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Last update 6 years 1 month by Olivier Gillet
Fileselementsdspfx
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diffuser.h
fx_engine.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. // // ----------------------------------------------------------------------------- // // Granular diffuser. #ifndef ELEMENTS_DSP_FX_DIFFUSER_H_ #define ELEMENTS_DSP_FX_DIFFUSER_H_ #include "stmlib/stmlib.h" #include "elements/dsp/fx/fx_engine.h" namespace elements { class Diffuser { public: Diffuser() { } ~Diffuser() { } void Init(float* buffer) { engine_.Init(buffer); } void Process(float* in_out, size_t size) { typedef E::Reserve<126, E::Reserve<180, E::Reserve<269, E::Reserve<444> > > > Memory; E::DelayLine<Memory, 0> ap1; E::DelayLine<Memory, 1> ap2; E::DelayLine<Memory, 2> ap3; E::DelayLine<Memory, 3> ap4; E::Context c; const float kap = 0.625f; while (size--) { engine_.Start(&c); c.Read(*in_out); c.Read(ap1 TAIL, kap); c.WriteAllPass(ap1, -kap); c.Read(ap2 TAIL, kap); c.WriteAllPass(ap2, -kap); c.Read(ap3 TAIL, kap); c.WriteAllPass(ap3, -kap); c.Read(ap4 TAIL, kap); c.WriteAllPass(ap4, -kap); c.Write(*in_out, 0.0f); ++in_out; } } private: typedef FxEngine<1024, FORMAT_32_BIT> E; E engine_; DISALLOW_COPY_AND_ASSIGN(Diffuser); }; } // namespace elements #endif // ELEMENTS_DSP_FX_DIFFUSER_H_
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