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Last update 6 years 3 months by Olivier Gillet
Filesplaitsdspengine
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additive_engine.cc
additive_engine.h
bass_drum_engine.cc
bass_drum_engine.h
chord_engine.cc
chord_engine.h
engine.h
fm_engine.cc
fm_engine.h
grain_engine.cc
grain_engine.h
hi_hat_engine.cc
hi_hat_engine.h
modal_engine.cc
modal_engine.h
noise_engine.cc
noise_engine.h
particle_engine.cc
particle_engine.h
snare_drum_engine.cc
snare_drum_engine.h
speech_engine.cc
speech_engine.h
string_engine.cc
string_engine.h
swarm_engine.cc
swarm_engine.h
virtual_analog_engine.cc
virtual_analog_engine.h
waveshaping_engine.cc
waveshaping_engine.h
wavetable_engine.cc
wavetable_engine.h
additive_engine.cc
// Copyright 2016 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. // // ----------------------------------------------------------------------------- // // Additive synthesis with 32 partials. #include "plaits/dsp/engine/additive_engine.h" #include <algorithm> #include "stmlib/dsp/cosine_oscillator.h" #include "plaits/resources.h" namespace plaits { using namespace std; using namespace stmlib; void AdditiveEngine::Init(BufferAllocator* allocator) { fill( &amplitudes_[0], &amplitudes_[kNumHarmonics], 0.0f); for (int i = 0; i < kNumHarmonicOscillators; ++i) { harmonic_oscillator_[i].Init(); } } void AdditiveEngine::Reset() { } void AdditiveEngine::UpdateAmplitudes( float centroid, float slope, float bumps, float* amplitudes, const int* harmonic_indices, size_t num_harmonics) { const float n = (static_cast<float>(num_harmonics) - 1.0f); const float margin = (1.0f / slope - 1.0f) / (1.0f + bumps); const float center = centroid * (n + margin) - 0.5f * margin; float sum = 0.001f; for (size_t i = 0; i < num_harmonics; ++i) { float order = fabsf(static_cast<float>(i) - center) * slope; float gain = 1.0f - order; gain += fabsf(gain); gain *= gain; float b = 0.25f + order * bumps; float bump_factor = 1.0f + InterpolateWrap(lut_sine, b, 1024.0f); gain *= bump_factor; gain *= gain; gain *= gain; int j = harmonic_indices[i]; // Warning about the following line: this is not a proper LP filter because // of the normalization. But in spite of its strange working, this line // turns out ot be absolutely essential. // // I have tried both normalizing the LP-ed spectrum, and LP-ing the // normalized spectrum, and both of them cause more annoyances than this // "incorrect" solution. ONE_POLE(amplitudes[j], gain, 0.001f); sum += amplitudes[j]; } sum = 1.0f / sum; for (size_t i = 0; i < num_harmonics; ++i) { amplitudes[harmonic_indices[i]] *= sum; } } inline float Bump(float x, float centroid, float slope) { float d = fabsf(x - centroid); float bump = 1.0f - d * slope; return bump + fabsf(bump); } const int integer_harmonics[24] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23 }; const int organ_harmonics[8] = { 0, 1, 2, 3, 5, 7, 9, 11 }; void AdditiveEngine::Render( const EngineParameters& parameters, float* out, float* aux, size_t size, bool* already_enveloped) { const float f0 = NoteToFrequency(parameters.note); const float centroid = parameters.timbre; const float raw_bumps = parameters.harmonics; const float raw_slope = (1.0f - 0.6f * raw_bumps) * parameters.morph; const float slope = 0.01f + 1.99f * raw_slope * raw_slope * raw_slope; const float bumps = 16.0f * raw_bumps * raw_bumps; UpdateAmplitudes( centroid, slope, bumps, &amplitudes_[0], integer_harmonics, 24); harmonic_oscillator_[0].Render<1>(f0, &amplitudes_[0], out, size); harmonic_oscillator_[1].Render<13>(f0, &amplitudes_[12], out, size); UpdateAmplitudes( centroid, slope, bumps, &amplitudes_[24], organ_harmonics, 8); harmonic_oscillator_[2].Render<1>(f0, &amplitudes_[24], aux, size); } } // namespace plaits
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