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/*
*      _______                       _____   _____ _____  
*     |__   __|                     |  __ \ / ____|  __ \ 
*        | | __ _ _ __ ___  ___  ___| |  | | (___ | |__) |
*        | |/ _` | '__/ __|/ _ \/ __| |  | |\___ \|  ___/ 
*        | | (_| | |  \__ \ (_) \__ \ |__| |____) | |     
*        |_|\__,_|_|  |___/\___/|___/_____/|_____/|_|     
*                                                         
* -------------------------------------------------------------
*
* TarsosDSP is developed by Joren Six at IPEM, University Ghent
*  
* -------------------------------------------------------------
*
*  Info: http://0110.be/tag/TarsosDSP
*  Github: https://github.com/JorenSix/TarsosDSP
*  Releases: http://0110.be/releases/TarsosDSP/
*  
*  TarsosDSP includes modified source code by various authors,
*  for credits and info, see README.
* 
*/

/*
 *      _______                       _____   _____ _____  
 *     |__   __|                     |  __ \ / ____|  __ \ 
 *        | | __ _ _ __ ___  ___  ___| |  | | (___ | |__) |
 *        | |/ _` | '__/ __|/ _ \/ __| |  | |\___ \|  ___/ 
 *        | | (_| | |  \__ \ (_) \__ \ |__| |____) | |     
 *        |_|\__,_|_|  |___/\___/|___/_____/|_____/|_|     
 *                                                         
 * -----------------------------------------------------------
 *
 *  TarsosDSP is developed by Joren Six at 
 *  The School of Arts,
 *  University College Ghent,
 *  Hoogpoort 64, 9000 Ghent - Belgium
 *  
 * -----------------------------------------------------------
 *
 *  Info: http://tarsos.0110.be/tag/TarsosDSP
 *  Github: https://github.com/JorenSix/TarsosDSP
 *  Releases: http://tarsos.0110.be/releases/TarsosDSP/
 *  
 *  TarsosDSP includes modified source code by various authors,
 *  for credits and info, see README.
 * 
 */

package be.tarsos.dsp.effects;

import be.tarsos.dsp.AudioEvent;
import be.tarsos.dsp.AudioProcessor;

/**
 * 

* Adds a flanger effect to a signal. The implementation is done with a delay * buffer and an LFO in the form of a sine wave. It is probably the most * straightforward flanger implementation possible. *

* * @author Joren Six */ public class FlangerEffect implements AudioProcessor { /** * A simple delay buffer, it holds a number of samples determined by the * maxFlangerLength and the sample rate. */ private float[] flangerBuffer; /** * The position in the delay buffer to store the current sample. */ private int writePosition; /** * Determines the factor of original signal that remains in the final mix. * Dry should always equal 1-wet). */ private float dry; /** * Determines the factor of flanged signal that is mixed in the final mix. * Wet should always equal 1-dry. */ private float wet; /** * The frequency for the LFO (sine). */ private double lfoFrequency; /** * The sample rate is neede to calculate the length of the delay buffer. */ private double sampleRate; /** * @param maxFlangerLength * in seconds * @param wet * The 'wetness' of the flanging effect. A value between 0 and 1. * Zero meaning no flanging effect in the resulting signal, one * means total flanging effect and no original signal left. The * dryness of the signal is determined by dry = "1-wet". * @param sampleRate * the sample rate in Hz. * @param lfoFrequency * in Hertz */ public FlangerEffect(double maxFlangerLength, double wet, double sampleRate, double lfoFrequency) { flangerBuffer = new float[(int) (sampleRate * maxFlangerLength)]; this.sampleRate = sampleRate; this.lfoFrequency = lfoFrequency; this.wet = (float) wet; this.dry = (float) (1 - wet); } @Override public boolean process(AudioEvent audioEvent) { float[] audioFloatBuffer = audioEvent.getFloatBuffer(); int overlap = audioEvent.getOverlap(); // Divide f by two, to counter rectifier below, which effectively // doubles the frequency double twoPIf = 2 * Math.PI * lfoFrequency / 2.0; double time = audioEvent.getTimeStamp(); double timeStep = 1.0 / sampleRate; for (int i = overlap; i < audioFloatBuffer.length; i++) { // Calculate the LFO delay value with a sine wave: //fix by hans bickel double lfoValue = (flangerBuffer.length - 1) * Math.sin(twoPIf * time); // add a time step, each iteration time += timeStep; // Make the delay a positive integer int delay = (int) (Math.round(Math.abs(lfoValue))); // store the current sample in the delay buffer; if (writePosition >= flangerBuffer.length) { writePosition = 0; } flangerBuffer[writePosition] = audioFloatBuffer[i]; // find out the position to read the delayed sample: int readPosition = writePosition - delay; if (readPosition < 0) { readPosition += flangerBuffer.length; } //increment the write position writePosition++; // Output is the input summed with the value at the delayed flanger // buffer audioFloatBuffer[i] = dry * audioFloatBuffer[i] + wet * flangerBuffer[readPosition]; } return true; } @Override public void processingFinished() { } /** * Set the new length of the delay LineWavelet. * * @param flangerLength * The new length of the delay LineWavelet, in seconds. */ public void setFlangerLength(double flangerLength) { flangerBuffer = new float[(int) (sampleRate * flangerLength)]; } /** * Sets the frequency of the LFO (sine wave), in Hertz. * * @param lfoFrequency * The new LFO frequency in Hertz. */ public void setLFOFrequency(double lfoFrequency) { this.lfoFrequency = lfoFrequency; } /** * Sets the wetness and dryness of the effect. Should be a value between * zero and one (inclusive), the dryness is determined by 1-wet. * * @param wet * A value between zero and one (inclusive) that determines the * wet and dryness of the resulting mix. */ public void setWet(double wet) { this.wet = (float) wet; this.dry = (float) (1 - wet); } /** * Sets the wetness and wetness of the effect. Should be a value between * zero and one (inclusive), the wetness is determined by 1-dry. * * @param dry * A value between zero and one (inclusive) that determines the * wet and dryness of the resulting mix. */ public void setDry(double dry) { this.dry = (float) dry; this.wet = (float) (1 - dry); } }




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