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Merge pull request tidalcycles#718 from Bubobubobubobubo/reverb
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Better convolution reverb by generating impulse responses
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felixroos authored Oct 4, 2023
2 parents 767ba71 + 75099ab commit 0b888ac
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3 changes: 2 additions & 1 deletion .eslintignore
Original file line number Diff line number Diff line change
Expand Up @@ -18,4 +18,5 @@ vite.config.js
**/*.json
**/dev-dist
**/dist
/src-tauri/target/**/*
/src-tauri/target/**/*
reverbGen.mjs
50 changes: 47 additions & 3 deletions packages/core/controls.mjs
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Expand Up @@ -979,20 +979,64 @@ const generic_params = [
*
*/
[['room', 'size']],
/**
* Reverb lowpass starting frequency (in hertz).
* When this property is changed, the reverb will be recaculated, so only change this sparsely..
*
* @name roomlp
* @synonyms rlp
* @param {number} frequency between 0 and 20000hz
* @example
* s("bd sd").room(0.5).rlp(10000)
* @example
* s("bd sd").room(0.5).rlp(5000)
*/
['roomlp', 'rlp'],
/**
* Reverb lowpass frequency at -60dB (in hertz).
* When this property is changed, the reverb will be recaculated, so only change this sparsely..
*
* @name roomdim
* @synonyms rdim
* @param {number} frequency between 0 and 20000hz
* @example
* s("bd sd").room(0.5).rlp(10000).rdim(8000)
* @example
* s("bd sd").room(0.5).rlp(5000).rdim(400)
*
*/
['roomdim', 'rdim'],
/**
* Reverb fade time (in seconds).
* When this property is changed, the reverb will be recaculated, so only change this sparsely..
*
* @name roomfade
* @synonyms rfade
* @param {number} seconds for the reverb to fade
* @example
* s("bd sd").room(0.5).rlp(10000).rfade(0.5)
* @example
* s("bd sd").room(0.5).rlp(5000).rfade(4)
*
*/
['roomfade', 'rfade'],
/**
* Sets the room size of the reverb, see {@link room}.
* When this property is changed, the reverb will be recaculated, so only change this sparsely..
*
* @name roomsize
* @param {number | Pattern} size between 0 and 10
* @synonyms size, sz
* @synonyms rsize, sz, size
* @example
* s("bd sd").room(.8).rsize(1)
* @example
* s("bd sd").room(.8).roomsize("<0 1 2 4 8>")
* s("bd sd").room(.8).rsize(4)
*
*/
// TODO: find out why :
// s("bd sd").room(.8).roomsize("<0 .2 .4 .6 .8 [1,0]>").osc()
// .. does not work. Is it because room is only one effect?
['size', 'sz', 'roomsize'],
['roomsize', 'size', 'sz', 'rsize'],
// ['sagogo'],
// ['sclap'],
// ['sclaves'],
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41 changes: 24 additions & 17 deletions packages/superdough/reverb.mjs
Original file line number Diff line number Diff line change
@@ -1,23 +1,30 @@
if (typeof AudioContext !== 'undefined') {
AudioContext.prototype.impulseResponse = function (duration, channels = 1) {
const length = this.sampleRate * duration;
const impulse = this.createBuffer(channels, length, this.sampleRate);
const IR = impulse.getChannelData(0);
for (let i = 0; i < length; i++) IR[i] = (2 * Math.random() - 1) * Math.pow(1 - i / length, duration);
return impulse;
};
import reverbGen from './reverbGen.mjs';

AudioContext.prototype.createReverb = function (duration) {
if (typeof AudioContext !== 'undefined') {
AudioContext.prototype.generateReverb = reverbGen.generateReverb;
AudioContext.prototype.createReverb = function (duration, fade, lp, dim) {
const convolver = this.createConvolver();
convolver.setDuration = (d) => {
convolver.buffer = this.impulseResponse(d);
convolver.duration = duration;
return convolver;
convolver.generate = (d, fade, lp, dim) => {
this.generateReverb(
{
audioContext: this,
sampleRate: 44100,
numChannels: 2,
decayTime: d,
fadeInTime: fade,
lpFreqStart: lp,
lpFreqEnd: dim,
},
(buffer) => {
convolver.buffer = buffer;
},
);
convolver.duration = d;
convolver.fade = fade;
convolver.lp = lp;
convolver.dim = dim;
};
convolver.setDuration(duration);
convolver.generate(duration, fade, lp, dim);
return convolver;
};
}

// TODO: make the reverb more exciting
// check out https://blog.gskinner.com/archives/2019/02/reverb-web-audio-api.html
129 changes: 129 additions & 0 deletions packages/superdough/reverbGen.mjs
Original file line number Diff line number Diff line change
@@ -0,0 +1,129 @@
// Copyright 2014 Alan deLespinasse
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

var reverbGen = {};

/** Generates a reverb impulse response.
@param {!Object} params TODO: Document the properties.
@param {!function(!AudioBuffer)} callback Function to call when
the impulse response has been generated. The impulse response
is passed to this function as its parameter. May be called
immediately within the current execution context, or later. */
reverbGen.generateReverb = function (params, callback) {
var audioContext = params.audioContext || new AudioContext();
var sampleRate = params.sampleRate || 44100;
var numChannels = params.numChannels || 2;
// params.decayTime is the -60dB fade time. We let it go 50% longer to get to -90dB.
var totalTime = params.decayTime * 1.5;
var decaySampleFrames = Math.round(params.decayTime * sampleRate);
var numSampleFrames = Math.round(totalTime * sampleRate);
var fadeInSampleFrames = Math.round((params.fadeInTime || 0) * sampleRate);
// 60dB is a factor of 1 million in power, or 1000 in amplitude.
var decayBase = Math.pow(1 / 1000, 1 / decaySampleFrames);
var reverbIR = audioContext.createBuffer(numChannels, numSampleFrames, sampleRate);
for (var i = 0; i < numChannels; i++) {
var chan = reverbIR.getChannelData(i);
for (var j = 0; j < numSampleFrames; j++) {
chan[j] = randomSample() * Math.pow(decayBase, j);
}
for (var j = 0; j < fadeInSampleFrames; j++) {
chan[j] *= j / fadeInSampleFrames;
}
}

applyGradualLowpass(reverbIR, params.lpFreqStart || 0, params.lpFreqEnd || 0, params.decayTime, callback);
};

/** Creates a canvas element showing a graph of the given data.
@param {!Float32Array} data An array of numbers, or a Float32Array.
@param {number} width Width in pixels of the canvas.
@param {number} height Height in pixels of the canvas.
@param {number} min Minimum value of data for the graph (lower edge).
@param {number} max Maximum value of data in the graph (upper edge).
@return {!CanvasElement} The generated canvas element. */
reverbGen.generateGraph = function (data, width, height, min, max) {
var canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
var gc = canvas.getContext('2d');
gc.fillStyle = '#000';
gc.fillRect(0, 0, canvas.width, canvas.height);
gc.fillStyle = '#fff';
var xscale = width / data.length;
var yscale = height / (max - min);
for (var i = 0; i < data.length; i++) {
gc.fillRect(i * xscale, height - (data[i] - min) * yscale, 1, 1);
}
return canvas;
};

/** Applies a constantly changing lowpass filter to the given sound.
@private
@param {!AudioBuffer} input
@param {number} lpFreqStart
@param {number} lpFreqEnd
@param {number} lpFreqEndAt
@param {!function(!AudioBuffer)} callback May be called
immediately within the current execution context, or later.*/
var applyGradualLowpass = function (input, lpFreqStart, lpFreqEnd, lpFreqEndAt, callback) {
if (lpFreqStart == 0) {
callback(input);
return;
}
var channelData = getAllChannelData(input);
var context = new OfflineAudioContext(input.numberOfChannels, channelData[0].length, input.sampleRate);
var player = context.createBufferSource();
player.buffer = input;
var filter = context.createBiquadFilter();

lpFreqStart = Math.min(lpFreqStart, input.sampleRate / 2);
lpFreqEnd = Math.min(lpFreqEnd, input.sampleRate / 2);

filter.type = 'lowpass';
filter.Q.value = 0.0001;
filter.frequency.setValueAtTime(lpFreqStart, 0);
filter.frequency.linearRampToValueAtTime(lpFreqEnd, lpFreqEndAt);

player.connect(filter);
filter.connect(context.destination);
player.start();
context.oncomplete = function (event) {
callback(event.renderedBuffer);
};
context.startRendering();

window.filterNode = filter;
};

/** @private
@param {!AudioBuffer} buffer
@return {!Array.<!Float32Array>} An array containing the Float32Array of each channel's samples. */
var getAllChannelData = function (buffer) {
var channels = [];
for (var i = 0; i < buffer.numberOfChannels; i++) {
channels[i] = buffer.getChannelData(i);
}
return channels;
};

/** @private
@return {number} A random number from -1 to 1. */
var randomSample = function () {
return Math.random() * 2 - 1;
};

export default reverbGen;
27 changes: 19 additions & 8 deletions packages/superdough/superdough.mjs
Original file line number Diff line number Diff line change
Expand Up @@ -107,17 +107,25 @@ function getDelay(orbit, delaytime, delayfeedback, t) {
}

let reverbs = {};
function getReverb(orbit, duration = 2) {

function getReverb(orbit, duration = 2, fade, lp, dim) {
// If no reverb has been created for a given orbit, create one
if (!reverbs[orbit]) {
const ac = getAudioContext();
const reverb = ac.createReverb(duration);
const reverb = ac.createReverb(duration, fade, lp, dim);
reverb.connect(getDestination());
reverbs[orbit] = reverb;
}
if (reverbs[orbit].duration !== duration) {
reverbs[orbit] = reverbs[orbit].setDuration(duration);
reverbs[orbit].duration = duration;

if (
reverbs[orbit].duration !== duration ||
reverbs[orbit].fade !== fade ||
reverbs[orbit].lp !== lp ||
reverbs[orbit].dim !== dim
) {
reverbs[orbit].generate(duration, fade, lp, dim);
}

return reverbs[orbit];
}

Expand Down Expand Up @@ -215,7 +223,10 @@ export const superdough = async (value, deadline, hapDuration) => {
delaytime = 0.25,
orbit = 1,
room,
size = 2,
roomfade = 0.1,
roomlp = 15000,
roomdim = 1000,
roomsize = 2,
velocity = 1,
analyze, // analyser wet
fft = 8, // fftSize 0 - 10
Expand Down Expand Up @@ -353,8 +364,8 @@ export const superdough = async (value, deadline, hapDuration) => {
}
// reverb
let reverbSend;
if (room > 0 && size > 0) {
const reverbNode = getReverb(orbit, size);
if (room > 0 && roomsize > 0) {
const reverbNode = getReverb(orbit, roomsize, roomfade, roomlp, roomdim);
reverbSend = effectSend(post, reverbNode, room);
}

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