Finished hopefully
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@@ -46,7 +46,7 @@ static inline float pot_to_time(float v, float min, float max) { return min * po
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static inline float quantize(float freq, float temp) {
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float midi = temp * log2f(freq / 440.0f) + 69.0f;
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float note = roundf(midi);
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return 440.0f * powf(2.0f, (midi - 69.0f) / temp);
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return 440.0f * powf(2.0f, (note - 69.0f) / temp);
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}
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static inline float low_pass(float in, float* z, float coeff) {
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@@ -55,14 +55,14 @@ static inline float low_pass(float in, float* z, float coeff) {
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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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static 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 c0 = comb0.Read(); low_pass(in + c0 * feedback, &damp0, damp); comb0.Write(damp0);
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float c1 = comb1.Read(); low_pass(in + c1 * feedback, &damp1, damp); comb1.Write(damp1);
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float c2 = comb2.Read(); low_pass(in + c2 * feedback, &damp2, damp); comb2.Write(damp2);
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float c3 = comb3.Read(); low_pass(in + c3 * feedback, &damp3, damp); comb3.Write(damp3);
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float wet = (c0 + c1 + c2 + c3) * 0.25f;
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@@ -80,11 +80,28 @@ float reverb(float in, float amount) {
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return in + amount * (wet - in);
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}
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#include "amenbreak.h"
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float amenbreak(float beat_samples, float playback_rate) {
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amen_length = beat_samples * 4.0f * AMEN_BARS;
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uint32_t idx0 = (uint32_t)amen_phase % amen_sample_count;
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uint32_t idx1 = (idx0 + 1) % amen_sample_count;
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float frac = amen_phase - floorf(amen_phase);
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float s0 = amen_samples[idx0] * (1.0f / 32768.0f);
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float s1 = amen_samples[idx1] * (1.0f / 32768.0f);
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float amen_out = s0 + frac * (s1 - s0);
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amen_phase += playback_rate;
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if (amen_phase >= amen_length) amen_phase -= amen_length;
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return amen_out;
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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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osc.SetWaveform(vco_mode_to_daisy(VCO_SAW));
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osc.SetFreq(440.0f);
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osc.SetAmp(1.0f);
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osc.SetAmp(2.0f);
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filter.Init(SAMPLE_RATE);
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filter.SetFreq(2000.0f);
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@@ -92,7 +109,7 @@ void synth_init(void) {
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vco_env.Init(SAMPLE_RATE);
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vco_env.SetTime(ADENV_SEG_ATTACK, 0.01f);
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vco_env.SetTime(ADENV_SEG_DECAY, 0.5f);
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vco_env.SetTime(ADENV_SEG_DECAY, 0.8f);
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vco_env.SetMin(0.0f);
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vco_env.SetMax(1.0f);
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@@ -106,11 +123,18 @@ void synth_init(void) {
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clock_phase = 0.0f;
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clock_trig = false;
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amen_phase = 0.0f;
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state.amen_enabled = true;
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state.reverb_amount = 1.0;
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}
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float get_sample(void) {
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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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float bpm = BPM_MIN + state.clock_bpm * (BPM_MAX - BPM_MIN);
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float beat_samples = SAMPLE_RATE * 60.0f / bpm;
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float playback_rate = bpm / AMEN_BPM;
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float clock_inc = bpm / 60.0f / SAMPLE_RATE;
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clock_phase += clock_inc;
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clock_trig = false;
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if (clock_phase >= 1.0f) {
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@@ -123,10 +147,10 @@ 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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@@ -134,9 +158,9 @@ 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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@@ -144,16 +168,19 @@ 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 reverb_out = reverb(vca_out, state.reverb_amount);
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float reverb_out = vca_out; //reverb(vca_out, state.reverb_amount);
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float mix = reverb_out;
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float amen_out = 0.0f;
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if (state.amen_enabled) amen_out = amenbreak(beat_samples, playback_rate);
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float mix = reverb_out + amen_out;
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mix = fclamp(mix, -1.0f, 1.0f);
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return mix;
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