amuse/lib/EffectDelay.cpp

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#include "amuse/EffectDelay.hpp"
#include "amuse/Common.hpp"
#include "amuse/IBackendVoice.hpp"
#include <string.h>
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#include <cmath>
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namespace amuse
{
template <typename T>
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EffectDelayImp<T>::EffectDelayImp(uint32_t initDelay, uint32_t initFeedback,
uint32_t initOutput, double sampleRate)
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: m_sampsPerMs(std::ceil(sampleRate / 1000.0)),
m_blockSamples(m_sampsPerMs * 5)
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{
initDelay = clamp(10u, initDelay, 5000u);
initFeedback = clamp(0u, initFeedback, 100u);
initOutput = clamp(0u, initOutput, 100u);
for (int i=0 ; i<8 ; ++i)
{
x3c_delay[i] = initDelay;
x48_feedback[i] = initFeedback;
x54_output[i] = initOutput;
}
_update();
}
template <typename T>
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void EffectDelayImp<T>::_update()
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{
for (int i=0 ; i<8 ; ++i)
{
x0_currentSize[i] = ((x3c_delay[i] - 5) * m_sampsPerMs + 159) / 160;
xc_currentPos[i] = 0;
x18_currentFeedback[i] = x48_feedback[i] * 128 / 100;
x24_currentOutput[i] = x54_output[i] * 128 / 100;
x30_chanLines[i].reset(new T[m_blockSamples * x0_currentSize[i]]);
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memset(x30_chanLines[i].get(), 0, m_blockSamples * x0_currentSize[i] * sizeof(T));
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}
m_dirty = false;
}
template <typename T>
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void EffectDelayImp<T>::applyEffect(T* audio, size_t frameCount, const ChannelMap& chanMap)
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{
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if (m_dirty)
_update();
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for (size_t f=0 ; f<frameCount ;)
{
for (int c=0 ; c<chanMap.m_channelCount ; ++c)
{
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T* chanAud = audio + c;
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for (int i=0 ; i<m_blockSamples && f<frameCount ; ++i, ++f)
{
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T& liveSamp = chanAud[chanMap.m_channelCount * i];
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T& samp = x30_chanLines[c][xc_currentPos[c] * m_blockSamples + i];
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samp = ClampFull<T>(samp * x18_currentFeedback[c] / 128 + liveSamp);
liveSamp = samp * x24_currentOutput[c] / 128;
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}
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xc_currentPos[c] = (xc_currentPos[c] + 1) % x0_currentSize[c];
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}
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audio += chanMap.m_channelCount * m_blockSamples;
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}
}
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template class EffectDelayImp<int16_t>;
template class EffectDelayImp<int32_t>;
template class EffectDelayImp<float>;
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}