Esempio n. 1
0
        protected override double[] generate(int nSamples)
        {
            double[] outData = new double[nSamples];
            Random   rand    = new Random(); //if a new random is created every time, it doesn't update fast enough!

            int       freqInSamples = (int)((1 / freq) * SynthesisBase.SampleRate);
            int       numChunks     = nSamples / freqInSamples;
            WaveAudio chunk         = null;

            for (int i = 0; i < numChunks; i++)
            {
                if (i % this.chunksbeforeswitch == 0)
                {
                    if (chunk == null)
                    {
                        //seed with Sine wave
                        chunk = new Sine(210, amplitude / 4).CreateWaveAudio(1 / freq + 0.01);
                    }
                    else
                    {
                        WaveAudio newchunk = new RedNoise(amplitude, rednoisefactor, rand).CreateWaveAudio(1 / freq + 0.01);
                        chunk = WaveAudio.Mix(chunk, this.smoothing, newchunk, 1 - this.smoothing);
                    }
                }
                Array.Copy(chunk.data[0], 0, outData, i * freqInSamples, freqInSamples);
            }
            //fill in the rest
            if (numChunks * freqInSamples < nSamples)
            {
                Array.Copy(chunk.data[0], 0, outData, numChunks * freqInSamples, nSamples - numChunks * freqInSamples);
            }

            return(outData);
        }
        public static void operations_test(AudioPlayer pl)
        {
            WaveAudio noteLongLow = new Triangle(Triangle.FrequencyFromMidiNote(60), 0.5).CreateWaveAudio(1.0);
            WaveAudio noteShortHi = new Triangle(Triangle.FrequencyFromMidiNote(64), 0.5).CreateWaveAudio(0.5);

            pl.Play(WaveAudio.Concatenate(noteLongLow, noteShortHi));
            pl.Play(WaveAudio.Concatenate(noteShortHi, noteLongLow));
            pl.Play(WaveAudio.Mix(noteShortHi, noteLongLow));
            pl.Play(WaveAudio.Mix(noteLongLow, noteShortHi));
            WaveAudio tmp = new Sine(200,1.0).CreateWaveAudio(4.0);
            tmp.setNumChannels(2, true);
            pl.Play(WaveAudio.Modulate(new WaveAudio(mediadir+"d44k16bit2ch.wav"), tmp));

            WaveAudio cp;
            cp = noteLongLow.Clone(); cp.FadeIn(0.3); pl.Play(cp);
            cp = noteLongLow.Clone(); cp.FadeOut(0.3); pl.Play(cp);
            cp = noteLongLow.Clone(); cp.Amplify(0.5); pl.Play(cp);
            cp = noteLongLow.Clone(); cp.Amplify(2.0); pl.Play(cp);
            
        }
Esempio n. 3
0
        protected override double[] generate(int nSamples)
        {
            double[] outData = new double[nSamples];
            Random rand = new Random(); //if a new random is created every time, it doesn't update fast enough!

            int freqInSamples = (int)((1 / freq) * SynthesisBase.SampleRate);
            int numChunks = nSamples / freqInSamples;
            WaveAudio chunk = null;
            for (int i = 0; i < numChunks; i++)
            {
                if (i % this.chunksbeforeswitch == 0)
                {
                    if (chunk == null)
                    {
                        //seed with Sine wave
                        chunk = new Sine(210, amplitude / 4).CreateWaveAudio(1 / freq + 0.01);
                    }
                    else
                    {
                        WaveAudio newchunk = new RedNoise(amplitude, rednoisefactor, rand).CreateWaveAudio(1 / freq + 0.01);
                        chunk = WaveAudio.Mix(chunk, this.smoothing, newchunk, 1 - this.smoothing);
                    }
                }
                Array.Copy(chunk.data[0], 0, outData, i * freqInSamples, freqInSamples);
            }
            //fill in the rest
            if (numChunks * freqInSamples < nSamples)
                Array.Copy(chunk.data[0], 0, outData, numChunks * freqInSamples, nSamples - numChunks * freqInSamples);

            return outData;
        }
Esempio n. 4
0
        // normally one seperates ui and engine, as the other experiments do, but here I did it the fast way.
        public WaveAudio viblab_Generate()
        {
            WaveAudio w;
            // get source
            if (this.vibLab_chkSound.Checked)
            {
                if (this.m_vibLab_filename == null) { MessageBox.Show("You haven't opened a sound."); return null; }
                //I think we already loaded this. So it's kind of wasteful. Too tired to fix this though.

                w = new WaveAudio(this.m_vibLab_filename);
            }
            else
            {
                double freq = (this.vibLab_source_bar.Value / 100.0) * 440 + 100;
                w = new Sine(freq, 0.7).CreateWaveAudio(20.0);
            }
            if (vibLab_panel1.Visible)
            {
                if (vibLab_chkTrem1.Checked)
                    w = Effects.Tremolo(w, this.vibLab_valueFreq1, this.vibLab_valueWidth1);
                else
                    w = Effects.Vibrato(w, this.vibLab_valueFreq1, this.vibLab_valueWidth1);
            }
            if (vibLab_panel2.Visible)
            {
                if (vibLab_chkTrem2.Checked)
                    w = Effects.Tremolo(w, this.vibLab_valueFreq2, this.vibLab_valueWidth2);
                else
                    w = Effects.Vibrato(w, this.vibLab_valueFreq2, this.vibLab_valueWidth2);
            }
            if (vibLab_panel3.Visible)
            {
                if (vibLab_chkTrem3.Checked)
                    w = Effects.Tremolo(w, this.vibLab_valueFreq3, this.vibLab_valueWidth3);
                else
                    w = Effects.Vibrato(w, this.vibLab_valueFreq3, this.vibLab_valueWidth3);
            }

            return w;
        }