DIY Synth: Multitap Reverb

This is a part of the DIY Synthesizer series of posts where each post is roughly built upon the knowledge of the previous posts. If you are lost, check the earlier posts!

Reverb is similar to delay in that it adds echoes to a sound. It’s different, though, in that whereas delay adds one echo (even if that echo repeats itself, quieter each time), reverb adds several echos to the sound. Basically, reverb is what makes things sound like they are played in a church, or a deep cavern, or a small bathroom. Delay just makes things sound a bit echoey.

Multitap reverb is the most ghetto of reverb techniques. It’s kind of hacky, it takes a lot of manual tweaking, and in the end, usually doesn’t sound very good. It is less computationally expensive compared to other reverb techniques though, so if that’s a concern of yours, or you don’t want to be bothered with the more complex and sophisticated reverb techniques, multitap reverb may be a good solution for you!

Here are some audio samples for you to hear the effect in action:

Legend Quote Cymbals
Raw legend.wav cymbal.wav
Multitap Reverb legend_mtr.wav cymbal_mtr.wav

Technique

The technique is pretty straightforward. You have a sample buffer to hold the last N samples, and then when you process an incoming sample, you add in multiple samples from the delay buffer, each multiplied by a different volume (amplitude) and add that into the incoming sample to get the outgoing sample. You then also put that outgoing sample into the reverb buffer at the current index in the circular buffer.

Here is some pseudocode about how it might be implemented:

// The size of the delay buffer is controlled by the maximum time parameter of all taps
// make sure the buffer is initialized with silence
reverbBuffer[reverbSamples] = 0;
 
// start the circular buffer index at 0
reverbIndex= 0;
 
// process each input sample
for (i = 0; i < numSamples; ++i)
{
  // calculate the output sample, which is the input sample plus all the taps from the delay buffer
  // TODO: handle wrapping around zero when the tapTime is greater than the current reverbIndex
  outSample[i] = inSample[i];
  for (j = 0; j < numTaps; ++j)
    outSample[i] += reverbBuffer[reverbIndex - taps[j].tapTime] * taps[j].feedbackMultiplier; 
 
  // also store this output sample in the reverb buffer
  reverbBuffer[reverbIndex] = outSample[i];
 
  // advance the circular buffer index
  reverbIndex++;
  if (reverbIndex>= reverbSamples)
    reverbIndex= 0;
}

In the sample code below, and in the reverb processed samples above, here are the times and amplitudes of the taps that were used. The amplitude is given both as dB and amplitude so you can see whichever you are more comfortable with.

Time (ms) dB Amplitude
79 -25 0.0562
130 -23 0.0707
230 -15 0.1778
340 -23 0.0707
470 -17 0.1412
532 -21 0.0891
662 -13 0.2238

With some more effort, you could likely come up with some better tap values to make the reverb sound better.

Also, I was going for a cavernous feel, but you could come up with specific taps to make things feel smaller instead.

You have to be careful when setting up your taps so that the overall volume diminishes over time instead of grows. If you put too much acoustic energy back into the reverb buffer, the reverbed sound will get louder and louder over time instead of things dying out giving you that nice diminishing echo sound.

Sample Code

Here’s sample code that loads in.wav, processes it with the taps mentioned above, and writes it out as out.wav. As per usual, the wave loading code has some issues with certain wave formats. If you need better sound file loading, check out libsndfile!

#define _CRT_SECURE_NO_WARNINGS

#include <array>
#include <stdio.h>
#include <string.h>
#include <stdint.h>
#include <cmath>
#include <vector>

#define _USE_MATH_DEFINES
#include <math.h>

//=====================================================================================
// SNumeric - uses phantom types to enforce type safety
//=====================================================================================
template <typename T, typename PHANTOM_TYPE>
struct SNumeric
{
public:
    explicit SNumeric(const T &value) : m_value(value) { }
    SNumeric() : m_value() { }
    inline T& Value() { return m_value; }
    inline const T& Value() const { return m_value; }

    typedef SNumeric<T, PHANTOM_TYPE> TType;
    typedef T TInnerType;

    // Math Operations
    TType operator+ (const TType &b) const
    {
        return TType(this->Value() + b.Value());
    }

    TType operator- (const TType &b) const
    {
        return TType(this->Value() - b.Value());
    }

    TType operator* (const TType &b) const
    {
        return TType(this->Value() * b.Value());
    }

    TType operator/ (const TType &b) const
    {
        return TType(this->Value() / b.Value());
    }

    TType& operator+= (const TType &b)
    {
        Value() += b.Value();
        return *this;
    }

    TType& operator-= (const TType &b)
    {
        Value() -= b.Value();
        return *this;
    }

    TType& operator*= (const TType &b)
    {
        Value() *= b.Value();
        return *this;
    }

    TType& operator/= (const TType &b)
    {
        Value() /= b.Value();
        return *this;
    }

    TType& operator++ ()
    {
        Value()++;
        return *this;
    }

    TType& operator-- ()
    {
        Value()--;
        return *this;
    }

    // Extended Math Operations
    template <typename T>
    T Divide(const TType &b)
    {
        return ((T)this->Value()) / ((T)b.Value());
    }

    // Logic Operations
    bool operator< (const TType &b) const {
        return this->Value() < b.Value();
    }
    bool operator<= (const TType &b) const {
        return this->Value() <= b.Value();
    }
    bool operator> (const TType &b) const {
        return this->Value() > b.Value();
    }
    bool operator>= (const TType &b) const {
        return this->Value() >= b.Value();
    }
    bool operator== (const TType &b) const {
        return this->Value() == b.Value();
    }
    bool operator!= (const TType &b) const {
        return this->Value() != b.Value();
    }

private:
    T m_value;
};

//=====================================================================================
// Typedefs
//=====================================================================================

typedef uint8_t uint8;
typedef uint16_t uint16;
typedef uint32_t uint32;
typedef int16_t int16;
typedef int32_t int32;

// type safe types!
typedef SNumeric<float, struct S__Frequency>      TFrequency;
typedef SNumeric<uint32, struct S__TimeMs>        TTimeMs;
typedef SNumeric<uint32, struct S__Samples>       TSamples;
typedef SNumeric<float, struct S__FractSamples>   TFractionalSamples;
typedef SNumeric<float, struct S__Decibels>       TDecibels;
typedef SNumeric<float, struct S__Amplitude>      TAmplitude;
typedef SNumeric<float, struct S__Phase>          TPhase;

//=====================================================================================
// Constants
//=====================================================================================

static const float c_pi = (float)M_PI;
static const float c_twoPi = c_pi * 2.0f;

//=====================================================================================
// Structs
//=====================================================================================

struct SSoundSettings
{
    TSamples        m_sampleRate;
    TTimeMs         m_lengthMs;
    TSamples        m_currentSample;
};

//=====================================================================================
// CMultiTapReverb -> the multi tap reverb object
//=====================================================================================

struct SReverbTap
{
    TSamples    m_timeOffset;
    TAmplitude  m_feedback;
};

class CMultitapReverb
{
public:
    CMultitapReverb(const std::vector<SReverbTap>& taps)
        : m_sampleIndex(0)
    {
        // copy the taps table
        m_taps = taps;

        // find out the largest tap time offset so we know how big to make the buffer
        TSamples largestTimeOffset(0);
        std::for_each(m_taps.begin(), m_taps.end(),
            [&largestTimeOffset](const SReverbTap& tap)
            {
                if (tap.m_timeOffset > largestTimeOffset)
                    largestTimeOffset = tap.m_timeOffset;
            }
        );

        // if it's 0, bail out, we are done
        if (largestTimeOffset.Value() == 0)
            return;

        // else resize our internal buffer and fill it with silence
        m_samples.resize(largestTimeOffset.Value()+1);
        std::fill(m_samples.begin(), m_samples.end(), TAmplitude(0.0f));
    }

    TAmplitude ProcessSample(TAmplitude sample)
    {
        // if no taps, or none with any time value, bail out!
        if (m_samples.size() == 0)
            return sample;

        // take our taps from the delay buffer
        TAmplitude outSample = sample;
        std::for_each(m_taps.begin(), m_taps.end(),
            [&outSample, this](const SReverbTap& tap)
            {
                size_t tapSampleIndex;
                if (tap.m_timeOffset.Value() > m_sampleIndex)
                    tapSampleIndex = m_samples.size() - 1 - (tap.m_timeOffset.Value() - m_sampleIndex);
                else
                    tapSampleIndex = m_sampleIndex - tap.m_timeOffset.Value();

                outSample += m_samples[tapSampleIndex] * tap.m_feedback;
            }
        );

        // put the output sample into the buffer
        m_samples[m_sampleIndex] = outSample;

        // advance the circular buffer index
        m_sampleIndex++;
        if (m_sampleIndex >= m_samples.size())
            m_sampleIndex = 0;

        // return the reverbed sample
        return outSample;
    }

private:
    std::vector<SReverbTap> m_taps;
    std::vector<TAmplitude> m_samples;
    size_t                  m_sampleIndex;
};

//=====================================================================================
// Conversion Functions
//=====================================================================================
inline TDecibels AmplitudeToDB(TAmplitude volume)
{
    return TDecibels(log10(volume.Value()));
}

inline TAmplitude DBToAmplitude(TDecibels dB)
{
    return TAmplitude(pow(10.0f, dB.Value() / 20.0f));
}

TSamples SecondsToSamples(const SSoundSettings &s, float seconds)
{
    return TSamples((int)(seconds * (float)s.m_sampleRate.Value()));
}

TSamples MilliSecondsToSamples(const SSoundSettings &s, float milliseconds)
{
    return SecondsToSamples(s, milliseconds / 1000.0f);
}

TTimeMs SecondsToMilliseconds(float seconds)
{
    return TTimeMs((uint32)(seconds * 1000.0f));
}

TFrequency Frequency(float octave, float note)
{
    /* frequency = 440×(2^(n/12))
    Notes:
    0  = A
    1  = A#
    2  = B
    3  = C
    4  = C#
    5  = D
    6  = D#
    7  = E
    8  = F
    9  = F#
    10 = G
    11 = G# */
    return TFrequency((float)(440 * pow(2.0, ((double)((octave - 4) * 12 + note)) / 12.0)));
}

template <typename T>
T AmplitudeToAudioSample(const TAmplitude& in)
{
    const T c_min = std::numeric_limits<T>::min();
    const T c_max = std::numeric_limits<T>::max();
    const float c_minFloat = (float)c_min;
    const float c_maxFloat = (float)c_max;

    float ret = in.Value() * c_maxFloat;

    if (ret < c_minFloat)
        return c_min;

    if (ret > c_maxFloat)
        return c_max;

    return (T)ret;
}

TAmplitude GetLerpedAudioSample(const std::vector<TAmplitude>& samples, TFractionalSamples& index)
{
    // get the index of each sample and the fractional blend amount
    uint32 a = (uint32)floor(index.Value());
    uint32 b = a + 1;
    float fract = index.Value() - floor(index.Value());

    // get our two amplitudes
    float ampA = 0.0f;
    if (a >= 0 && a < samples.size())
        ampA = samples[a].Value();

    float ampB = 0.0f;
    if (b >= 0 && b < samples.size())
        ampB = samples[b].Value();

    // return the lerped result
    return TAmplitude(fract * ampB + (1.0f - fract) * ampA);
}

void NormalizeSamples(std::vector<TAmplitude>& samples, TAmplitude maxAmplitude)
{
    // nothing to do if no samples
    if (samples.size() == 0)
        return;

    // 1) find the largest absolute value in the samples.
    TAmplitude largestAbsVal = TAmplitude(abs(samples.front().Value()));
    std::for_each(samples.begin() + 1, samples.end(), [&largestAbsVal](const TAmplitude &a)
    {
        TAmplitude absVal = TAmplitude(abs(a.Value()));
        if (absVal > largestAbsVal)
            largestAbsVal = absVal;
    }
    );

    // 2) adjust largestAbsVal so that when we divide all samples, none will be bigger than maxAmplitude
    // if the value we are going to divide by is <= 0, bail out
    largestAbsVal /= maxAmplitude;
    if (largestAbsVal <= TAmplitude(0.0f))
        return;

    // 3) divide all numbers by the largest absolute value seen so all samples are [-maxAmplitude,+maxAmplitude]
    std::for_each(samples.begin(), samples.end(), [&largestAbsVal](TAmplitude &a)
    {
        a /= largestAbsVal;

        if (a >= TAmplitude(1.0f))
        {
            int ijkl = 0;
        }
    }
    );
}

void ResampleData(std::vector<TAmplitude>& samples, int srcSampleRate, int destSampleRate)
{
    //if the requested sample rate is the sample rate it already is, bail out and do nothing
    if (srcSampleRate == destSampleRate)
        return;

    //calculate the ratio of the old sample rate to the new
    float fResampleRatio = (float)destSampleRate / (float)srcSampleRate;

    //calculate how many samples the new data will have and allocate the new sample data
    int nNewDataNumSamples = (int)((float)samples.size() * fResampleRatio);

    std::vector<TAmplitude> newSamples;
    newSamples.resize(nNewDataNumSamples);

    //get each lerped output sample.  There are higher quality ways to resample
    for (int nIndex = 0; nIndex < nNewDataNumSamples; ++nIndex)
        newSamples[nIndex] = GetLerpedAudioSample(samples, TFractionalSamples((float)nIndex / fResampleRatio));

    //free the old data and set the new data
    std::swap(samples, newSamples);
}

void ChangeNumChannels(std::vector<TAmplitude>& samples, int nSrcChannels, int nDestChannels)
{
    //if the number of channels requested is the number of channels already there, or either number of channels is not mono or stereo, return
    if (nSrcChannels == nDestChannels ||
        nSrcChannels < 1 || nSrcChannels > 2 ||
        nDestChannels < 1 || nDestChannels > 2)
    {
        return;
    }

    //if converting from mono to stereo, duplicate the mono channel to make stereo
    if (nDestChannels == 2)
    {
        std::vector<TAmplitude> newSamples;
        newSamples.resize(samples.size() * 2);
        for (size_t index = 0; index < samples.size(); ++index)
        {
            newSamples[index * 2] = samples[index];
            newSamples[index * 2 + 1] = samples[index];
        }

        std::swap(samples, newSamples);
    }
    //else converting from stereo to mono, mix the stereo channels together to make mono
    else
    {
        std::vector<TAmplitude> newSamples;
        newSamples.resize(samples.size() / 2);
        for (size_t index = 0; index < samples.size() / 2; ++index)
            newSamples[index] = samples[index * 2] + samples[index * 2 + 1];

        std::swap(samples, newSamples);
    }
}

float PCMToFloat(unsigned char *pPCMData, int nNumBytes)
{
    switch (nNumBytes)
    {
    case 1:
    {
        uint8 data = pPCMData[0];
        return (float)data / 255.0f;
    }
    case 2:
    {
        int16 data = pPCMData[1] << 8 | pPCMData[0];
        return ((float)data) / ((float)0x00007fff);
    }
    case 3:
    {
        int32 data = pPCMData[2] << 16 | pPCMData[1] << 8 | pPCMData[0];
        return ((float)data) / ((float)0x007fffff);
    }
    case 4:
    {
        int32 data = pPCMData[3] << 24 | pPCMData[2] << 16 | pPCMData[1] << 8 | pPCMData[0];
        return ((float)data) / ((float)0x7fffffff);
    }
    default:
    {
        return 0.0f;
    }
    }
}

//=====================================================================================
// Wave File Writing Code
//=====================================================================================
struct SMinimalWaveFileHeader
{
    //the main chunk
    unsigned char m_szChunkID[4];      //0
    uint32        m_nChunkSize;        //4
    unsigned char m_szFormat[4];       //8

    //sub chunk 1 "fmt "
    unsigned char m_szSubChunk1ID[4];  //12
    uint32        m_nSubChunk1Size;    //16
    uint16        m_nAudioFormat;      //18
    uint16        m_nNumChannels;      //20
    uint32        m_nSampleRate;       //24
    uint32        m_nByteRate;         //28
    uint16        m_nBlockAlign;       //30
    uint16        m_nBitsPerSample;    //32

    //sub chunk 2 "data"
    unsigned char m_szSubChunk2ID[4];  //36
    uint32        m_nSubChunk2Size;    //40

    //then comes the data!
};

//this writes a wave file
template <typename T>
bool WriteWaveFile(const char *fileName, const std::vector<TAmplitude> &samples, const SSoundSettings &sound)
{
    //open the file if we can
    FILE *file = fopen(fileName, "w+b");
    if (!file)
        return false;

    //calculate bits per sample and the data size
    const int32 bitsPerSample = sizeof(T) * 8;
    const int dataSize = samples.size() * sizeof(T);

    SMinimalWaveFileHeader waveHeader;

    //fill out the main chunk
    memcpy(waveHeader.m_szChunkID, "RIFF", 4);
    waveHeader.m_nChunkSize = dataSize + 36;
    memcpy(waveHeader.m_szFormat, "WAVE", 4);

    //fill out sub chunk 1 "fmt "
    memcpy(waveHeader.m_szSubChunk1ID, "fmt ", 4);
    waveHeader.m_nSubChunk1Size = 16;
    waveHeader.m_nAudioFormat = 1;
    waveHeader.m_nNumChannels = 1;
    waveHeader.m_nSampleRate = sound.m_sampleRate.Value();
    waveHeader.m_nByteRate = sound.m_sampleRate.Value() * 1 * bitsPerSample / 8;
    waveHeader.m_nBlockAlign = 1 * bitsPerSample / 8;
    waveHeader.m_nBitsPerSample = bitsPerSample;

    //fill out sub chunk 2 "data"
    memcpy(waveHeader.m_szSubChunk2ID, "data", 4);
    waveHeader.m_nSubChunk2Size = dataSize;

    //write the header
    fwrite(&waveHeader, sizeof(SMinimalWaveFileHeader), 1, file);

    //write the wave data itself, converting it from float to the type specified
    std::vector<T> outSamples;
    outSamples.resize(samples.size());
    for (size_t index = 0; index < samples.size(); ++index)
        outSamples[index] = AmplitudeToAudioSample<T>(samples[index]);
    fwrite(&outSamples[0], dataSize, 1, file);

    //close the file and return success
    fclose(file);
    return true;
}

//loads a wave file in.  Converts from source format into the specified format
// TOTAL HONESTY: some wave files seem to have problems being loaded through this function and I don't have
// time to investigate why.  It seems to work best with 16 bit mono wave files.
// If you need more robust file loading, check out libsndfile at http://www.mega-nerd.com/libsndfile/
bool ReadWaveFile(const char *fileName, std::vector<TAmplitude>& samples, int32 sampleRate)
{
    //open the file if we can
    FILE *File = fopen(fileName, "rb");
    if (!File)
    {
        return false;
    }

    //read the main chunk ID and make sure it's "RIFF"
    char buffer[5];
    buffer[4] = 0;
    if (fread(buffer, 4, 1, File) != 1 || strcmp(buffer, "RIFF"))
    {
        fclose(File);
        return false;
    }

    //read the main chunk size
    uint32 nChunkSize;
    if (fread(&nChunkSize, 4, 1, File) != 1)
    {
        fclose(File);
        return false;
    }

    //read the format and make sure it's "WAVE"
    if (fread(buffer, 4, 1, File) != 1 || strcmp(buffer, "WAVE"))
    {
        fclose(File);
        return false;
    }

    long chunkPosFmt = -1;
    long chunkPosData = -1;

    while (chunkPosFmt == -1 || chunkPosData == -1)
    {
        //read a sub chunk id and a chunk size if we can
        if (fread(buffer, 4, 1, File) != 1 || fread(&nChunkSize, 4, 1, File) != 1)
        {
            fclose(File);
            return false;
        }

        //if we hit a fmt
        if (!strcmp(buffer, "fmt "))
        {
            chunkPosFmt = ftell(File) - 8;
        }
        //else if we hit a data
        else if (!strcmp(buffer, "data"))
        {
            chunkPosData = ftell(File) - 8;
        }

        //skip to the next chunk
        fseek(File, nChunkSize, SEEK_CUR);
    }

    //we'll use this handy struct to load in 
    SMinimalWaveFileHeader waveData;

    //load the fmt part if we can
    fseek(File, chunkPosFmt, SEEK_SET);
    if (fread(&waveData.m_szSubChunk1ID, 24, 1, File) != 1)
    {
        fclose(File);
        return false;
    }

    //load the data part if we can
    fseek(File, chunkPosData, SEEK_SET);
    if (fread(&waveData.m_szSubChunk2ID, 8, 1, File) != 1)
    {
        fclose(File);
        return false;
    }

    //verify a couple things about the file data
    if (waveData.m_nAudioFormat != 1 ||       //only pcm data
        waveData.m_nNumChannels < 1 ||        //must have a channel
        waveData.m_nNumChannels > 2 ||        //must not have more than 2
        waveData.m_nBitsPerSample > 32 ||     //32 bits per sample max
        waveData.m_nBitsPerSample % 8 != 0 || //must be a multiple of 8 bites
        waveData.m_nBlockAlign > 8)           //blocks must be 8 bytes or lower
    {
        fclose(File);
        return false;
    }

    //figure out how many samples and blocks there are total in the source data
    int nBytesPerBlock = waveData.m_nBlockAlign;
    int nNumBlocks = waveData.m_nSubChunk2Size / nBytesPerBlock;
    int nNumSourceSamples = nNumBlocks * waveData.m_nNumChannels;

    //allocate space for the source samples
    samples.resize(nNumSourceSamples);

    //maximum size of a block is 8 bytes.  4 bytes per samples, 2 channels
    unsigned char pBlockData[8];
    memset(pBlockData, 0, 8);

    //read in the source samples at whatever sample rate / number of channels it might be in
    int nBytesPerSample = nBytesPerBlock / waveData.m_nNumChannels;
    for (int nIndex = 0; nIndex < nNumSourceSamples; nIndex += waveData.m_nNumChannels)
    {
        //read in a block
        if (fread(pBlockData, waveData.m_nBlockAlign, 1, File) != 1)
        {
            fclose(File);
            return false;
        }

        //get the first sample
        samples[nIndex].Value() = PCMToFloat(pBlockData, nBytesPerSample);

        //get the second sample if there is one
        if (waveData.m_nNumChannels == 2)
        {
            samples[nIndex + 1].Value() = PCMToFloat(&pBlockData[nBytesPerSample], nBytesPerSample);
        }
    }

    //re-sample the sample rate up or down as needed
    ResampleData(samples, waveData.m_nSampleRate, sampleRate);

    //handle switching from mono to stereo or vice versa
    ChangeNumChannels(samples, waveData.m_nNumChannels, 1);

    return true;
}

//=====================================================================================
// Oscilators
//=====================================================================================

void AdvancePhase(TPhase &phase, TFrequency frequency, TSamples sampleRate)
{
    phase += TPhase(frequency.Value() / (float)sampleRate.Value());
    while (phase >= TPhase(1.0f))
        phase -= TPhase(1.0f);
    while (phase < TPhase(0.0f))
        phase += TPhase(1.0f);
}

TAmplitude AdvanceOscilator_Sine(TPhase &phase, TFrequency frequency, TSamples sampleRate)
{
    AdvancePhase(phase, frequency, sampleRate);
    return TAmplitude(sin(phase.Value()*c_twoPi));
}

TAmplitude AdvanceOscilator_Saw(TPhase &phase, TFrequency frequency, TSamples sampleRate)
{
    AdvancePhase(phase, frequency, sampleRate);
    return TAmplitude(phase.Value() * 2.0f - 1.0f);
}

TAmplitude AdvanceOscilator_Square(TPhase &phase, TFrequency frequency, TSamples sampleRate)
{
    AdvancePhase(phase, frequency, sampleRate);
    return TAmplitude(phase.Value() > 0.5f ? 1.0f : -1.0f);
}

TAmplitude AdvanceOscilator_Triangle(TPhase &phase, TFrequency frequency, TSamples sampleRate)
{
    AdvancePhase(phase, frequency, sampleRate);
    if (phase > TPhase(0.5f))
        return TAmplitude((((1.0f - phase.Value()) * 2.0f) * 2.0f) - 1.0f);
    else
        return TAmplitude(((phase.Value() * 2.0f) * 2.0f) - 1.0f);
}

TAmplitude AdvanceOscilator_Saw_BandLimited(TPhase &phase, TFrequency frequency, TSamples sampleRate)
{
    AdvancePhase(phase, frequency, sampleRate);

    // sum the harmonics
    TAmplitude ret(0.0f);
    for (int harmonicIndex = 1; harmonicIndex <= 4; ++harmonicIndex)
    {
        TPhase harmonicPhase = phase * TPhase((float)harmonicIndex);
        ret += TAmplitude(sin(harmonicPhase.Value()*c_twoPi) / (float)harmonicIndex);
    }

    //adjust the volume
    ret *= TAmplitude(2.0f / c_pi);

    return ret;
}

TAmplitude AdvanceOscilator_Square_BandLimited(TPhase &phase, TFrequency frequency, TSamples sampleRate)
{
    AdvancePhase(phase, frequency, sampleRate);

    // sum the harmonics
    TAmplitude ret(0.0f);
    for (int harmonicIndex = 1; harmonicIndex <= 4; ++harmonicIndex)
    {
        float harmonicFactor = (float)harmonicIndex * 2.0f - 1.0f;
        TPhase harmonicPhase = phase * TPhase(harmonicFactor);
        ret += TAmplitude(sin(harmonicPhase.Value()*c_twoPi) / harmonicFactor);
    }

    //adjust the volume
    ret *= TAmplitude(4.0f / c_pi);

    return ret;
}

TAmplitude AdvanceOscilator_Triangle_BandLimited(TPhase &phase, TFrequency frequency, TSamples sampleRate)
{
    AdvancePhase(phase, frequency, sampleRate);

    // sum the harmonics
    TAmplitude ret(0.0f);
    TAmplitude signFlip(1.0f);
    for (int harmonicIndex = 1; harmonicIndex <= 4; ++harmonicIndex)
    {
        float harmonicFactor = (float)harmonicIndex * 2.0f - 1.0f;
        TPhase harmonicPhase = phase * TPhase(harmonicFactor);
        ret += TAmplitude(sin(harmonicPhase.Value()*c_twoPi) / (harmonicFactor*harmonicFactor)) * signFlip;
        signFlip *= TAmplitude(-1.0f);
    }

    //adjust the volume
    ret *= TAmplitude(8.0f / (c_pi*c_pi));

    return ret;
}

//=====================================================================================
// Main
//=====================================================================================
int main(int argc, char **argv)
{
    //our desired sound parameters
    SSoundSettings sound;
    sound.m_sampleRate = TSamples(44100);
    sound.m_lengthMs = SecondsToMilliseconds(4.0f);

    // create a reverb object with a list of taps
    CMultitapReverb reverb(
        {
            { MilliSecondsToSamples(sound,  79.0f), DBToAmplitude(TDecibels(-25.0f)) },
            { MilliSecondsToSamples(sound, 130.0f), DBToAmplitude(TDecibels(-23.0f)) },
            { MilliSecondsToSamples(sound, 230.0f), DBToAmplitude(TDecibels(-15.0f)) },
            { MilliSecondsToSamples(sound, 340.0f), DBToAmplitude(TDecibels(-23.0f)) },
            { MilliSecondsToSamples(sound, 470.0f), DBToAmplitude(TDecibels(-17.0f)) },
            { MilliSecondsToSamples(sound, 532.0f), DBToAmplitude(TDecibels(-21.0f)) },
            { MilliSecondsToSamples(sound, 662.0f), DBToAmplitude(TDecibels(-13.0f)) },
        }
    );

    // load the wave file if we can
    std::vector<TAmplitude> inputData;
    if (!ReadWaveFile("in.wav", inputData, sound.m_sampleRate.Value()))
    {
        printf("could not load wave file!");
        return 0;
    }

    // allocate space for the output file
    std::vector<TAmplitude> samples;
    samples.resize(inputData.size());

    //apply the delay effect to the file
    const TSamples c_envelopeSize = MilliSecondsToSamples(sound, 50.0f);
    for (TSamples index = TSamples(0), numSamples(samples.size()); index < numSamples; ++index)
    {
        // calculate envelope at front and end of sound.
        TAmplitude envelope(1.0f);
        if (index < c_envelopeSize)
            envelope = TAmplitude((float)index.Value() / (float)c_envelopeSize.Value());
        else if (index >(numSamples - c_envelopeSize))
            envelope = TAmplitude(1.0f) - TAmplitude((float)(index - (numSamples - c_envelopeSize)).Value() / (float)c_envelopeSize.Value());

        // put our input through the reverb process
        TAmplitude outSample = reverb.ProcessSample(inputData[index.Value()]);

        // mix the sample with the offset sample and apply the envelope for the front and back of the sound
        samples[index.Value()] = outSample * envelope;
    }

    // normalize the amplitude of the samples to make sure they are as loud as possible without clipping
    // give 3db of headroom
    NormalizeSamples(samples, DBToAmplitude(TDecibels(-3.0f)));

    // save as a wave file
    WriteWaveFile<int16_t>("out.wav", samples, sound);

    return 0;
}

Links

Even though this is a pretty ghetto way to do reverb, it can be passable, and is not as expensive as some other reverb methods computationally.

There will soon be a post on how to do convoultion reverb, which is how the pros do reverb. It also makes it a lot easier to get the exact reverb type sound you want, because it lets you use a “reference recording” of the particular reverb you want. It’s cool stuff!

Sound On Sound: Creating & Using Custom Delay Effects
Wikipedia: Reverberation

Comments

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About Demofox

I'm a game and engine programmer at Blizzard Entertainment and have been making games since 1990 (starting out with QBasic and TI-85 games) My shipped titles include: * Heroes of the Storm * StarCraft II: Heart of the Swarm & Legacy of the void * Insanely Twisted Shadow Planet (PC) * Gotham City Impostors (PC, 360, PS3) * Line Rider (PC, Wii, DS) I also like hiking, making music, learning cool new stuff and attempting the impossible.