#include "SynthEngine.h" SynthEngine::SynthEngine() { rng.setSeedRandomly(); } SynthEngine::~SynthEngine() {} void SynthEngine::setSampleRate (double s) { sr = s; } float SynthEngine::osc (int wave, double ph, double phRaw) { switch (wave) { case 0: return (float) std::sin (ph * 2.0 * juce::MathConstants::pi); case 1: return (float) (ph < 0.5 ? 4.0 * ph - 1.0 : 3.0 - 4.0 * ph); case 2: return (float) (1.0 - 2.0 * ph); case 3: return (float) (ph < 0.5 ? -1.0 : 1.0); case 4: return rng.nextFloat() * 2.0f - 1.0f; // 5 FM: 2-op sine FM (1:2 ratio), index slowly evolves over the note case 5: { const double idx = 2.2 + 1.6 * (0.5 + 0.5 * std::sin (phRaw * 0.03)); return (float) std::sin (ph * 2.0 * juce::MathConstants::pi + idx * std::sin (ph * 4.0 * juce::MathConstants::pi)); } // 6 PWM: pulse whose width animates with the running phase case 6: { const double w = 0.05 + 0.60 * (0.5 + 0.5 * std::sin (phRaw * 0.05)); return (float) (ph < w ? 1.0 : -1.0); } // 7 SUPRSW: 5 stacked saws with a slowly moving spread (detuned-stack feel) case 7: { const double df = 0.006 * std::sin (phRaw * 0.02); double s = 0.0; for (int k = -2; k <= 2; ++k) { double sp = ph + df + k * 0.13; sp -= std::floor (sp); s += 1.0 - 2.0 * sp; } return (float) (s * 0.28); } // 8 DBLSAW: saw plus a sub-octave saw (big, weighted low end) case 8: { double sub = ph * 0.5; sub -= std::floor (sub); return (float) (0.56 * (1.0 - 2.0 * ph) + 0.44 * (1.0 - 2.0 * sub)); } // 9 WARP: saw pushed twice through a wavefolder -> bright, buzzy, raw case 9: { double x = 1.0 - 2.0 * ph; x = 1.0 - 2.0 * std::fabs (1.0 - std::fabs (x)); x = 1.0 - 2.0 * std::fabs (1.0 - std::fabs (x)); return (float) x; } // 10 HSYNC: saw hard-synced to a 2.5x master -> bright, cutting lead case 10: { double sp = ph * 2.5; sp -= std::floor (sp); return (float) (1.0 - 2.0 * sp); } // 11 TINE: electric-tine partial stack (1x,2x,4x,8x) -> bell/marimba/EP case 11: { const double a = ph * 2.0 * juce::MathConstants::pi; return (float) (0.44 * std::sin (a) + 0.28 * std::sin (2.0 * a) + 0.18 * std::sin (4.0 * a) + 0.09 * std::sin (8.0 * a)); } // 12 SEQ: 8 pseudo-random levels per cycle -> digital, step-sequencer case 12: { static const float L[8] = { 0.90f, -0.45f, 0.30f, -0.85f, 0.55f, -0.20f, 0.75f, -0.60f }; const int k = (int) std::floor (ph * 8.0); return L[k & 7]; } // 13 CHORD: built-in minor triad (root, m3, 5th) -> one-osc chord case 13: { const double a = ph * 2.0 * juce::MathConstants::pi; return (float) (0.44 * std::sin (a) + 0.30 * std::sin (a * (6.0 / 5.0)) + 0.27 * std::sin (a * 1.5)); } // 14 SUPRPL: 3 stacked phase-offset pulse waves -> fat chorus-box square case 14: { const double o1 = ph < 0.5 ? 1.0 : -1.0; double p2 = ph + 0.10; p2 -= std::floor (p2); const double o2 = p2 < 0.5 ? 1.0 : -1.0; double p3 = ph + 0.25; p3 -= std::floor (p3); const double o3 = p3 < 0.5 ? 1.0 : -1.0; return (float) ((o1 + o2 + o3) * (1.0 / 3.0)); } default: return 0.0f; } } void SynthEngine::allNotesOff (bool immediate) { for (auto& v : voices) { if (v.active) { if (immediate) v.active = false; else v.amp.noteOff(); } } sustainedNotes.clear(); if (immediate) active = 0; } void SynthEngine::sustainPedal (bool down) { pedal = down; if (! down) { for (auto n : sustainedNotes) for (auto& v : voices) if (v.active && v.note == n) v.amp.noteOff(); sustainedNotes.clear(); } } void SynthEngine::pitchBend (float cents) { bendCents = cents; } void SynthEngine::modWheel (float v) { mod = juce::jlimit (0.0f, 1.0f, v); } SynthEngine::Voice* SynthEngine::acquireVoice() { const int lim = juce::jlimit (1, maxVoice, polyLimit); for (int i = 0; i < lim; ++i) if (! voices[i].active) return &voices[i]; stealIdx = (stealIdx + 1) % lim; Voice* v = &voices[stealIdx]; if (v->active) { v->amp.noteOff(); v->flt.noteOff(); } return v; } void SynthEngine::noteOn (int midiNote, float velocity) { const float noteFreq = (float) (440.0 * std::exp2 ((midiNote - 69.0) / 12.0)); Voice* v = acquireVoice(); const bool fresh = ! v->active; v->active = true; v->note = midiNote; v->vel = 1.0f - std::pow (1.0f - velocity, 1.35f); v->curFreq = (lastGlide > 0.001f && lastNoteFreq > 0.0f) ? lastNoteFreq : noteFreq; v->targetFreq = noteFreq; v->ph1 = rng.nextDouble() * 0.5; v->ph2 = rng.nextDouble() * 0.5; v->ph1r = rng.nextDouble() * 8.0; v->ph2r = rng.nextDouble() * 8.0; v->lfoPh = rng.nextDouble(); v->lfoIdx = 0; v->lfoSH = rng.nextFloat() * 2.0f - 1.0f; v->lp = v->bp = 0.0f; v->fcSm = 0.0f; v->outSmooth = 0.0f; v->drift = 0.0f; v->driftT = rng.nextFloat() * 2.0f - 1.0f; // Micro Q-style unison: every voice gets its own small detune offset, the // spread widening with the DETUNE 1 setting, for fat stacks on chords v->dtSp = (rng.nextFloat() * 2.0f - 1.0f) * (1.5f + 0.30f * std::abs (curDetune1)); const float p = juce::jlimit (-1.0f, 1.0f, lastPan + (rng.nextFloat() - 0.5f) * 0.1f); const float ang = (p + 1.0f) * juce::MathConstants::pi * 0.25f; const float mag = 0.7071f + 0.25f * rng.nextFloat(); v->panL = std::cos (ang) * mag; v->panR = std::sin (ang) * mag; v->amp.reset(); v->flt.reset(); v->amp.noteOn(); v->flt.noteOn(); lastNoteFreq = noteFreq; if (fresh) ++active; } void SynthEngine::noteOff (int midiNote) { if (pedal) { if (! sustainedNotes.contains (midiNote)) sustainedNotes.add (midiNote); return; } for (auto& v : voices) if (v.active && v.note == midiNote) v.amp.noteOff(); } void SynthEngine::render (const VParams& p, float* left, float* right, int num) { curDetune1 = p.detune1; for (auto& v : voices) { v.amp.setRates (p.ampA, p.ampD, p.ampS, p.ampR, sr); v.flt.setRates (p.fA, p.fD, p.fS, p.fR, sr); } lastGlide = p.glide; lastPan = p.pan; polyLimit = juce::jlimit (1, maxVoice, (int) p.poly); const float glideRate = p.glide <= 0.001f ? 1.0f : 1.0f - std::exp (-1.0f / (p.glide * (float) sr)); const float detuneRatio2 = std::exp2f (p.detune / 1200.0f); const float detuneRatio1 = std::exp2f (p.detune1 / 1200.0f); const float tuneRatio = std::exp2f (p.tune / 12.0f); const float ctuneRatio1 = std::exp2f (p.ctune1 / 12.0f); const float ctuneRatio2 = std::exp2f (p.ctune2 / 12.0f); const float maxFc = 0.4f * (float) sr; const float minFc = 30.0f; // Free-running slow-evolution clock: every ~8 s the running patch rolls a // new wander target, and evoCur slews toward it, so harmonic character, // tuning instability and cross-mod bloom all slowly drift and come back. // Generative evolution clock. evoCur is a true brownian walk that roams the // whole [-1,1] range without ever repeating, plus occasional "excursions" // that push it to a freshly rolled extreme for 7-18 s. evoSlow is a second, // much slower wander that drives the long-arc soundscape drift over 1-3 // minutes. Together they make a held note slowly change character forever. for (int s = 0; s < num; ++s) { if (--evoGoalT <= 0.0) { evoGoalT = sr * (7.0 + rng.nextDouble() * 11.0); evoGoal = (rng.nextFloat() < 0.5f ? -1.0f : 1.0f) * (0.65f + 0.35f * rng.nextFloat()); for (auto& v : voices) if (v.active) v.driftT = rng.nextFloat() * 2.0f - 1.0f; } evoCur += (rng.nextFloat() - 0.5f) * 0.0022f + (evoGoal - evoCur) * 0.00035f; evoCur = std::max (-1.0f, std::min (1.0f, evoCur)); evoSlow += (rng.nextFloat() - 0.5f) * 0.0028f + (0.0f - evoSlow) * 0.0000002f; evoSlow = std::max (-1.0f, std::min (1.0f, evoSlow)); float mixL = 0.0f, mixR = 0.0f; int activeCount = 0; for (auto& v : voices) if (v.active) ++activeCount; const float voiceGain = activeCount > 1 ? 1.0f / std::sqrtf ((float) activeCount) : 1.0f; for (auto& v : voices) { if (! v.active) continue; if (p.glide > 0.001f) v.curFreq += (v.targetFreq - v.curFreq) * glideRate; else v.curFreq = v.targetFreq; // LFO v.lfoPh += (double) p.lfoRate / sr; while (v.lfoPh >= 1.0) { v.lfoPh -= 1.0; v.lfoIdx++; v.lfoSH = rng.nextFloat() * 2.0f - 1.0f; } float lfo = 0.0f; switch ((int) p.lfoShape) { case 0: lfo = (float) std::sin (v.lfoPh * 2.0 * juce::MathConstants::pi); break; case 1: lfo = (float) (v.lfoPh < 0.5 ? 4.0 * v.lfoPh - 1.0 : 3.0 - 4.0 * v.lfoPh); break; case 2: lfo = v.lfoPh < 0.5 ? -1.0f : 1.0f; break; case 3: lfo = v.lfoSH; break; default: lfo = 0.0f; break; } // frequency, vibrato, bend, tune float freq = v.curFreq * tuneRatio; if ((int) p.lfoTarget == 1) freq *= std::exp2f (lfo * p.lfoDepth * 1.6f / 12.0f); if (p.evolve > 0.001f) { // slow random tuning instability, re-rolled with each excursion v.drift += (v.driftT - v.drift) * 0.0020f; freq *= std::exp2f (v.drift * p.evolve * 14.0f / 1200.0f); } if (bendSmooth != bendCents) bendSmooth += (bendCents - bendSmooth) * 0.08f; freq *= std::exp2f (bendSmooth / 1200.0f); const float d1 = (float) (freq / sr) * detuneRatio1 * ctuneRatio1 * std::exp2f (v.dtSp / 1200.0f); // soundscape detune sway: osc2 slowly zooms its detune in/out const float swayT = std::exp2f (evoSlow * p.evolve * 16.0f / 1200.0f); const float d2 = (float) (freq / sr) * detuneRatio2 * ctuneRatio2 * swayT; v.ph1 += d1; if (v.ph1 >= 1.0) v.ph1 -= 1.0; v.ph1r += d1; // cross-mod "bloom": the amount breathes with the evolution walk // (scaled by EVOLVE, so at evolve=0 it sits static at its middle value), // sometimes vanishing almost entirely, sometimes saturating float xmA = 0.0f; if ((int) p.xmod > 0 && p.xmix > 0.001f) xmA = p.xmix * (0.55f + 0.45f * evoCur * p.evolve); // oscillators, with osc1 phase-modulating osc2 when in FM cross-mod const float o1 = osc ((int) p.osc1w, v.ph1, v.ph1r); float d2step = d2; if ((int) p.xmod == 2 && xmA > 0.0f) d2step = d2 * (1.0f + o1 * xmA); v.ph2 += d2step; if (v.ph2 >= 1.0) v.ph2 -= 1.0; v.ph2r += d2step; const float o2 = osc ((int) p.osc2w, v.ph2, v.ph2r); // osc-mix crossfade: the o1<->o2 balance slowly sways with the // soundscape wander, visibly respraying the whole timbre over ~a minute const float mixBase = p.oscMix * 0.01f; float mixb = mixBase * (1.0f + evoSlow * p.evolve * 0.8f); mixb = std::max (0.0f, std::min (0.98f, mixb)); float sig = o1 * (1.0f - mixb) + o2 * mixb; // ring / AM cross-mod spiced into the mix if (xmA > 0.0f) { const int xm = (int) p.xmod; if (xm == 1) sig += o1 * o2 * 0.35f * xmA; else if (xm == 3) sig += o1 * o2 * 0.55f * xmA; } // spectral warp: drive + bias swing hard with the texture wander, // folding harmonics way in and pulling back out over tens of seconds if (p.warp > 0.001f) { const float drive = 1.0f + p.warp * (1.0f + 3.2f * std::max (0.0f, evoCur)); sig = std::tanh (sig * drive + evoCur * 0.30f * p.warp); } const float fe = v.flt.next(); // gentle analog drive ahead of the filter (resonance pushes harder) sig = std::tanh (sig * (1.0f + p.fltRes * 0.15f)); // cutoff with keytrack + filter envelope + LFO + mod wheel float fc = p.fltCut; fc *= std::exp2f (p.fltKey * 0.01f * std::log2f (freq / 261.6256f)); fc *= std::exp2f (p.fltEnv * 0.01f * fe * std::log2f (maxFc / fc)); if ((int) p.lfoTarget == 0) fc *= std::exp2f (lfo * p.lfoDepth * 10.0f / 12.0f); if (p.evolve > 0.001f) fc *= std::exp2f (evoCur * p.evolve * 4.0f / 12.0f); fc *= std::exp2f (mod); fc = std::min (maxFc, std::max (minFc, fc)); v.fcSm += (fc - v.fcSm) * 0.25f; fc = v.fcSm; // SVF (cap f1 to keep the Chamberlin structure stable; past ~1.5 the // resonance feedback can self-oscillate and sputter at maxed cutoff+res) const float f1 = std::min (1.50f, 2.0f * std::sin (juce::MathConstants::pi * fc / (float) sr)); // resonance growl: filter tightens/loosens with the soundscape wander const float q1 = 1.0f / (1.0f + p.fltRes * (3.0f + evoCur * p.evolve * 2.5f)); v.f1c = f1; const float hp = sig - v.lp - q1 * v.bp; v.bp += f1 * hp; v.lp += f1 * v.bp; // The Chamberlin band-pass and high-pass taps carry less energy // than the low-pass tap for harmonically rich osc waves, so // compensate to keep filter types at a comparable loudness level. float filtered = sig; switch ((int) p.fltType) { case 1: filtered = v.lp; break; case 2: filtered = v.bp * 1.5f; break; case 3: filtered = hp * 1.4f; break; default: break; } // amplitude envelope (+ tremolo if LFO targets amp) const float ae = v.amp.next(); float ampMod = 1.0f; if ((int) p.lfoTarget == 2) ampMod = 1.0f - p.lfoDepth * 0.5f * (1.0f + lfo); ampMod *= 1.0f + evoSlow * p.evolve * 0.10f; v.outSmooth += (filtered - v.outSmooth) * 0.12f; float o = v.outSmooth * (ae * ampMod) * v.vel * voiceGain; if (! std::isfinite (o)) o = 0.0f; mixL += o * v.panL; mixR += o * v.panR; if (v.amp.getState() == Env::Off) { v.active = false; if (active > 0) --active; } } if (! std::isfinite (mixL)) mixL = 0.0f; if (! std::isfinite (mixR)) mixR = 0.0f; // Soft limiter before tanh for cleaner saturation mixL = std::tanh (mixL * 0.8f); mixR = std::tanh (mixR * 0.8f); left[s] += mixL; right[s] += mixR; } }