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/* 



Copyright (C) 2000 Andrew Sorensen & Andrew Brown

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or any
later version.

This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.

*/
package jm.audio.synth;

import jm.audio.AOException;
import jm.audio.AudioObject;

/**
 * The Fast Grain Transform
 *
 * @author Timothy Opie
 * @version 1.0, Tuesday November 4, 2003
 *          Last changed:
 *          Description: This class takes a stream of audio data and reduces
 *          it to grain information comprising solely of a start and finish
 *          time band, a top and bottom frequency band and an amplitude.
 */

public final class FGTR extends AudioObject {
    //----------------------------------------------
    // Attributes
    //----------------------------------------------

    private float[][] FGTArray;
    //private float grainDuration, bandwidthTop, bandwidthBottom;
    private int bCounter, gCounter, gDuration, grainsPerBuffer;
    private float bandwidthTop, bandwidthBottom, spatial, highestAmp, frequency, grainDuration;

    //----------------------------------------------
    // Constructors
    //----------------------------------------------
    public FGTR(AudioObject ao) {
        super(ao, "[FGTR]");

    }


    /**
     * --------------------------------------------
     * Beginning
     * --------------------------------------------
     */
    public int work(float[] buffer) throws AOException {

        // Warning!!!! This code suffers from buffer confusion :(

        for (gCounter = 0; gCounter < grainsPerBuffer; gCounter++) {
            bCounter = (int) FGTArray[gCounter][0];
            gDuration = (int) FGTArray[gCounter][1];
            bandwidthTop = FGTArray[gCounter][2];
            bandwidthBottom = FGTArray[gCounter][3];
            spatial = FGTArray[gCounter][4]; //Spatial placement - will be improved later!
            highestAmp = FGTArray[gCounter][5];
            frequency = (float) ((bandwidthTop + bandwidthBottom) * 0.5); // to be improved later

            for (int dCounter = 0; dCounter < grainDuration; dCounter++) {
                // This following short equation creates a sine wave and envelopes it at the correct duration
                buffer[bCounter] = buffer[bCounter] + (float) (
                        (Math.sin(2 * Math.PI * dCounter * ((frequency * buffer.length) / (sampleRate * channels))) *
                                (Math.sin(Math.PI * (dCounter / grainDuration)) * highestAmp)));
                // Or there is this method which generates a noise band between the specified top and bottom frequency range
                // and then envelopes it just like the previous equation.

                // buffer[bCounter]=buffer[bCounter]+((bandwidthBottom+Math.random()*(bandwidthTop-bandwidthBottom))*
                //					(Math.sin(Math.PI*(dCounter/grainDuration))*highestAmp));

                bCounter++;
            }
        }
        return 0;
    }
}




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