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Last update 6 years 2 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
waveshaping_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. // // ----------------------------------------------------------------------------- // // Slope -> Waveshaper -> Wavefolder. #include "plaits/dsp/engine/waveshaping_engine.h" #include <algorithm> #include "stmlib/dsp/parameter_interpolator.h" #include "stmlib/utils/dsp.h" #include "plaits/resources.h" namespace plaits { using namespace std; using namespace stmlib; void WaveshapingEngine::Init(BufferAllocator* allocator) { slope_.Init(); triangle_.Init(); previous_shape_ = 0.0f; previous_wavefolder_gain_ = 0.0f; previous_overtone_gain_ = 0.0f; } void WaveshapingEngine::Reset() { } float Tame(float f0, float harmonics, float order) { f0 *= harmonics; float max_f = 0.5f / order; float max_amount = 1.0f - (f0 - max_f) / (0.5f - max_f); CONSTRAIN(max_amount, 0.0f, 1.0f); return max_amount * max_amount * max_amount; } void WaveshapingEngine::Render( const EngineParameters& parameters, float* out, float* aux, size_t size, bool* already_enveloped) { const float root = parameters.note; const float f0 = NoteToFrequency(root); const float pw = parameters.morph * 0.45f + 0.5f; // Start from bandlimited slope signal. slope_.Render<OSCILLATOR_SHAPE_SLOPE>(f0, pw, out, size); triangle_.Render<OSCILLATOR_SHAPE_SLOPE>(f0, 0.5f, aux, size); // Try to estimate how rich the spectrum is, and reduce the range of the // waveshaping control accordingly. const float slope = 3.0f + fabsf(parameters.morph - 0.5f) * 5.0f; const float shape_amount = fabsf(parameters.harmonics - 0.5f) * 2.0f; const float shape_amount_attenuation = Tame(f0, slope, 16.0f); const float wavefolder_gain = parameters.timbre; const float wavefolder_gain_attenuation = Tame( f0, slope * (3.0f + shape_amount * shape_amount_attenuation * 5.0f), 12.0f); // Apply waveshaper / wavefolder. ParameterInterpolator shape_modulation( &previous_shape_, 0.5f + (parameters.harmonics - 0.5f) * shape_amount_attenuation, size); ParameterInterpolator wf_gain_modulation( &previous_wavefolder_gain_, 0.03f + 0.46f * wavefolder_gain * wavefolder_gain_attenuation, size); const float overtone_gain = parameters.timbre * (2.0f - parameters.timbre); ParameterInterpolator overtone_gain_modulation( &previous_overtone_gain_, overtone_gain * (2.0f - overtone_gain), size); for (size_t i = 0; i < size; ++i) { float shape = shape_modulation.Next() * 3.9999f; MAKE_INTEGRAL_FRACTIONAL(shape); const int16_t* shape_1 = lookup_table_i16_table[shape_integral]; const int16_t* shape_2 = lookup_table_i16_table[shape_integral + 1]; float ws_index = 127.0f * out[i] + 128.0f; MAKE_INTEGRAL_FRACTIONAL(ws_index) ws_index_integral &= 255; float x0 = static_cast<float>(shape_1[ws_index_integral]) / 32768.0f; float x1 = static_cast<float>(shape_1[ws_index_integral + 1]) / 32768.0f; float x = x0 + (x1 - x0) * ws_index_fractional; float y0 = static_cast<float>(shape_2[ws_index_integral]) / 32768.0f; float y1 = static_cast<float>(shape_2[ws_index_integral + 1]) / 32768.0f; float y = y0 + (y1 - y0) * ws_index_fractional; float mix = x + (y - x) * shape_fractional; float index = mix * wf_gain_modulation.Next() + 0.5f; float fold = InterpolateHermite( lut_fold + 1, index, 512.0f); float fold_2 = -InterpolateHermite( lut_fold_2 + 1, index, 512.0f); float sine = InterpolateWrap(lut_sine, aux[i] * 0.25f + 0.5f, 1024.0f); out[i] = fold; aux[i] = sine + (fold_2 - sine) * overtone_gain_modulation.Next(); } } } // namespace plaits
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