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BassDrumPatch.hpp
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BassDrumPatch.hpp
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#ifndef __BassDrumPatch_hpp__
#define __BassDrumPatch_hpp__
#include "StompBox.h"
#include "BiquadFilter.h"
#include "Envelope.h"
#include "NoiseOscillator.h"
#include "Oscillators.hpp"
class ExponentialDecayEnvelope {
private:
const float fs;
float value;
float incr;
public:
ExponentialDecayEnvelope(float sr)
: fs(sr){}
void setRate(float r){
if(r < 0)
incr = 1.0f - 100*(1/(1-r))/fs;
else
incr = 1.0f + 100*r/fs;
}
void setDecay(float d){
setRate(-(d+1/fs));
}
void trigger(){
value = 1.0;
}
float getNextSample(){
float sample = value;
value *= incr;
return sample;
}
};
class DrumVoice : public Oscillator {
private:
// AdsrEnvelope* env;
// FloatArray env;
SineOscillator* sine;
ChirpOscillator* chirp;
ImpulseOscillator* impulse;
ExponentialDecayEnvelope* env1;
ExponentialDecayEnvelope* env2;
Oscillator* noise;
BiquadFilter* filter;
float freq;
float decay;
float snare;
float balance;
const float fs;
public:
DrumVoice(float sr) : fs(sr) {
// env = new AdsrEnvelope(sr);
// env = FloatArray::create(1024);
// for(int i=0; i<env.getSize(); ++i)
// env[i] = expf(-M_E*i/env.getSize());
snare = 0;
balance = 0.2;
sine = new SineOscillator(sr);
chirp = new ChirpOscillator(sr);
impulse = new ImpulseOscillator();
env1 = new ExponentialDecayEnvelope(sr);
env2 = new ExponentialDecayEnvelope(sr);
noise = new PinkNoiseOscillator();
filter = BiquadFilter::create(1);
filter->setLowPass(0.6, FilterStage::BUTTERWORTH_Q);
}
void setFrequency(float f){
freq = f;
// filter->setLowPass(f*2/(fs*2), FilterStage::BUTTERWORTH_Q);
}
void setDecay(float d){
decay = d;
}
void setSnap(float s){
snare = s;
balance = s*0.5;
filter->setLowPass(0.25+balance, FilterStage::BUTTERWORTH_Q);
}
void trigger(){
sine->setFrequency(freq);
chirp->setFrequency(freq*2);
env1->setDecay(decay);
env2->setDecay(decay*snare*0.5);
chirp->setDecay(decay);
env1->trigger();
env2->trigger();
chirp->trigger();
impulse->trigger();
}
float getNextSample(){
float vca1 = sine->getNextSample();
vca1 += chirp->getNextSample();
vca1 *= env1->getNextSample();
float vca2 = 0.0f;
vca2 += impulse->getNextSample();
// vca2 += filter->process(noise->getNextSample());
// vca2 *= env2->getNextSample();
vca2 += noise->getNextSample();
vca2 = filter->process(vca2);
vca2 *= env2->getNextSample();
float sample = vca1*(1.0-balance) + vca2*balance;
return sample;
}
};
class BassDrumPatch : public Patch {
private:
DrumVoice* drum[2];
bool buttonstate = false;
public:
BassDrumPatch(){
registerParameter(PARAMETER_A, "Tone");
registerParameter(PARAMETER_B, "Decay");
registerParameter(PARAMETER_C, "Snare");
registerParameter(PARAMETER_D, "Level");
drum[0] = new DrumVoice(getSampleRate());
drum[1] = new DrumVoice(getSampleRate());
drum[0]->setSnap(0.2);
}
~BassDrumPatch(){
}
void processAudio(AudioBuffer& buffer){
float tone = 20*powf(2, getParameterValue(PARAMETER_A)*4);
float decay = getParameterValue(PARAMETER_B)*100;
float c = getParameterValue(PARAMETER_C);
float level = getParameterValue(PARAMETER_D)*2;
drum[0]->setDecay(decay);
drum[0]->setFrequency(tone);
drum[1]->setDecay(decay*2);
drum[1]->setFrequency(tone*2);
drum[1]->setSnap(c);
FloatArray left = buffer.getSamples(LEFT_CHANNEL);
FloatArray right = buffer.getSamples(RIGHT_CHANNEL);
if(isButtonPressed(PUSHBUTTON) != buttonstate){
buttonstate = isButtonPressed(PUSHBUTTON);
if(buttonstate){
drum[0]->trigger();
drum[1]->trigger();
}
}
drum[0]->getSamples(left);
drum[1]->getSamples(right);
left.multiply(level);
right.multiply(level);
}
};
#endif // __BassDrumPatch_hpp__