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add more vibrato shapes
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5 changed files with 65 additions and 20 deletions
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@ -42,12 +42,21 @@ however, effects are continuous (unless specified), which means you only need to
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- `00xy`: **Arpeggio.** this effect produces a rapid cycle between the current note, the note plus `x` semitones and the note plus `y` semitones.
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- `E0xx`: **Set arpeggio speed.** this sets the number of ticks between arpeggio values. default is 1.
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- ---
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- `04xy`: **Vibrato.** changes pitch to be "wavy" with a sine LFO. `x` is the speed, while `y` is the depth.
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- `04xy`: **Vibrato.** makes the pitch oscillate. `x` is the speed, while `y` is the depth.
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- maximum vibrato depth is ±1 semitone.
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- `E3xx`: **Set vibrato direction.** `xx` may be one of the following:
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- `00`: up and down. default.
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- `01`: up only.
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- `02`: down only.
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- `E3xx`: **Set vibrato shape.** `xx` may be one of the following:
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- `00`: sine (default)
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- `01`: sine (upper portion only)
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- `02`: sine (lower portion only)
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- `03`: triangle
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- `04`: ramp up
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- `05`: ramp down
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- `06`: square
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- `07`: random
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- `08`: square (up)
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- `09`: square (down)
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- `0a`: half sine (up)
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- `0b`: half sine (down)
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- `E4xx`: **Set vibrato range** in 1/16th of a semitone.
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## panning
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@ -101,7 +101,7 @@ const char* DivEngine::getEffectDesc(unsigned char effect, int chan, bool notNul
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case 0xe2:
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return _("E2xy: Note slide down (x: speed; y: semitones)");
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case 0xe3:
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return _("E3xx: Set vibrato shape (0: up/down; 1: up only; 2: down only)");
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return _("E3xx: Set vibrato shape");
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case 0xe4:
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return _("E4xx: Set vibrato range");
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case 0xe5:
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@ -135,7 +135,7 @@ struct DivChannelState {
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int note, oldNote, lastIns, pitch, portaSpeed, portaNote;
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int volume, volSpeed, cut, legatoDelay, legatoTarget, rowDelay, volMax;
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int delayOrder, delayRow, retrigSpeed, retrigTick;
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int vibratoDepth, vibratoRate, vibratoPos, vibratoPosGiant, vibratoDir, vibratoFine;
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int vibratoDepth, vibratoRate, vibratoPos, vibratoPosGiant, vibratoShape, vibratoFine;
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int tremoloDepth, tremoloRate, tremoloPos;
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int sampleOff;
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unsigned char arp, arpStage, arpTicks, panL, panR, panRL, panRR, lastVibrato, lastPorta, cutType;
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@ -169,7 +169,7 @@ struct DivChannelState {
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vibratoRate(0),
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vibratoPos(0),
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vibratoPosGiant(0),
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vibratoDir(0),
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vibratoShape(0),
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vibratoFine(15),
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tremoloDepth(0),
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tremoloRate(0),
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@ -951,9 +951,9 @@ void DivEngine::processRow(int i, bool afterDelay) {
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if (!song.brokenShortcutSlides) dispatchCmd(DivCommand(DIV_CMD_PRE_PORTA,i,false,0));
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}
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break;
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case 0xe3: // vibrato direction
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chan[i].vibratoDir=effectVal;
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dispatchCmd(DivCommand(DIV_CMD_HINT_VIBRATO_SHAPE,i,chan[i].vibratoDir));
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case 0xe3: // vibrato shape
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chan[i].vibratoShape=effectVal;
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dispatchCmd(DivCommand(DIV_CMD_HINT_VIBRATO_SHAPE,i,chan[i].vibratoShape));
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break;
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case 0xe4: // vibrato fine
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chan[i].vibratoFine=effectVal;
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@ -1579,19 +1579,55 @@ bool DivEngine::nextTick(bool noAccum, bool inhibitLowLat) {
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while (chan[i].vibratoPos>=64) chan[i].vibratoPos-=64;
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chan[i].vibratoPosGiant+=chan[i].vibratoRate;
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while (chan[i].vibratoPos>=512) chan[i].vibratoPos-=512;
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while (chan[i].vibratoPosGiant>=512) chan[i].vibratoPosGiant-=512;
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switch (chan[i].vibratoDir) {
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case 1: // up
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dispatchCmd(DivCommand(DIV_CMD_PITCH,i,chan[i].pitch+(MAX(0,(chan[i].vibratoDepth*vibTable[chan[i].vibratoPos]*chan[i].vibratoFine)>>4)/15)));
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int vibratoOut=0;
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switch (chan[i].vibratoShape) {
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case 1: // sine, up only
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vibratoOut=MAX(0,vibTable[chan[i].vibratoPos]);
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break;
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case 2: // down
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dispatchCmd(DivCommand(DIV_CMD_PITCH,i,chan[i].pitch+(MIN(0,(chan[i].vibratoDepth*vibTable[chan[i].vibratoPos]*chan[i].vibratoFine)>>4)/15)));
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case 2: // sine, down only
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vibratoOut=MIN(0,vibTable[chan[i].vibratoPos]);
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break;
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default: // both
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dispatchCmd(DivCommand(DIV_CMD_PITCH,i,chan[i].pitch+(((chan[i].vibratoDepth*vibTable[chan[i].vibratoPos]*chan[i].vibratoFine)>>4)/15)));
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case 3: // triangle
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vibratoOut=(chan[i].vibratoPos&31);
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if (chan[i].vibratoPos&16) {
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vibratoOut=32-(chan[i].vibratoPos&31);
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}
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if (chan[i].vibratoPos&32) {
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vibratoOut=-vibratoOut;
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}
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vibratoOut<<=3;
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break;
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case 4: // ramp up
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vibratoOut=chan[i].vibratoPos<<1;
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break;
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case 5: // ramp down
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vibratoOut=-chan[i].vibratoPos<<1;
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break;
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case 6: // square
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vibratoOut=(chan[i].vibratoPos>=32)?-127:127;
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break;
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case 7: // random (TODO: use LFSR)
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vibratoOut=(rand()&255)-128;
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break;
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case 8: // square up
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vibratoOut=(chan[i].vibratoPos>=32)?0:127;
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break;
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case 9: // square down
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vibratoOut=(chan[i].vibratoPos>=32)?0:-127;
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break;
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case 10: // half sine up
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vibratoOut=vibTable[chan[i].vibratoPos>>1];
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break;
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case 11: // half sine down
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vibratoOut=vibTable[32|(chan[i].vibratoPos>>1)];
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break;
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default: // sine
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vibratoOut=vibTable[chan[i].vibratoPos];
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break;
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}
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dispatchCmd(DivCommand(DIV_CMD_PITCH,i,chan[i].pitch+(((chan[i].vibratoDepth*vibratoOut*chan[i].vibratoFine)>>4)/15)));
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}
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if (chan[i].legatoDelay>0) {
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if (--chan[i].legatoDelay<1) {
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@ -155,7 +155,7 @@ void FurnaceGUI::drawDebug() {
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ImGui::Text("- depth = %d",ch->vibratoDepth);
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ImGui::Text("- rate = %d",ch->vibratoRate);
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ImGui::Text("- pos = %d",ch->vibratoPos);
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ImGui::Text("- dir = %d",ch->vibratoDir);
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ImGui::Text("- shape = %d",ch->vibratoShape);
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ImGui::Text("- fine = %d",ch->vibratoFine);
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ImGui::PopStyleColor();
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ImGui::PushStyleColor(ImGuiCol_Text,(ch->tremoloDepth>0)?uiColors[GUI_COLOR_MACRO_VOLUME]:uiColors[GUI_COLOR_TEXT]);
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