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Last update 6 years 1 month by Olivier Gillet
Fileselementsdsp
..
fx
dsp.h
exciter.cc
exciter.h
multistage_envelope.cc
multistage_envelope.h
ominous_voice.cc
ominous_voice.h
part.cc
part.h
patch.h
resonator.cc
resonator.h
string.cc
string.h
tube.cc
tube.h
voice.cc
voice.h
voice.cc
// 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. // // ----------------------------------------------------------------------------- // // Modal synthesis voice. #include "elements/dsp/voice.h" #include "stmlib/dsp/dsp.h" #include "stmlib/dsp/units.h" #include <algorithm> namespace elements { using namespace std; using namespace stmlib; void Voice::Init() { envelope_.Init(); bow_.Init(); blow_.Init(); strike_.Init(); diffuser_.Init(diffuser_buffer_); ResetResonator(); bow_.set_model(EXCITER_MODEL_FLOW); bow_.set_parameter(0.7f); bow_.set_timbre(0.5f); blow_.set_model(EXCITER_MODEL_GRANULAR_SAMPLE_PLAYER); envelope_.set_adsr(0.5f, 0.5f, 0.5f, 0.5f); previous_gate_ = false; strength_ = 0.0f; exciter_level_ = 0.0f; envelope_value_ = 0.0f; chord_index_ = 0.0f; resonator_model_ = RESONATOR_MODEL_MODAL; } void Voice::ResetResonator() { resonator_.Init(); for (size_t i = 0; i < kNumStrings; ++i) { string_[i].Init(true); } dc_blocker_.Init(1.0f - 10.0f / kSampleRate); resonator_.set_resolution(52); // Runs with 56 extremely tightly. } float chords[11][5] = { { 0.0f, -12.0f, 0.0f, 0.01f, 12.0f }, { 0.0f, -12.0f, 3.0f, 7.0f, 10.0f }, { 0.0f, -12.0f, 3.0f, 7.0f, 12.0f }, { 0.0f, -12.0f, 3.0f, 7.0f, 14.0f }, { 0.0f, -12.0f, 3.0f, 7.0f, 17.0f }, { 0.0f, -12.0f, 7.0f, 12.0f, 19.0f }, { 0.0f, -12.0f, 4.0f, 7.0f, 17.0f }, { 0.0f, -12.0f, 4.0f, 7.0f, 14.0f }, { 0.0f, -12.0f, 4.0f, 7.0f, 12.0f }, { 0.0f, -12.0f, 4.0f, 7.0f, 11.0f }, { 0.0f, -12.0f, 5.0f, 7.0f, 12.0f }, }; void Voice::Process( const Patch& patch, float frequency, float strength, const bool gate_in, const float* blow_in, const float* strike_in, float* raw, float* center, float* sides, size_t size) { uint8_t flags = GetGateFlags(gate_in); // Compute the envelope. float envelope_gain = 1.0f; if (patch.exciter_envelope_shape < 0.4f) { float a = patch.exciter_envelope_shape * 0.75f + 0.15f; float dr = a * 1.8f; envelope_.set_adsr(a, dr, 0.0f, dr); envelope_gain = 5.0f - patch.exciter_envelope_shape * 10.0f; } else if (patch.exciter_envelope_shape < 0.6f) { float s = (patch.exciter_envelope_shape - 0.4f) * 5.0f; envelope_.set_adsr(0.45f, 0.81f, s, 0.81f); } else { float a = (1.0f - patch.exciter_envelope_shape) * 0.75f + 0.15f; float dr = a * 1.8f; envelope_.set_adsr(a, dr, 1.0f, dr); } float envelope_value = envelope_.Process(flags) * envelope_gain; float envelope_increment = (envelope_value - envelope_value_) / size; // Configure and evaluate exciters. float brightness_factor = 0.4f + 0.6f * patch.resonator_brightness; bow_.set_timbre(patch.exciter_bow_timbre * brightness_factor); blow_.set_parameter(patch.exciter_blow_meta); blow_.set_timbre(patch.exciter_blow_timbre); blow_.set_signature(patch.exciter_signature); float strike_meta = patch.exciter_strike_meta; strike_.set_meta( strike_meta <= 0.4f ? strike_meta * 0.625f : strike_meta * 1.25f - 0.25f, EXCITER_MODEL_SAMPLE_PLAYER, EXCITER_MODEL_PARTICLES); strike_.set_timbre(patch.exciter_strike_timbre); strike_.set_signature(patch.exciter_signature); bow_.Process(flags, bow_buffer_, size); float blow_level, tube_level; blow_level = patch.exciter_blow_level * 1.5f; tube_level = blow_level > 1.0f ? (blow_level - 1.0f) * 2.0f : 0.0f; blow_level = blow_level < 1.0f ? blow_level * 0.4f : 0.4f; blow_.Process(flags, blow_buffer_, size); tube_.Process( frequency, envelope_value, patch.resonator_damping, tube_level, blow_buffer_, tube_level * 0.5f, size); for (size_t i = 0; i < size; ++i) { blow_buffer_[i] = blow_buffer_[i] * blow_level + blow_in[i]; } diffuser_.Process(blow_buffer_, size); strike_.Process(flags, strike_buffer_, size); // The Strike exciter is implemented in such a way that raising the level // beyond a certain point doesn't change the exciter amplitude, but instead, // increasingly mixes the raw exciter signal into the resonator output. float strike_level, strike_bleed; strike_level = patch.exciter_strike_level * 1.25f; strike_bleed = strike_level > 1.0f ? (strike_level - 1.0f) * 2.0f : 0.0f; strike_level = strike_level < 1.0f ? strike_level : 1.0f; strike_level *= 1.5f; // The strength parameter is very sensitive to zipper noise. strength *= 256.0f; float strength_increment = (strength - strength_) / size; // Sum all sources of excitation. for (size_t i = 0; i < size; ++i) { strength_ += strength_increment; envelope_value_ += envelope_increment; float input_sample = 0.0f; float e = envelope_value_; float strength_lut = strength_; MAKE_INTEGRAL_FRACTIONAL(strength_lut); float accent = lut_accent_gain_coarse[strength_lut_integral] * lut_accent_gain_fine[ static_cast<int32_t>(256.0f * strength_lut_fractional)]; bow_strength_buffer_[i] = e * patch.exciter_bow_level; strike_buffer_[i] *= accent; e *= accent; input_sample += bow_buffer_[i] * bow_strength_buffer_[i] * 0.125f * accent; input_sample += blow_buffer_[i] * e; input_sample += strike_buffer_[i] * strike_level; input_sample += strike_in[i]; raw[i] = input_sample * 0.5f; } // Update meter for exciter. for (size_t i = 0; i < size; ++i) { float error = raw[i] * raw[i] - exciter_level_; exciter_level_ += error * (error > 0.0f ? 0.5f : 0.001f); } // Some exciters can cause palm mutes on release. float damping = patch.resonator_damping; damping -= strike_.damping() * strike_level * 0.125f; damping -= (1.0f - bow_strength_buffer_[0]) * \ patch.exciter_bow_level * 0.0625f; if (damping <= 0.0f) { damping = 0.0f; } // Configure resonator. if (resonator_model_ == RESONATOR_MODEL_MODAL) { resonator_.set_frequency(frequency); resonator_.set_geometry(patch.resonator_geometry); resonator_.set_brightness(patch.resonator_brightness); resonator_.set_position(patch.resonator_position); resonator_.set_damping(damping); resonator_.set_modulation_frequency(patch.resonator_modulation_frequency); resonator_.set_modulation_offset(patch.resonator_modulation_offset); // Process through resonator. resonator_.Process(bow_strength_buffer_, raw, center, sides, size); } else { size_t num_notes = resonator_model_ == RESONATOR_MODEL_STRING ? 1 : kNumStrings; float normalization = 1.0f / static_cast<float>(num_notes); dc_blocker_.Process(raw, size); for (size_t i = 0; i < size; ++i) { raw[i] *= normalization; } float chord = patch.resonator_geometry * 10.0f; float hysteresis = chord > chord_index_ ? -0.1f : 0.1f; int chord_index = static_cast<int>(chord + hysteresis + 0.5f); CONSTRAIN(chord_index, 0, 10); chord_index_ = static_cast<float>(chord_index); fill(&center[0], &center[size], 0.0f); fill(&sides[0], &sides[size], 0.0f); for (size_t i = 0; i < num_notes; ++i) { float transpose = chords[chord_index][i]; string_[i].set_frequency(frequency * SemitonesToRatio(transpose)); string_[i].set_brightness(patch.resonator_brightness); string_[i].set_position(patch.resonator_position); string_[i].set_damping(damping); if (num_notes == 1) { string_[i].set_dispersion(patch.resonator_geometry); } else { float b = patch.resonator_brightness; string_[i].set_dispersion(b < 0.5f ? 0.0f : (b - 0.5f) * -0.4f); } string_[i].Process(raw, center, sides, size); } for (size_t i = 0; i < size; ++i) { float left = center[i]; float right = sides[i]; center[i] = left - right; sides[i] = left + right; } } // This is where the raw mallet signal bleeds through the exciter output. for (size_t i = 0; i < size; ++i) { center[i] += strike_bleed * strike_buffer_[i]; } } } // namespace elements
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