFreq(mod_cutoff);
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//filter.SetRes(state.filter_resonance);
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filter.Process(vco_out);
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float filtered = filter.Low();
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float vca_out = filtered * vco_env_out * state.vco_volume;
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float mix = vca_out;
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float reverb_out = reverb(vca_out, state.reverb_amount);
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float mix = reverb_out;
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mix = fclamp(mix, -1.0f, 1.0f);
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return mix;
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