Open manecolooper opened 3 years ago
found this from clouds module, that sounds fantastic, would love to make it work on blackstomp
// Copyright 2014 Emilie Gillet. // // Author: Emilie Gillet (emilie.o.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.
namespace clouds {
class Reverb { public: Reverb() { } ~Reverb() { }
void Init(uint16t* buffer) { engine.Init(buffer); engine_.SetLFOFrequency(LFO1, 0.5f / 32000.0f); engine.SetLFOFrequency(LFO2, 0.3f / 32000.0f); lp = 0.7f; diffusion_ = 0.625f; }
void Process(FloatFrame* in_out, 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<113, E::Reserve<162, E::Reserve<241, E::Reserve<399, E::Reserve<1653, E::Reserve<2038, E::Reserve<3411, E::Reserve<1913, E::Reserve<1663, E::Reserve<4782> > > > > > > > > > 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, 60.0f, 1.0f);
c.Write(ap1, 100, 0.0f);
c.Read(in_out->l + in_out->r, 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, 4680.0f, 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);
in_out->l += (wet - in_out->l) * 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);
in_out->r += (wet - in_out->r) * amount;
++in_out;
}
lp_decay_1_ = lp_1;
lp_decay_2_ = lp_2;
}
inline void setamount(float amount) { amount = amount; }
inline void set_input_gain(float input_gain) { inputgain = input_gain; }
inline void set_time(float reverb_time) { reverbtime = reverb_time; }
inline void setdiffusion(float diffusion) { diffusion = diffusion; }
inline void setlp(float lp) { lp = lp; }
private: typedef FxEngine<16384, FORMAT_12BIT> E; E engine;
float amount_; float inputgain; float reverbtime; float diffusion; float lp;
float lp_decay1; float lp_decay2;
DISALLOW_COPY_AND_ASSIGN(Reverb); };
} // namespace clouds
Great idea. Have you managed to make it work ?
Thanks for this huge effort and development...i would like to know if there's any reverb example that you've tried
Thanks again!