sint-gauntlet/synth.cc
2026-04-25 05:57:21 +02:00

162 lines
4.4 KiB
C++

#include <math.h>
#include <stdint.h>
#include "daisysp.h"
#include "state.h"
#include "const.h"
#include "vco.h"
#include "dsp.h"
#include "synth.h"
using namespace daisysp;
Oscillator osc;
Svf filter;
AdEnv vco_env;
AdEnv filter_env;
DelayLine<float, COMB0_SIZE> comb0;
DelayLine<float, COMB1_SIZE> comb1;
DelayLine<float, COMB2_SIZE> comb2;
DelayLine<float, COMB3_SIZE> comb3;
DelayLine<float, AP0_SIZE> ap0;
DelayLine<float, AP1_SIZE> ap1;
float clock_phase = 0.0f;
bool clock_trig = false;
float amen_phase = 0.0f;
float amen_length = 0.0f;
static inline auto vco_mode_to_daisy(vco_mode_t mode) {
switch (mode) {
case VCO_SQUARE: return daisysp::Oscillator::WAVE_SQUARE;
case VCO_TRIANGLE: return daisysp::Oscillator::WAVE_TRI;
case VCO_SAW: return daisysp::Oscillator::WAVE_SAW;
case VCO_SINE:
default: return daisysp::Oscillator::WAVE_SIN;
}
}
static inline float pot_to_freq(float v, float min, float max) { return min * powf(max / min, v); }
static inline float pot_to_time(float v, float min, float max) { return min * powf(max / min, v); }
static inline float quantize(float freq, float temp) {
float midi = temp * log2f(freq / 440.0f) + 69.0f;
float note = roundf(midi);
return 440.0f * powf(2.0f, (midi - 69.0f) / temp);
}
static inline float low_pass(float in, float* z, float coeff) {
*z += coeff * (in - *z);
return *z;
}
float reverb(float in, float amount) {
float damp0 = 0.0f, damp1 = 0.0f, damp2 = 0.0f, damp3 = 0.0f;
float feedback = 0.84f;
float damp = 0.3f;
float c0 = comb0.Read(); low_pass(in + c0 * feedback, &damp0, damp0); comb0.Write(damp0);
float c1 = comb1.Read(); low_pass(in + c1 * feedback, &damp1, damp1); comb1.Write(damp1);
float c2 = comb2.Read(); low_pass(in + c2 * feedback, &damp2, damp2); comb2.Write(damp2);
float c3 = comb3.Read(); low_pass(in + c3 * feedback, &damp3, damp3); comb3.Write(damp3);
float wet = (c0 + c1 + c2 + c3) * 0.25f;
const float g = 0.7f;
float a0r = ap0.Read();
float a0in = wet + (-g * a0r);
ap0.Write(a0in);
wet = a0r + g * a0in;
float a1r = ap1.Read();
float a1in = wet + (-g * a1r);
ap1.Write(a1in);
wet = a1r + g * a1in;
return in + amount * (wet - in);
}
void synth_init(void) {
osc.Init(SAMPLE_RATE);
osc.SetWaveform(vco_mode_to_daisy(VCO_SINE));
osc.SetFreq(440.0f);
osc.SetAmp(1.0f);
filter.Init(SAMPLE_RATE);
filter.SetFreq(2000.0f);
filter.SetRes(0.0f);
vco_env.Init(SAMPLE_RATE);
vco_env.SetTime(ADENV_SEG_ATTACK, 0.01f);
vco_env.SetTime(ADENV_SEG_DECAY, 0.5f);
vco_env.SetMin(0.0f);
vco_env.SetMax(1.0f);
filter_env.Init(SAMPLE_RATE);
filter_env.SetTime(ADENV_SEG_ATTACK, 0.01f);
filter_env.SetTime(ADENV_SEG_DECAY, 0.5f);
filter_env.SetMin(0.0f);
filter_env.SetMax(1.0f);
state.clock_bpm = 0.2f;
clock_phase = 0.0f;
clock_trig = false;
}
float get_sample(void) {
float bps = pot_to_time(state.clock_bpm, BPM_MIN, BPM_MAX) / 60.0f;
float clock_inc = bps / SAMPLE_RATE;
clock_phase += clock_inc;
clock_trig = false;
if (clock_phase >= 1.0f) {
clock_phase -= 1.0f;
clock_trig = true;
}
if (clock_trig) {
vco_env.Trigger();
filter_env.Trigger();
}
//vco_env.SetTime(ADENV_SEG_ATTACK, pot_to_time(state.env1_attack, ENV_ATTACK_MIN, ENV_ATTACK_MAX));
//vco_env.SetTime(ADENV_SEG_DECAY, pot_to_time(state.env1_release, ENV_RELEASE_MIN, ENV_RELEASE_MAX));
//filter_env.SetTime(ADENV_SEG_ATTACK, pot_to_time(state.env2_attack, ENV_ATTACK_MIN, ENV_ATTACK_MAX));
//filter_env.SetTime(ADENV_SEG_DECAY, pot_to_time(state.env2_release, ENV_RELEASE_MIN, ENV_RELEASE_MAX));
float vco_env_out = vco_env.Process();
float filter_env_out = filter_env.Process();
float vco_freq = pot_to_freq(state.vco_freq, VCO_FREQ_MIN, VCO_FREQ_MAX);
if (state.quant_enabled) vco_freq = quantize(vco_freq, 12.0f);
//osc.SetFreq(vco_freq);
//osc.SetWaveform(vco_mode_to_daisy(state.vco_mode));
//osc.SetAmp(1.0f);
float vco_out = osc.Process();
float base_cutoff = pot_to_freq(state.filter_freq, FILTER_FREQ_MIN, FILTER_FREQ_MAX);
float mod_cutoff = base_cutoff + filter_env_out * (FILTER_FREQ_MAX - FILTER_FREQ_MIN);
mod_cutoff = fclamp(mod_cutoff, FILTER_FREQ_MIN, FILTER_FREQ_MAX);
//filter.SetFreq(mod_cutoff);
//filter.SetRes(state.filter_resonance);
filter.Process(vco_out);
float filtered = filter.Low();
float vca_out = filtered * vco_env_out * state.vco_volume;
float reverb_out = reverb(vca_out, state.reverb_amount);
float mix = reverb_out;
mix = fclamp(mix, -1.0f, 1.0f);
return mix;
}