voices.c 8.8 KB

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  1. #include "voices.h"
  2. #include "audio.h"
  3. #include "stdlib.h"
  4. // these are imported from audio.c
  5. extern uint16_t envelope_index;
  6. extern float note_timbre;
  7. extern float polyphony_rate;
  8. extern bool glissando;
  9. voice_type voice = default_voice;
  10. void set_voice(voice_type v) {
  11. voice = v;
  12. }
  13. void voice_iterate() {
  14. voice = (voice + 1) % number_of_voices;
  15. }
  16. void voice_deiterate() {
  17. voice = (voice - 1 + number_of_voices) % number_of_voices;
  18. }
  19. float voice_envelope(float frequency) {
  20. // envelope_index ranges from 0 to 0xFFFF, which is preserved at 880.0 Hz
  21. uint16_t compensated_index = (uint16_t)((float)envelope_index * (880.0 / frequency));
  22. switch (voice) {
  23. case default_voice:
  24. glissando = true;
  25. note_timbre = TIMBRE_50;
  26. polyphony_rate = 0;
  27. break;
  28. #ifdef AUDIO_VOICES
  29. case something:
  30. glissando = false;
  31. polyphony_rate = 0;
  32. switch (compensated_index) {
  33. case 0 ... 9:
  34. note_timbre = TIMBRE_12;
  35. break;
  36. case 10 ... 19:
  37. note_timbre = TIMBRE_25;
  38. break;
  39. case 20 ... 200:
  40. note_timbre = .125 + .125;
  41. break;
  42. default:
  43. note_timbre = .125;
  44. break;
  45. }
  46. break;
  47. case drums:
  48. glissando = false;
  49. polyphony_rate = 0;
  50. // switch (compensated_index) {
  51. // case 0 ... 10:
  52. // note_timbre = 0.5;
  53. // break;
  54. // case 11 ... 20:
  55. // note_timbre = 0.5 * (21 - compensated_index) / 10;
  56. // break;
  57. // default:
  58. // note_timbre = 0;
  59. // break;
  60. // }
  61. // frequency = (rand() % (int)(frequency * 1.2 - frequency)) + (frequency * 0.8);
  62. if (frequency < 80.0) {
  63. } else if (frequency < 160.0) {
  64. // Bass drum: 60 - 100 Hz
  65. frequency = (rand() % (int)(40)) + 60;
  66. switch (envelope_index) {
  67. case 0 ... 10:
  68. note_timbre = 0.5;
  69. break;
  70. case 11 ... 20:
  71. note_timbre = 0.5 * (21 - envelope_index) / 10;
  72. break;
  73. default:
  74. note_timbre = 0;
  75. break;
  76. }
  77. } else if (frequency < 320.0) {
  78. // Snare drum: 1 - 2 KHz
  79. frequency = (rand() % (int)(1000)) + 1000;
  80. switch (envelope_index) {
  81. case 0 ... 5:
  82. note_timbre = 0.5;
  83. break;
  84. case 6 ... 20:
  85. note_timbre = 0.5 * (21 - envelope_index) / 15;
  86. break;
  87. default:
  88. note_timbre = 0;
  89. break;
  90. }
  91. } else if (frequency < 640.0) {
  92. // Closed Hi-hat: 3 - 5 KHz
  93. frequency = (rand() % (int)(2000)) + 3000;
  94. switch (envelope_index) {
  95. case 0 ... 15:
  96. note_timbre = 0.5;
  97. break;
  98. case 16 ... 20:
  99. note_timbre = 0.5 * (21 - envelope_index) / 5;
  100. break;
  101. default:
  102. note_timbre = 0;
  103. break;
  104. }
  105. } else if (frequency < 1280.0) {
  106. // Open Hi-hat: 3 - 5 KHz
  107. frequency = (rand() % (int)(2000)) + 3000;
  108. switch (envelope_index) {
  109. case 0 ... 35:
  110. note_timbre = 0.5;
  111. break;
  112. case 36 ... 50:
  113. note_timbre = 0.5 * (51 - envelope_index) / 15;
  114. break;
  115. default:
  116. note_timbre = 0;
  117. break;
  118. }
  119. }
  120. break;
  121. case butts_fader:
  122. glissando = true;
  123. polyphony_rate = 0;
  124. switch (compensated_index) {
  125. case 0 ... 9:
  126. frequency = frequency / 4;
  127. note_timbre = TIMBRE_12;
  128. break;
  129. case 10 ... 19:
  130. frequency = frequency / 2;
  131. note_timbre = TIMBRE_12;
  132. break;
  133. case 20 ... 200:
  134. note_timbre = .125 - pow(((float)compensated_index - 20) / (200 - 20), 2)*.125;
  135. break;
  136. default:
  137. note_timbre = 0;
  138. break;
  139. }
  140. break;
  141. // case octave_crunch:
  142. // polyphony_rate = 0;
  143. // switch (compensated_index) {
  144. // case 0 ... 9:
  145. // case 20 ... 24:
  146. // case 30 ... 32:
  147. // frequency = frequency / 2;
  148. // note_timbre = TIMBRE_12;
  149. // break;
  150. // case 10 ... 19:
  151. // case 25 ... 29:
  152. // case 33 ... 35:
  153. // frequency = frequency * 2;
  154. // note_timbre = TIMBRE_12;
  155. // break;
  156. // default:
  157. // note_timbre = TIMBRE_12;
  158. // break;
  159. // }
  160. // break;
  161. case duty_osc:
  162. // This slows the loop down a substantial amount, so higher notes may freeze
  163. glissando = true;
  164. polyphony_rate = 0;
  165. switch (compensated_index) {
  166. default:
  167. #define OCS_SPEED 10
  168. #define OCS_AMP .25
  169. // sine wave is slow
  170. // note_timbre = (sin((float)compensated_index/10000*OCS_SPEED) * OCS_AMP / 2) + .5;
  171. // triangle wave is a bit faster
  172. note_timbre = (float)abs((compensated_index*OCS_SPEED % 3000) - 1500) * ( OCS_AMP / 1500 ) + (1 - OCS_AMP) / 2;
  173. break;
  174. }
  175. break;
  176. case duty_octave_down:
  177. glissando = true;
  178. polyphony_rate = 0;
  179. note_timbre = (envelope_index % 2) * .125 + .375 * 2;
  180. if ((envelope_index % 4) == 0)
  181. note_timbre = 0.5;
  182. if ((envelope_index % 8) == 0)
  183. note_timbre = 0;
  184. break;
  185. case delayed_vibrato:
  186. glissando = true;
  187. polyphony_rate = 0;
  188. note_timbre = TIMBRE_50;
  189. #define VOICE_VIBRATO_DELAY 150
  190. #define VOICE_VIBRATO_SPEED 50
  191. switch (compensated_index) {
  192. case 0 ... VOICE_VIBRATO_DELAY:
  193. break;
  194. default:
  195. frequency = frequency * vibrato_lut[(int)fmod((((float)compensated_index - (VOICE_VIBRATO_DELAY + 1))/1000*VOICE_VIBRATO_SPEED), VIBRATO_LUT_LENGTH)];
  196. break;
  197. }
  198. break;
  199. // case delayed_vibrato_octave:
  200. // polyphony_rate = 0;
  201. // if ((envelope_index % 2) == 1) {
  202. // note_timbre = 0.55;
  203. // } else {
  204. // note_timbre = 0.45;
  205. // }
  206. // #define VOICE_VIBRATO_DELAY 150
  207. // #define VOICE_VIBRATO_SPEED 50
  208. // switch (compensated_index) {
  209. // case 0 ... VOICE_VIBRATO_DELAY:
  210. // break;
  211. // default:
  212. // frequency = frequency * VIBRATO_LUT[(int)fmod((((float)compensated_index - (VOICE_VIBRATO_DELAY + 1))/1000*VOICE_VIBRATO_SPEED), VIBRATO_LUT_LENGTH)];
  213. // break;
  214. // }
  215. // break;
  216. // case duty_fifth_down:
  217. // note_timbre = 0.5;
  218. // if ((envelope_index % 3) == 0)
  219. // note_timbre = 0.75;
  220. // break;
  221. // case duty_fourth_down:
  222. // note_timbre = 0.0;
  223. // if ((envelope_index % 12) == 0)
  224. // note_timbre = 0.75;
  225. // if (((envelope_index % 12) % 4) != 1)
  226. // note_timbre = 0.75;
  227. // break;
  228. // case duty_third_down:
  229. // note_timbre = 0.5;
  230. // if ((envelope_index % 5) == 0)
  231. // note_timbre = 0.75;
  232. // break;
  233. // case duty_fifth_third_down:
  234. // note_timbre = 0.5;
  235. // if ((envelope_index % 5) == 0)
  236. // note_timbre = 0.75;
  237. // if ((envelope_index % 3) == 0)
  238. // note_timbre = 0.25;
  239. // break;
  240. #endif
  241. default:
  242. break;
  243. }
  244. return frequency;
  245. }