#include "plugin.hpp" #include "elements/dsp/part.h" struct Elements : Module { enum ParamIds { CONTOUR_PARAM, BOW_PARAM, BLOW_PARAM, STRIKE_PARAM, COARSE_PARAM, FINE_PARAM, FM_PARAM, FLOW_PARAM, MALLET_PARAM, GEOMETRY_PARAM, BRIGHTNESS_PARAM, BOW_TIMBRE_PARAM, BLOW_TIMBRE_PARAM, STRIKE_TIMBRE_PARAM, DAMPING_PARAM, POSITION_PARAM, SPACE_PARAM, BOW_TIMBRE_MOD_PARAM, FLOW_MOD_PARAM, BLOW_TIMBRE_MOD_PARAM, MALLET_MOD_PARAM, STRIKE_TIMBRE_MOD_PARAM, DAMPING_MOD_PARAM, GEOMETRY_MOD_PARAM, POSITION_MOD_PARAM, BRIGHTNESS_MOD_PARAM, SPACE_MOD_PARAM, PLAY_PARAM, NUM_PARAMS }; enum InputIds { NOTE_INPUT, FM_INPUT, GATE_INPUT, STRENGTH_INPUT, BLOW_INPUT, STRIKE_INPUT, BOW_TIMBRE_MOD_INPUT, FLOW_MOD_INPUT, BLOW_TIMBRE_MOD_INPUT, MALLET_MOD_INPUT, STRIKE_TIMBRE_MOD_INPUT, DAMPING_MOD_INPUT, GEOMETRY_MOD_INPUT, POSITION_MOD_INPUT, BRIGHTNESS_MOD_INPUT, SPACE_MOD_INPUT, NUM_INPUTS }; enum OutputIds { AUX_OUTPUT, MAIN_OUTPUT, NUM_OUTPUTS }; enum LightIds { GATE_LIGHT, EXCITER_LIGHT, RESONATOR_LIGHT, NUM_LIGHTS }; dsp::SampleRateConverter<2> inputSrc; dsp::SampleRateConverter<2> outputSrc; dsp::DoubleRingBuffer, 256> inputBuffer; dsp::DoubleRingBuffer, 256> outputBuffer; uint16_t reverb_buffer[32768] = {}; elements::Part *part; Elements() { config(NUM_PARAMS, NUM_INPUTS, NUM_OUTPUTS, NUM_LIGHTS); configParam(CONTOUR_PARAM, 0.0, 1.0, 1.0, "Envelope contour"); configParam(BOW_PARAM, 0.0, 1.0, 0.0, "Bow exciter"); configParam(BLOW_PARAM, 0.0, 1.0, 0.0, "Blow exciter"); configParam(STRIKE_PARAM, 0.0, 1.0, 0.5, "Percussive noise amount"); configParam(COARSE_PARAM, -30.0, 30.0, 0.0, "Coarse frequency adjustment"); configParam(FINE_PARAM, -2.0, 2.0, 0.0, "Fine frequency adjustment"); configParam(FM_PARAM, -1.0, 1.0, 0.0, "FM input attenuverter"); configParam(FLOW_PARAM, 0.0, 1.0, 0.5, "Air flow noise color"); configParam(MALLET_PARAM, 0.0, 1.0, 0.5, "Percussive noise type"); configParam(GEOMETRY_PARAM, 0.0, 1.0, 0.5, "Resonator geometry"); configParam(BRIGHTNESS_PARAM, 0.0, 1.0, 0.5, "Brightness"); configParam(BOW_TIMBRE_PARAM, 0.0, 1.0, 0.5, "Bow timbre"); configParam(BLOW_TIMBRE_PARAM, 0.0, 1.0, 0.5, "Blow timbre"); configParam(STRIKE_TIMBRE_PARAM, 0.0, 1.0, 0.5, "Strike timbre"); configParam(DAMPING_PARAM, 0.0, 1.0, 0.5, "Energy dissipation speed"); configParam(POSITION_PARAM, 0.0, 1.0, 0.5, "Excitation position"); configParam(SPACE_PARAM, 0.0, 2.0, 0.0, "Reverb space"); configParam(BOW_TIMBRE_MOD_PARAM, -1.0, 1.0, 0.0, "Bow timbre attenuverter"); configParam(FLOW_MOD_PARAM, -1.0, 1.0, 0.0, "Air flow noise attenuverter"); configParam(BLOW_TIMBRE_MOD_PARAM, -1.0, 1.0, 0.0, "Blow timbre attenuverter"); configParam(MALLET_MOD_PARAM, -1.0, 1.0, 0.0, "Percussive noise attenuverter"); configParam(STRIKE_TIMBRE_MOD_PARAM, -1.0, 1.0, 0.0, "Strike timbre attenuverter"); configParam(DAMPING_MOD_PARAM, -1.0, 1.0, 0.0, "Energy dissipation speed attenuverter"); configParam(GEOMETRY_MOD_PARAM, -1.0, 1.0, 0.0, "Resonator geometry attenuverter"); configParam(POSITION_MOD_PARAM, -1.0, 1.0, 0.0, "Excitation position attenuverter"); configParam(BRIGHTNESS_MOD_PARAM, -1.0, 1.0, 0.0, "Brightness attenuverter"); configParam(SPACE_MOD_PARAM, -2.0, 2.0, 0.0, "Reverb space attenuverter"); configParam(PLAY_PARAM, 0.0, 1.0, 0.0, "Play"); part = new elements::Part(); // In the Mutable Instruments code, Part doesn't initialize itself, so zero it here. memset(part, 0, sizeof(*part)); part->Init(reverb_buffer); // Just some random numbers uint32_t seed[3] = {1, 2, 3}; part->Seed(seed, 3); } ~Elements() { delete part; } void process(const ProcessArgs &args) override { // Get input if (!inputBuffer.full()) { dsp::Frame<2> inputFrame; inputFrame.samples[0] = inputs[BLOW_INPUT].getVoltage() / 5.0; inputFrame.samples[1] = inputs[STRIKE_INPUT].getVoltage() / 5.0; inputBuffer.push(inputFrame); } // Render frames if (outputBuffer.empty()) { float blow[16] = {}; float strike[16] = {}; float main[16]; float aux[16]; // Convert input buffer { inputSrc.setRates(args.sampleRate, 32000); dsp::Frame<2> inputFrames[16]; int inLen = inputBuffer.size(); int outLen = 16; inputSrc.process(inputBuffer.startData(), &inLen, inputFrames, &outLen); inputBuffer.startIncr(inLen); for (int i = 0; i < outLen; i++) { blow[i] = inputFrames[i].samples[0]; strike[i] = inputFrames[i].samples[1]; } } // Set patch from parameters elements::Patch* p = part->mutable_patch(); p->exciter_envelope_shape = params[CONTOUR_PARAM].getValue(); p->exciter_bow_level = params[BOW_PARAM].getValue(); p->exciter_blow_level = params[BLOW_PARAM].getValue(); p->exciter_strike_level = params[STRIKE_PARAM].getValue(); #define BIND(_p, _m, _i) clamp(params[_p].getValue() + 3.3f*dsp::quadraticBipolar(params[_m].getValue())*inputs[_i].getVoltage()/5.0f, 0.0f, 0.9995f) p->exciter_bow_timbre = BIND(BOW_TIMBRE_PARAM, BOW_TIMBRE_MOD_PARAM, BOW_TIMBRE_MOD_INPUT); p->exciter_blow_meta = BIND(FLOW_PARAM, FLOW_MOD_PARAM, FLOW_MOD_INPUT); p->exciter_blow_timbre = BIND(BLOW_TIMBRE_PARAM, BLOW_TIMBRE_MOD_PARAM, BLOW_TIMBRE_MOD_INPUT); p->exciter_strike_meta = BIND(MALLET_PARAM, MALLET_MOD_PARAM, MALLET_MOD_INPUT); p->exciter_strike_timbre = BIND(STRIKE_TIMBRE_PARAM, STRIKE_TIMBRE_MOD_PARAM, STRIKE_TIMBRE_MOD_INPUT); p->resonator_geometry = BIND(GEOMETRY_PARAM, GEOMETRY_MOD_PARAM, GEOMETRY_MOD_INPUT); p->resonator_brightness = BIND(BRIGHTNESS_PARAM, BRIGHTNESS_MOD_PARAM, BRIGHTNESS_MOD_INPUT); p->resonator_damping = BIND(DAMPING_PARAM, DAMPING_MOD_PARAM, DAMPING_MOD_INPUT); p->resonator_position = BIND(POSITION_PARAM, POSITION_MOD_PARAM, POSITION_MOD_INPUT); p->space = clamp(params[SPACE_PARAM].getValue() + params[SPACE_MOD_PARAM].getValue()*inputs[SPACE_MOD_INPUT].getVoltage()/5.0f, 0.0f, 2.0f); // Get performance inputs elements::PerformanceState performance; performance.note = 12.0*inputs[NOTE_INPUT].getVoltage() + roundf(params[COARSE_PARAM].getValue()) + params[FINE_PARAM].getValue() + 69.0; performance.modulation = 3.3*dsp::quarticBipolar(params[FM_PARAM].getValue()) * 49.5 * inputs[FM_INPUT].getVoltage()/5.0; performance.gate = params[PLAY_PARAM].getValue() >= 1.0 || inputs[GATE_INPUT].getVoltage() >= 1.0; performance.strength = clamp(1.0 - inputs[STRENGTH_INPUT].getVoltage()/5.0f, 0.0f, 1.0f); // Generate audio part->Process(performance, blow, strike, main, aux, 16); // Convert output buffer { dsp::Frame<2> outputFrames[16]; for (int i = 0; i < 16; i++) { outputFrames[i].samples[0] = main[i]; outputFrames[i].samples[1] = aux[i]; } outputSrc.setRates(32000, args.sampleRate); int inLen = 16; int outLen = outputBuffer.capacity(); outputSrc.process(outputFrames, &inLen, outputBuffer.endData(), &outLen); outputBuffer.endIncr(outLen); } // Set lights lights[GATE_LIGHT].setBrightness(performance.gate ? 0.75 : 0.0); lights[EXCITER_LIGHT].setBrightness(part->exciter_level()); lights[RESONATOR_LIGHT].setBrightness(part->resonator_level()); } // Set output if (!outputBuffer.empty()) { dsp::Frame<2> outputFrame = outputBuffer.shift(); outputs[AUX_OUTPUT].setVoltage(5.0 * outputFrame.samples[0]); outputs[MAIN_OUTPUT].setVoltage(5.0 * outputFrame.samples[1]); } } json_t *dataToJson() override { json_t *rootJ = json_object(); json_object_set_new(rootJ, "model", json_integer(getModel())); return rootJ; } void dataFromJson(json_t *rootJ) override { json_t *modelJ = json_object_get(rootJ, "model"); if (modelJ) { setModel(json_integer_value(modelJ)); } } int getModel() { return (int)part->resonator_model(); } void setModel(int model) { part->set_resonator_model((elements::ResonatorModel)model); } }; struct ElementsModalItem : MenuItem { Elements *elements; int model; void onAction(const event::Action &e) override { elements->setModel(model); } void step() override { rightText = CHECKMARK(elements->getModel() == model); MenuItem::step(); } }; struct ElementsWidget : ModuleWidget { ElementsWidget(Elements *module) { setModule(module); setPanel(APP->window->loadSvg(asset::plugin(pluginInstance, "res/Elements.svg"))); addChild(createWidget(Vec(15, 0))); addChild(createWidget(Vec(480, 0))); addChild(createWidget(Vec(15, 365))); addChild(createWidget(Vec(480, 365))); addParam(createParam(Vec(28, 42), module, Elements::CONTOUR_PARAM)); addParam(createParam(Vec(99, 42), module, Elements::BOW_PARAM)); addParam(createParam(Vec(169, 42), module, Elements::BLOW_PARAM)); addParam(createParam(Vec(239, 42), module, Elements::STRIKE_PARAM)); addParam(createParam(Vec(310, 42), module, Elements::COARSE_PARAM)); addParam(createParam(Vec(381, 42), module, Elements::FINE_PARAM)); addParam(createParam(Vec(451, 42), module, Elements::FM_PARAM)); addParam(createParam(Vec(115, 116), module, Elements::FLOW_PARAM)); addParam(createParam(Vec(212, 116), module, Elements::MALLET_PARAM)); addParam(createParam(Vec(326, 116), module, Elements::GEOMETRY_PARAM)); addParam(createParam(Vec(423, 116), module, Elements::BRIGHTNESS_PARAM)); addParam(createParam(Vec(99, 202), module, Elements::BOW_TIMBRE_PARAM)); addParam(createParam(Vec(170, 202), module, Elements::BLOW_TIMBRE_PARAM)); addParam(createParam(Vec(239, 202), module, Elements::STRIKE_TIMBRE_PARAM)); addParam(createParam(Vec(310, 202), module, Elements::DAMPING_PARAM)); addParam(createParam(Vec(380, 202), module, Elements::POSITION_PARAM)); addParam(createParam(Vec(451, 202), module, Elements::SPACE_PARAM)); addParam(createParam(Vec(104.5, 273), module, Elements::BOW_TIMBRE_MOD_PARAM)); addParam(createParam(Vec(142.5, 273), module, Elements::FLOW_MOD_PARAM)); addParam(createParam(Vec(181.5, 273), module, Elements::BLOW_TIMBRE_MOD_PARAM)); addParam(createParam(Vec(219.5, 273), module, Elements::MALLET_MOD_PARAM)); addParam(createParam(Vec(257.5, 273), module, Elements::STRIKE_TIMBRE_MOD_PARAM)); addParam(createParam(Vec(315.5, 273), module, Elements::DAMPING_MOD_PARAM)); addParam(createParam(Vec(354.5, 273), module, Elements::GEOMETRY_MOD_PARAM)); addParam(createParam(Vec(392.5, 273), module, Elements::POSITION_MOD_PARAM)); addParam(createParam(Vec(430.5, 273), module, Elements::BRIGHTNESS_MOD_PARAM)); addParam(createParam(Vec(469.5, 273), module, Elements::SPACE_MOD_PARAM)); addInput(createInput(Vec(20, 178), module, Elements::NOTE_INPUT)); addInput(createInput(Vec(55, 178), module, Elements::FM_INPUT)); addInput(createInput(Vec(20, 224), module, Elements::GATE_INPUT)); addInput(createInput(Vec(55, 224), module, Elements::STRENGTH_INPUT)); addInput(createInput(Vec(20, 270), module, Elements::BLOW_INPUT)); addInput(createInput(Vec(55, 270), module, Elements::STRIKE_INPUT)); addOutput(createOutput(Vec(20, 316), module, Elements::AUX_OUTPUT)); addOutput(createOutput(Vec(55, 316), module, Elements::MAIN_OUTPUT)); addInput(createInput(Vec(101, 316), module, Elements::BOW_TIMBRE_MOD_INPUT)); addInput(createInput(Vec(139, 316), module, Elements::FLOW_MOD_INPUT)); addInput(createInput(Vec(178, 316), module, Elements::BLOW_TIMBRE_MOD_INPUT)); addInput(createInput(Vec(216, 316), module, Elements::MALLET_MOD_INPUT)); addInput(createInput(Vec(254, 316), module, Elements::STRIKE_TIMBRE_MOD_INPUT)); addInput(createInput(Vec(312, 316), module, Elements::DAMPING_MOD_INPUT)); addInput(createInput(Vec(350, 316), module, Elements::GEOMETRY_MOD_INPUT)); addInput(createInput(Vec(389, 316), module, Elements::POSITION_MOD_INPUT)); addInput(createInput(Vec(427, 316), module, Elements::BRIGHTNESS_MOD_INPUT)); addInput(createInput(Vec(466, 316), module, Elements::SPACE_MOD_INPUT)); addParam(createParam(Vec(36, 116), module, Elements::PLAY_PARAM)); struct GateLight : YellowLight { GateLight() { box.size = Vec(28-6, 28-6); bgColor = color::BLACK_TRANSPARENT; } }; addChild(createLight(Vec(36+3, 116+3), module, Elements::GATE_LIGHT)); addChild(createLight>(Vec(184, 165), module, Elements::EXCITER_LIGHT)); addChild(createLight>(Vec(395, 165), module, Elements::RESONATOR_LIGHT)); } void appendContextMenu(Menu *menu) override { Elements *elements = dynamic_cast(module); assert(elements); menu->addChild(new MenuSeparator); menu->addChild(construct(&MenuLabel::text, "Alternative models")); menu->addChild(construct(&MenuItem::text, "Original", &ElementsModalItem::elements, elements, &ElementsModalItem::model, 0)); menu->addChild(construct(&MenuItem::text, "Non-linear string", &ElementsModalItem::elements, elements, &ElementsModalItem::model, 1)); menu->addChild(construct(&MenuItem::text, "Chords", &ElementsModalItem::elements, elements, &ElementsModalItem::model, 2)); } }; Model *modelElements = createModel("Elements");