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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
reverb.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. // // ----------------------------------------------------------------------------- // // Reverb. #ifndef ELEMENTS_DSP_FX_REVERB_H_ #define ELEMENTS_DSP_FX_REVERB_H_ #include "stmlib/stmlib.h" #include "elements/dsp/fx/fx_engine.h" namespace elements { class Reverb { public: Reverb() { } ~Reverb() { } void Init(uint16_t* buffer) { engine_.Init(buffer); engine_.SetLFOFrequency(LFO_1, 0.5f / 32000.0f); engine_.SetLFOFrequency(LFO_2, 0.3f / 32000.0f); lp_ = 0.7f; diffusion_ = 0.625f; } void Process(float* left, float* right, size_t size) { // This is the Griesinger topology described in the Dattorro paper // (4 AP diffusers on the input, then a loop of 2x 2AP+1Delay). // Modulation is applied in the loop of the first diffuser AP for additional // smearing; and to the two long delays for a slow shimmer/chorus effect. typedef E::Reserve<150, E::Reserve<214, E::Reserve<319, E::Reserve<527, E::Reserve<2182, E::Reserve<2690, E::Reserve<4501, E::Reserve<2525, E::Reserve<2197, E::Reserve<6312> > > > > > > > > > Memory; E::DelayLine<Memory, 0> ap1; E::DelayLine<Memory, 1> ap2; E::DelayLine<Memory, 2> ap3; E::DelayLine<Memory, 3> ap4; E::DelayLine<Memory, 4> dap1a; E::DelayLine<Memory, 5> dap1b; E::DelayLine<Memory, 6> del1; E::DelayLine<Memory, 7> dap2a; E::DelayLine<Memory, 8> dap2b; E::DelayLine<Memory, 9> del2; E::Context c; const float kap = diffusion_; const float klp = lp_; const float krt = reverb_time_; const float amount = amount_; const float gain = input_gain_; float lp_1 = lp_decay_1_; float lp_2 = lp_decay_2_; while (size--) { float wet; float apout = 0.0f; engine_.Start(&c); // Smear AP1 inside the loop. c.Interpolate(ap1, 10.0f, LFO_1, 80.0f, 1.0f); c.Write(ap1, 100, 0.0f); c.Read(*left + *right, gain); // Diffuse through 4 allpasses. 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(apout); // Main reverb loop. c.Load(apout); c.Interpolate(del2, 6211.0f, LFO_2, 100.0f, krt); c.Lp(lp_1, klp); c.Read(dap1a TAIL, -kap); c.WriteAllPass(dap1a, kap); c.Read(dap1b TAIL, kap); c.WriteAllPass(dap1b, -kap); c.Write(del1, 2.0f); c.Write(wet, 0.0f); *left += (wet - *left) * amount; c.Load(apout); // c.Interpolate(del1, 4450.0f, LFO_1, 50.0f, krt); c.Read(del1 TAIL, krt); c.Lp(lp_2, klp); c.Read(dap2a TAIL, kap); c.WriteAllPass(dap2a, -kap); c.Read(dap2b TAIL, -kap); c.WriteAllPass(dap2b, kap); c.Write(del2, 2.0f); c.Write(wet, 0.0f); *right += (wet - *right) * amount; ++left; ++right; } lp_decay_1_ = lp_1; lp_decay_2_ = lp_2; } inline void set_amount(float amount) { amount_ = amount; } inline void set_input_gain(float input_gain) { input_gain_ = input_gain; } inline void set_time(float reverb_time) { reverb_time_ = reverb_time; } inline void set_diffusion(float diffusion) { diffusion_ = diffusion; } inline void set_lp(float lp) { lp_ = lp; } private: typedef FxEngine<32768, FORMAT_16_BIT> E; E engine_; float amount_; float input_gain_; float reverb_time_; float diffusion_; float lp_; float lp_decay_1_; float lp_decay_2_; DISALLOW_COPY_AND_ASSIGN(Reverb); }; } // namespace elements #endif // ELEMENTS_DSP_FX_REVERB_H_
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