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#include "voices.h"
#include "audio.h"
#include "stdlib.h"
// these are imported from audio.c
extern uint16_t envelope_index;
extern float note_timbre;
extern float polyphony_rate;
extern bool glissando;
voice_type voice = default_voice;
void set_voice(voice_type v) {
voice = v;
}
void voice_iterate() {
voice = (voice + 1) % number_of_voices;
}
void voice_deiterate() {
voice = (voice - 1 + number_of_voices) % number_of_voices;
}
float voice_envelope(float frequency) {
// envelope_index ranges from 0 to 0xFFFF, which is preserved at 880.0 Hz
__attribute__ ((unused))
uint16_t compensated_index = (uint16_t)((float)envelope_index * (880.0 / frequency));
switch (voice) {
case default_voice:
glissando = true;
note_timbre = TIMBRE_50;
polyphony_rate = 0;
break;
#ifdef AUDIO_VOICES
case something:
glissando = false;
polyphony_rate = 0;
switch (compensated_index) {
case 0 ... 9:
note_timbre = TIMBRE_12;
break;
case 10 ... 19:
note_timbre = TIMBRE_25;
break;
case 20 ... 200:
note_timbre = .125 + .125;
break;
default:
note_timbre = .125;
break;
}
break;
case drums:
glissando = false;
polyphony_rate = 0;
// switch (compensated_index) {
// case 0 ... 10:
// note_timbre = 0.5;
// break;
// case 11 ... 20:
// note_timbre = 0.5 * (21 - compensated_index) / 10;
// break;
// default:
// note_timbre = 0;
// break;
// }
// frequency = (rand() % (int)(frequency * 1.2 - frequency)) + (frequency * 0.8);
if (frequency < 80.0) {
} else if (frequency < 160.0) {
// Bass drum: 60 - 100 Hz
frequency = (rand() % (int)(40)) + 60;
switch (envelope_index) {
case 0 ... 10:
note_timbre = 0.5;
break;
case 11 ... 20:
note_timbre = 0.5 * (21 - envelope_index) / 10;
break;
default:
note_timbre = 0;
break;
}
} else if (frequency < 320.0) {
// Snare drum: 1 - 2 KHz
frequency = (rand() % (int)(1000)) + 1000;
switch (envelope_index) {
case 0 ... 5:
note_timbre = 0.5;
break;
case 6 ... 20:
note_timbre = 0.5 * (21 - envelope_index) / 15;
break;
default:
note_timbre = 0;
break;
}
} else if (frequency < 640.0) {
// Closed Hi-hat: 3 - 5 KHz
frequency = (rand() % (int)(2000)) + 3000;
switch (envelope_index) {
case 0 ... 15:
note_timbre = 0.5;
break;
case 16 ... 20:
note_timbre = 0.5 * (21 - envelope_index) / 5;
break;
default:
note_timbre = 0;
break;
}
} else if (frequency < 1280.0) {
// Open Hi-hat: 3 - 5 KHz
frequency = (rand() % (int)(2000)) + 3000;
switch (envelope_index) {
case 0 ... 35:
note_timbre = 0.5;
break;
case 36 ... 50:
note_timbre = 0.5 * (51 - envelope_index) / 15;
break;
default:
note_timbre = 0;
break;
}
}
break;
case butts_fader:
glissando = true;
polyphony_rate = 0;
switch (compensated_index) {
case 0 ... 9:
frequency = frequency / 4;
note_timbre = TIMBRE_12;
break;
case 10 ... 19:
frequency = frequency / 2;
note_timbre = TIMBRE_12;
break;
case 20 ... 200:
note_timbre = .125 - pow(((float)compensated_index - 20) / (200 - 20), 2)*.125;
break;
default:
note_timbre = 0;
break;
}
break;
// case octave_crunch:
// polyphony_rate = 0;
// switch (compensated_index) {
// case 0 ... 9:
// case 20 ... 24:
// case 30 ... 32:
// frequency = frequency / 2;
// note_timbre = TIMBRE_12;
// break;
// case 10 ... 19:
// case 25 ... 29:
// case 33 ... 35:
// frequency = frequency * 2;
// note_timbre = TIMBRE_12;
// break;
// default:
// note_timbre = TIMBRE_12;
// break;
// }
// break;
case duty_osc:
// This slows the loop down a substantial amount, so higher notes may freeze
glissando = true;
polyphony_rate = 0;
switch (compensated_index) {
default:
#define OCS_SPEED 10
#define OCS_AMP .25
// sine wave is slow
// note_timbre = (sin((float)compensated_index/10000*OCS_SPEED) * OCS_AMP / 2) + .5;
// triangle wave is a bit faster
note_timbre = (float)abs((compensated_index*OCS_SPEED % 3000) - 1500) * ( OCS_AMP / 1500 ) + (1 - OCS_AMP) / 2;
break;
}
break;
case duty_octave_down:
glissando = true;
polyphony_rate = 0;
note_timbre = (envelope_index % 2) * .125 + .375 * 2;
if ((envelope_index % 4) == 0)
note_timbre = 0.5;
if ((envelope_index % 8) == 0)
note_timbre = 0;
break;
case delayed_vibrato:
glissando = true;
polyphony_rate = 0;
note_timbre = TIMBRE_50;
#define VOICE_VIBRATO_DELAY 150
#define VOICE_VIBRATO_SPEED 50
switch (compensated_index) {
case 0 ... VOICE_VIBRATO_DELAY:
break;
default:
frequency = frequency * vibrato_lut[(int)fmod((((float)compensated_index - (VOICE_VIBRATO_DELAY + 1))/1000*VOICE_VIBRATO_SPEED), VIBRATO_LUT_LENGTH)];
break;
}
break;
// case delayed_vibrato_octave:
// polyphony_rate = 0;
// if ((envelope_index % 2) == 1) {
// note_timbre = 0.55;
// } else {
// note_timbre = 0.45;
// }
// #define VOICE_VIBRATO_DELAY 150
// #define VOICE_VIBRATO_SPEED 50
// switch (compensated_index) {
// case 0 ... VOICE_VIBRATO_DELAY:
// break;
// default:
// frequency = frequency * VIBRATO_LUT[(int)fmod((((float)compensated_index - (VOICE_VIBRATO_DELAY + 1))/1000*VOICE_VIBRATO_SPEED), VIBRATO_LUT_LENGTH)];
// break;
// }
// break;
// case duty_fifth_down:
// note_timbre = 0.5;
// if ((envelope_index % 3) == 0)
// note_timbre = 0.75;
// break;
// case duty_fourth_down:
// note_timbre = 0.0;
// if ((envelope_index % 12) == 0)
// note_timbre = 0.75;
// if (((envelope_index % 12) % 4) != 1)
// note_timbre = 0.75;
// break;
// case duty_third_down:
// note_timbre = 0.5;
// if ((envelope_index % 5) == 0)
// note_timbre = 0.75;
// break;
// case duty_fifth_third_down:
// note_timbre = 0.5;
// if ((envelope_index % 5) == 0)
// note_timbre = 0.75;
// if ((envelope_index % 3) == 0)
// note_timbre = 0.25;
// break;
#endif
default:
break;
}
return frequency;
}
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