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Last update 6 years 1 month by Olivier Gillet
Filescloudsdspfx
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diffuser.h
fx_engine.h
pitch_shifter.h
reverb.h
diffuser.h
// Copyright 2014 Olivier Gillet. // // Author: Olivier Gillet (ol.gillet@gmail.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. // // See http://creativecommons.org/licenses/MIT/ for more information. // // ----------------------------------------------------------------------------- // // AP diffusion network. #ifndef CLOUDS_DSP_FX_DIFFUSER_H_ #define CLOUDS_DSP_FX_DIFFUSER_H_ #include "stmlib/stmlib.h" #include "clouds/dsp/fx/fx_engine.h" namespace clouds { class Diffuser { public: Diffuser() { } ~Diffuser() { } void Init(float* buffer) { engine_.Init(buffer); } void Process(FloatFrame* in_out, size_t size) { typedef E::Reserve<126, E::Reserve<180, E::Reserve<269, E::Reserve<444, E::Reserve<151, E::Reserve<205, E::Reserve<245, E::Reserve<405> > > > > > > > Memory; E::DelayLine<Memory, 0> apl1; E::DelayLine<Memory, 1> apl2; E::DelayLine<Memory, 2> apl3; E::DelayLine<Memory, 3> apl4; E::DelayLine<Memory, 4> apr1; E::DelayLine<Memory, 5> apr2; E::DelayLine<Memory, 6> apr3; E::DelayLine<Memory, 7> apr4; E::Context c; const float kap = 0.625f; while (size--) { engine_.Start(&c); float wet = 0.0f; c.Read(in_out->l); c.Read(apl1 TAIL, kap); c.WriteAllPass(apl1, -kap); c.Read(apl2 TAIL, kap); c.WriteAllPass(apl2, -kap); c.Read(apl3 TAIL, kap); c.WriteAllPass(apl3, -kap); c.Read(apl4 TAIL, kap); c.WriteAllPass(apl4, -kap); c.Write(wet, 0.0f); in_out->l += amount_ * (wet - in_out->l); c.Read(in_out->r); c.Read(apr1 TAIL, kap); c.WriteAllPass(apr1, -kap); c.Read(apr2 TAIL, kap); c.WriteAllPass(apr2, -kap); c.Read(apr3 TAIL, kap); c.WriteAllPass(apr3, -kap); c.Read(apr4 TAIL, kap); c.WriteAllPass(apr4, -kap); c.Write(wet, 0.0f); in_out->r += amount_ * (wet - in_out->r); ++in_out; } } void set_amount(float amount) { amount_ = amount; } private: typedef FxEngine<2048, FORMAT_32_BIT> E; E engine_; float amount_; DISALLOW_COPY_AND_ASSIGN(Diffuser); }; } // namespace clouds #endif // CLOUDS_DSP_FX_DIFFUSER_H_
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