Closed SolanaExpert2022 closed 9 months ago
I modified the script by adding 2 lines at the end of it, and I use it with the setup that I posted in the screenshot in my previous message.
desc: Test Signals
version: 1.8.2
author: chokehold
tags: utility synth noise tone
link: https://github.com/chkhld/jsfx/
screenshot: https://github.com/chkhld/jsfx/blob/main/assets/screenshots/test_signals.png
about:
# Test Signals
A collection of things that make noises.
I needed a suite of tools that help me examine plugins and hardware
devices, so I made one. The output from this plugin is added on top
of the input signal, so it's possible to chain several in a row.
There are 14 possible signals that can be generated on each channel
individually: silence, sine, rising or falling saw, triangle, three
pulse widths (50% creates a rectangular wave), noise colours white,
pink and purple, digital noise (random -1/0/+1 samples), as well as
positive and negative DC offset.
The Output Channels setting allows not just regular stereo signals,
but also two L/R-only mono modes. The idea was to let two different
signals run, and have the possibility to quickly switch them.
Because having just one wide-range slider to set the frequency will
give essentially zero resolution below ~1000 Hz, and too fine steps
above ~1000 Hz, I decided to make the frequency setting easier, but
maybe not immediately understandable.
You set a base frequency first, then you increase the multiplier to
multiply (Base Hz x Multiplier) which will be the actual frequency.
Example:
Base 10 Hz x Multiplier 10 = 100 Hz
Base 100 Hz x Multiplier 4.4 = 440 Hz
Base 100 Hz x Multiplier 10 = 1000 Hz
The Volume L+R slider changes the levels of both L+R channelsby the
the same amount. The L/R Offset sliders will change volume for each
channel individually.
Flipping a channel's polarity is also often called inverting phase,
or rotating the phase by 180°. Having the same generator and volume
both channels and flipping the polarity while the L+R Summed output
mode is selected will result in silence from phase cancellation.
The generators are trivial i.e. not band-limited or oversampled, so
some of them (or their combinations) could cause DC offset. I added
an optional DC blocker just before the output to remove this again.
// ----------------------------------------------------------------------------
slider1: generatorL=1<0,13,1{None,Sine,Saw rising,Saw falling,Triangle,Pulse 25%,Pulse 50% / Square,Pulse 75%,White Noise,Pink Noise,Purple Noise,Digital Noise,DC Offset positive,DC Offset negative}> Generator L
slider2: generatorR=1<0,13,1{None,Sine,Saw rising,Saw falling,Triangle,Pulse 25%,Pulse 50% / Square,Pulse 75%,White Noise,Pink Noise,Purple Noise,Digital Noise,DC Offset positive,DC Offset negative}> Generator R
slider3: viewFreq=1000<10,22000,0.1> Frequency [Hz]
slider4: frequency=1<0,2,1{10 Hz,100 Hz,1 kHz}> Frequency base [Hz]
slider5: multiply=10<0.1,22,0.1> Frequency multiplier
slider6: volume=-12<-48,48,0.01> Volume L+R [dB]
slider7: volumeL=0<-48,48,0.1> Volume L offset [dB]
slider8: volumeR=0<-48,48,0.1> Volume R offset [dB]
slider9: invertL=0<0,1,1{Normal,Flipped}> Flip Polarity L
slider10:invertR=0<0,1,1{Normal,Flipped}> Flip Polarity R
slider11:outRouting=0<0,3,1{Stereo,Mono (left),Mono (right),Mono (summed)}> Output Channels
slider12:blockDC=1<0,1,1{Disabled,Enabled}> DC Blocker
// This is a generator and doesn't need input monitoring
out_pin:left output
out_pin:right output
@init
// Stop Reaper from re-initializing the plugin every time playback is reset
ext_noinit = 1;
// Used for oscillator phase calculations
twoPi = 6.28318530717958647692528676656;
// Oscillator center frequency, default to
// 1 kHz @ 44.1 kHz in case something goes wrong.
oscFreq = 0.02267573696145124716553;
// Parameter value containers
oscType = 1000;
oscPhase = 1010;
dcStateIn = 1020;
dcStateOut = 1030;
outGain = 1040;
noiseState = 10100;
noiseBuffer = 10200;
// Converts dB values to float gain factors
function dBToGain (decibels) (10.0 ^ (decibels / 20.0));
// BASE FREQUENCY SELECTION
//
// Converts the slider's 0,1,2 values into
// 10,100,1000 Hertz base frequency values.
//
function baseFrequency ()
(
frequency == 0 ? 10 : (frequency == 1 ? 100 : 1000);
);
// PHASE RESET
//
function resetPhases ()
(
oscPhase[0] = (oscType[0] == 4) ? 0.25 : 0.0;
oscPhase[1] = (oscType[1] == 4) ? 0.25 : 0.0;
);
// DC BLOCKER
//
function dcBlocker (channel)
(
dcStateOut[channel] *= 0.99988487;
dcStateOut[channel] += spl(channel) - dcStateIn[channel];
dcStateIn [channel] = spl(channel);
dcStateOut[channel];
);
// SINE WAVE
// _ _
// / \ / \
// \_/ \_/
//
function tickSine (channel)
(
oscPhase[channel] += (twoPi * oscFreq);
// Wrap phase >2π around from 0
oscPhase[channel] += ((oscPhase[channel] >= twoPi) * -twoPi) + ((oscPhase[channel] < 0.0) * twoPi);
sin(oscPhase[channel]);
);
// SAW WAVE (+1 rising, -1 falling)
//
// /| /| /|
// Rising: / |/ |/ |
//
// |\ |\ |\
// Falling: | \| \| \
//
function tickSaw (channel, direction)
(
oscPhase[channel] += direction * oscFreq;
oscPhase[channel] += ((oscPhase[channel] > 1.0) * -1.0) + ((oscPhase[channel] < 0.0) * 1.0);
((oscPhase[channel] * 2.0) - 1.0);
);
// TRIANGLE WAVE
//
// /\ /\ /\
// \/ \/ \/
//
function tickTriangle (channel)
(
oscPhase[channel] += oscFreq;
oscPhase[channel] += ((oscPhase[channel] > 1.0) * -1.0) + ((oscPhase[channel] < 0.0) * 1.0);
((oscPhase[channel] < 0.5) * (4.0 * oscPhase[channel] - 1.0)) + ((oscPhase[channel] >= 0.5) * (1.0 - 4.0 * (oscPhase[channel] - 0.5)));
);
// PULSE WAVE
// ___
// 25%: | |
// |________|
// ______
// 50%: | |
// |_____|
// _________
// 75%: | |
// |__|
//
function tickPulse (channel, width)
(
oscPhase[channel] += oscFreq;
oscPhase[channel] += ((oscPhase[channel] > 1.0) * -1.0) + ((oscPhase[channel] < 0.0) * 1.0);
((oscPhase[channel] < width) * 1) + ((oscPhase[channel] > width) * -1);
);
// WHITE NOISE
//
// Just random values between -1 and +1
//
function tickWhite ()
(
((rand() * 2)-1);
);
// PURPLE NOISE
//
// Harsh sounding, increases at +6 dBfs per octave across the whole
// spectrum.
//
// Implementation inspired by Judd Niemann's ReSampler project:
// https://github.com/jniemann66/ReSampler/blob/master/ditherer.h#L353
//
function tickPurple (channel) local (random)
(
random = tickWhite();
noiseBuffer[channel] = random - noiseState[channel];
noiseState [channel] = random;
noiseBuffer[channel];
);
// DIGITAL NOISE
//
// My own creation, random picks of [-1, 0, +1]
//
function tickDigital () local (factor1, factor2)
(
factor1 = tickWhite() > 0;
factor2 = tickWhite() < 0;
factor1 + factor2 - 1;
);
// PINK NOISE
//
// "Warm" sounding, volume falls off at -3 dBfs per octave across the
// spectrum. Often said to be similar to the optimal mix balance, and
// to be generally pleasing to the human ear.
//
// Implemented after Larry Trammell's "newpink" method:
// http://www.ridgerat-tech.us/tech/newpink.htm
//
function tickPink (channel) local (offset, break, sample)
(
offset = channel * 50;
break = 0;
sample = rand();
break == 0 && sample <= 0.00198 ? (noiseState[offset+1] = tickWhite() * 3.8024; break = 1);
break == 0 && sample <= 0.01478 ? (noiseState[offset+2] = tickWhite() * 2.9694; break = 1);
break == 0 && sample <= 0.06378 ? (noiseState[offset+3] = tickWhite() * 2.5970; break = 1);
break == 0 && sample <= 0.23378 ? (noiseState[offset+4] = tickWhite() * 3.0870; break = 1);
break == 0 && sample <= 0.91578 ? (noiseState[offset+5] = tickWhite() * 3.4006; break = 1);
noiseState[offset] = 0;
noiseState[offset] += noiseState[offset+1];
noiseState[offset] += noiseState[offset+2];
noiseState[offset] += noiseState[offset+3];
noiseState[offset] += noiseState[offset+4];
noiseState[offset] += noiseState[offset+5];
noiseState[offset] * dBToGain(-15);
);
@slider
oscFreq = baseFrequency() * multiply / srate;
viewFreq = baseFrequency() * multiply;
outGain[0] = dBToGain(volume + volumeL);
outGain[1] = dBToGain(volume + volumeR);
oscType[0] != generatorL ? (oscType[0] = generatorL; resetPhases());
oscType[1] != generatorR ? (oscType[1] = generatorR; resetPhases());
@sample
// I know it would be more economical to NOT
// calculate two channels but then only send
// one channel out, and instead just not let
// the second channel be calculated. But the
// CPU overhead is so low in this case, that
// it won't result in a relevant difference.
//
// There are probably more efficient ways to
// handle all those conditional cases below,
// but it also doesn't generate any relevant
// CPU overhead, so this will do just fine.
//
// Generator left
generatorL == 1 ? (spl0 += tickSine(0));
generatorL == 2 ? (spl0 += tickSaw(0,1));
generatorL == 3 ? (spl0 += tickSaw(0,-1));
generatorL == 4 ? (spl0 += tickTriangle(0));
generatorL == 5 ? (spl0 += tickPulse(0,0.25));
generatorL == 6 ? (spl0 += tickPulse(0,0.5));
generatorL == 7 ? (spl0 += tickPulse(0,0.75));
generatorL == 8 ? (spl0 += tickWhite(0));
generatorL == 9 ? (spl0 += tickPink(0));
generatorL == 10? (spl0 += tickPurple(0));
generatorL == 11? (spl0 += tickDigital(0));
generatorL == 12? (spl0 += 1);
generatorL == 13? (spl0 -= 1);
//
// Generator right
generatorR == 1 ? (spl1 += tickSine(1));
generatorR == 2 ? (spl1 += tickSaw(1,1));
generatorR == 3 ? (spl1 += tickSaw(1,-1));
generatorR == 4 ? (spl1 += tickTriangle(1));
generatorR == 5 ? (spl1 += tickPulse(1,0.25));
generatorR == 6 ? (spl1 += tickPulse(1,0.5));
generatorR == 7 ? (spl1 += tickPulse(1,0.75));
generatorR == 8 ? (spl1 += tickWhite(1));
generatorR == 9 ? (spl1 += tickPink(1));
generatorR == 10? (spl1 += tickPurple(1));
generatorR == 11? (spl1 += tickDigital(1));
generatorR == 12? (spl1 += 1);
generatorR == 13? (spl1 -= 1);
// Polarity inversion
invertL == 1 ? (spl0 *= -1);
invertR == 1 ? (spl1 *= -1);
// Output volume with channel sum compensation
spl0 *= outGain[0] * (generatorR == 0 ? 2.0 : 1.0);
spl1 *= outGain[1] * (generatorL == 0 ? 2.0 : 1.0);
// Output channel routing
outRouting == 1 ? (spl1 = spl0);
outRouting == 2 ? (spl0 = spl1);
outRouting == 3 ? (spl0 = spl1 = (spl0 + spl1) * 0.5);
// DC Blocker
blockDC == 1 ?
(
spl0 = dcBlocker(0);
spl1 = dcBlocker(1);
);
spl0>=0 ? spl0=1 : spl0=0;
spl1>=0 ? spl1=1 : spl1=0;
I close the issue as I found a solution.
Hello
Is it possible, with the help of one of your plugins, to have a, let's say, square frenquency of 200 Hertz with a positive offset (from 0V to 1V, with no negative voltage) ?
Does this setup generate a positive offset square frequency (of 15 Hz here) ?