hamuro80 / blackstomp

ESP32-A1S Digital Audio Effect Processor
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Reverb example? #3

Open manecolooper opened 3 years ago

manecolooper commented 3 years ago

Thanks for this huge effort and development...i would like to know if there's any reverb example that you've tried

Thanks again!

manecolooper commented 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.

ifndef CLOUDS_DSP_FX_REVERBH

define CLOUDS_DSP_FX_REVERBH

include "stmlib/stmlib.h"

include "clouds/dsp/fx/fx_engine.h"

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

endif // CLOUDS_DSP_FX_REVERBH

clemrdh commented 2 weeks ago

Great idea. Have you managed to make it work ?