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82 lines
2.0 KiB
82 lines
2.0 KiB
#pragma once
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#ifndef DSY_FRACTAL_H
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#define DSY_FRACTAL_H
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#include <stdint.h>
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#ifdef __cplusplus
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/** @file fractal_noise.h */
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namespace daisysp
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{
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/**
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@brief Fractal Noise, stacks octaves of a noise source.
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@author Ported by Ben Sergentanis
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@date Jan 2021
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T is the noise source to use. T must have SetFreq() and Init(sample_rate) functions. \n
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Order is the number of noise sources to stack. \n \n
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Ported from pichenettes/eurorack/plaits/dsp/noise/fractal_random_generator.h \n
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to an independent module. \n
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Original code written by Emilie Gillet in 2016. \n
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*/
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template <typename T, int order>
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class FractalRandomGenerator
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{
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public:
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FractalRandomGenerator() {}
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~FractalRandomGenerator() {}
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/** Initialize the module
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\param sample_rate Audio engine sample rate.
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*/
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void Init(float sample_rate)
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{
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sample_rate_ = sample_rate;
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SetColor(.5f);
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SetFreq(440.f);
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for(int i = 0; i < order; ++i)
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{
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generator_[i].Init(sample_rate_);
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}
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}
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/** Get the next sample. */
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float Process()
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{
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float gain = 0.5f;
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float sum = 0.0f;
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float frequency = frequency_;
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for(int i = 0; i < order; ++i)
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{
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generator_[i].SetFreq(frequency);
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sum += generator_[i].Process() * gain;
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gain *= decay_;
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frequency *= 2.0f;
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}
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return sum;
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}
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/** Set the lowest noise frequency.
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\param freq Frequency of the lowest noise source in Hz.
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*/
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void SetFreq(float freq) { frequency_ = fclamp(freq, 0.f, sample_rate_); }
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/** Sets the amount of high frequency noise.
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\** Works 0-1. 1 is the brightest, and 0 is the darkest.
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*/
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void SetColor(float color) { decay_ = fclamp(color, 0.f, 1.f); }
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private:
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float sample_rate_;
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float frequency_;
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float decay_;
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T generator_[order];
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};
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} // namespace daisysp
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#endif
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#endif |