monostep/Source/dsp/FxProcessor.cpp

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#include "FxProcessor.h"
#include <algorithm>
#include <cmath>
namespace monostep
{
// Freeverb-style comb / allpass sizes, slightly offset per channel so the
// left and right reverb tails decorrelate. Halved from the classic freeverb
// set so the early reflections land ~13 ms after the note instead of ~25 ms:
// a 100%-wet reverb keeps its tail but speaks much sooner.
static constexpr int combSizes[2][4] =
{
{ 558, 594, 639, 678 },
{ 563, 599, 644, 683 }
};
static constexpr int allpassSizes[2][2] =
{
{ 113, 278 },
{ 118, 283 }
};
float FxProcessor::delayTimeSeconds (float knob, bool sync, double bpm)
{
if (sync)
{
static const float divisions[] = { 0.25f, 0.5f, 0.75f, 1.0f, 1.5f, 2.0f, 3.0f, 4.0f };
const int idx = juce::roundToInt (juce::jlimit (0.0f, 1.0f, knob) * 7.0f);
return divisions[juce::jlimit (0, 7, idx)] * 60.0f / (float) juce::jmax (1.0, bpm);
}
return 0.005f * std::pow (200.0f, juce::jlimit (0.0f, 1.0f, knob));
}
juce::String FxProcessor::delayTimeLabel (float knob, bool sync, double bpm)
{
if (sync)
{
static const char* names[] = { "1/16", "1/8", "3/16", "1/4", "3/8", "1/2", "3/4", "1 bar" };
const int idx = juce::roundToInt (juce::jlimit (0.0f, 1.0f, knob) * 7.0f);
return names[juce::jlimit (0, 7, idx)];
}
return juce::String (juce::roundToInt (delayTimeSeconds (knob, false, bpm) * 1000.0f)) + " ms";
}
void FxProcessor::prepare (double sr, int channels)
{
sampleRate = juce::jmax (44100.0, sr);
numChannels = juce::jmax (1, channels);
maxDelaySamples = (int) (sampleRate * 2.0);
delays.clear();
delays.resize (numChannels);
for (auto& d : delays)
{
d.memory.assign ((size_t) maxDelaySamples + 8, 0.0f);
d.writeIndex = 0;
d.smoothedDelay = 0.0f;
d.feedbackLp = 0.0f;
}
const float srScale = (float) (sampleRate / 44100.0);
for (int ch = 0; ch < 2; ++ch)
{
for (int i = 0; i < 4; ++i)
combDelaySamples[ch][i] = juce::roundToInt (combSizes[ch][i] * srScale);
for (int i = 0; i < 2; ++i)
allpassDelaySamples[ch][i] = juce::roundToInt (allpassSizes[ch][i] * srScale);
}
reverbs.clear();
reverbs.resize (numChannels);
for (int ch = 0; ch < numChannels; ++ch)
{
const int rc = ch & 1;
auto& r = reverbs[ch];
for (int i = 0; i < 4; ++i)
r.combs[i].assign ((size_t) combDelaySamples[rc][i], 0.0f);
for (int i = 0; i < 2; ++i)
r.allpasses[i].assign ((size_t) allpassDelaySamples[rc][i], 0.0f);
}
}
void FxProcessor::reset()
{
for (auto& d : delays)
{
std::fill (d.memory.begin(), d.memory.end(), 0.0f);
d.writeIndex = 0;
d.smoothedDelay = 0.0f;
d.feedbackLp = 0.0f;
}
for (auto& r : reverbs)
{
for (int i = 0; i < 4; ++i)
{
std::fill (r.combs[i].begin(), r.combs[i].end(), 0.0f);
r.combIndex[i] = 0;
}
for (int i = 0; i < 2; ++i)
{
std::fill (r.allpasses[i].begin(), r.allpasses[i].end(), 0.0f);
r.allpassIndex[i] = 0;
}
}
}
void FxProcessor::setParams (const Params& p)
{
params.delayTime = juce::jlimit (0.0f, 1.0f, p.delayTime);
params.delayFeedback = juce::jlimit (0.0f, 0.9f, p.delayFeedback);
params.delaySync = p.delaySync;
params.delayMix = juce::jlimit (0.0f, 1.0f, p.delayMix);
params.reverbRoom = juce::jlimit (0.0f, 1.0f, p.reverbRoom);
params.reverbLevel = juce::jlimit (0.0f, 1.0f, p.reverbLevel);
params.reverbMix = juce::jlimit (0.0f, 1.0f, p.reverbMix);
params.reverbDiff = juce::jlimit (0.0f, 1.0f, p.reverbDiff);
params.bpm = juce::jmax (20.0, p.bpm);
currentDelaySeconds = delayTimeSeconds (params.delayTime, params.delaySync, params.bpm);
}
void FxProcessor::process (juce::AudioBuffer<float>& buffer, int numSamples)
{
if (numSamples <= 0 || buffer.getNumChannels() == 0)
return;
// The reverb must feed off the dry (pre-delay) signal, not the delay's
// output, so snapshot the incoming buffer before the delay runs.
const bool reverbActive = params.reverbMix > 0.0001f && params.reverbLevel > 0.0001f;
if (reverbActive)
{
if (dryScratch.getNumSamples() < numSamples)
dryScratch.setSize (buffer.getNumChannels(), numSamples, false, false, true);
const int n = juce::jmin (buffer.getNumChannels(), dryScratch.getNumChannels());
for (int c = 0; c < n; ++c)
dryScratch.copyFrom (c, 0, buffer, c, 0, numSamples);
}
processDelay (buffer, numSamples);
if (reverbActive)
processReverb (dryScratch, buffer, numSamples);
}
void FxProcessor::processDelay (juce::AudioBuffer<float>& buffer, int numSamples)
{
if (params.delayMix <= 0.0001f)
return;
const int n = juce::jmin (numChannels, buffer.getNumChannels());
const float targetDelay = currentDelaySeconds * (float) sampleRate;
const float mix = params.delayMix;
for (int ch = 0; ch < n; ++ch)
{
auto& d = delays[ch];
auto* out = buffer.getWritePointer (ch);
const int size = (int) d.memory.size();
const int maxD = juce::jmax (1, size - 8);
for (int i = 0; i < numSamples; ++i)
{
const float x = out[i];
d.smoothedDelay += (targetDelay - d.smoothedDelay) * 0.0008f;
const float delay = juce::jlimit (8.0f, (float) maxD, d.smoothedDelay);
float readPos = (float) d.writeIndex - delay;
if (readPos < 0.0f)
readPos += (float) size;
const int idxA = (int) readPos;
const int idxB = (idxA + 1) % size;
const float frac = readPos - (float) idxA;
const float delayed = d.memory[idxA] + frac * (d.memory[idxB] - d.memory[idxA]);
// Feedback with a little high-frequency damping.
d.feedbackLp += 0.35f * (delayed - d.feedbackLp);
d.memory[d.writeIndex] = x + params.delayFeedback * d.feedbackLp;
out[i] = x + delayed * mix;
if (++d.writeIndex >= size)
d.writeIndex = 0;
}
}
}
void FxProcessor::processReverb (const juce::AudioBuffer<float>& dryIn,
juce::AudioBuffer<float>& buffer, int numSamples)
{
if (params.reverbMix <= 0.0001f || params.reverbLevel <= 0.0001f)
return;
const int n = juce::jmin (numChannels, juce::jmin (dryIn.getNumChannels(), buffer.getNumChannels()));
const float combGain = 0.70f + 0.28f * params.reverbRoom; // 0.70 .. 0.98
const float allpassGain = 0.75f * params.reverbDiff; // 0 .. 0.75
// Room normalisation: the comb network's DC gain is ~4 / (1 - combGain),
// so scaling by (1 - combGain) keeps the wet level bounded as the room
// (decay length) grows instead of blowing up near oscillation. The 2.5
// constant is calibrated (standalone replication of this network): at
// room 0.5 it puts the note-off ring ~ +6 dB above the dry and the tail
// ~ -6 dB one second in, so the reverb is clearly audible even at modest
// dry/wet settings. The wet is intentionally NOT clipped here: any
// soft-clip knee far below the signal level pins the wet at a constant
// flat value (the early tail stops audibly decaying, which reads as a
// "reverb slowly kicking in" plateau) and makes 100% wet sound quiet
// next to a hot dry signal.
const float wetScale = 2.5f * (1.0f - combGain);
const float mix = params.reverbMix;
for (int ch = 0; ch < n; ++ch)
{
auto& r = reverbs[ch];
const float* in = dryIn.getReadPointer (ch);
auto* out = buffer.getWritePointer (ch);
for (int i = 0; i < numSamples; ++i)
{
const float x = in[i];
float combSum = 0.0f;
for (int c = 0; c < 4; ++c)
{
auto& buf = r.combs[c];
const int size = (int) buf.size();
int& pos = r.combIndex[c];
const float delayed = buf[pos];
buf[pos] = x + combGain * delayed;
combSum += delayed;
if (++pos >= size)
pos = 0;
}
float wet = combSum * wetScale * params.reverbLevel;
for (int a = 0; a < 2; ++a)
{
auto& buf = r.allpasses[a];
const int size = (int) buf.size();
int& pos = r.allpassIndex[a];
const float delayed = buf[pos];
const float outAp = -allpassGain * wet + delayed;
buf[pos] = wet + allpassGain * delayed;
wet = outAp;
if (++pos >= size)
pos = 0;
}
out[i] += wet * mix;
}
}
}
} // namespace monostep