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ClockedRandomGate.lua
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ClockedRandomGate.lua
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local app = app
local libcore = require "core.libcore"
local Class = require "Base.Class"
local Unit = require "Unit"
local GainBias = require "Unit.ViewControl.GainBias"
local Gate = require "Unit.ViewControl.Gate"
local InputGate = require "Unit.ViewControl.InputGate"
local ModeSelect = require "Unit.MenuControl.OptionControl"
local Task = require "Unit.MenuControl.Task"
local MenuHeader = require "Unit.MenuControl.Header"
local Encoder = require "Encoder"
local ply = app.SECTION_PLY
local ClockedRandomGate = Class{}
ClockedRandomGate:include(Unit)
function ClockedRandomGate:init(args)
args.title = "Clocked Random Gate"
args.mnemonic = "RG"
Unit.init(self,args)
end
function ClockedRandomGate:onLoadGraph(channelCount)
local tap = self:addObject("tap",libcore.TapTempo())
tap:setBaseTempo(120)
local clock = self:addObject("clock",libcore.ClockInSeconds())
local tapEdge = self:addObject("tapEdge",app.Comparator())
local syncEdge = self:addObject("syncEdge",app.Comparator())
local width = self:addObject("width",app.ParameterAdapter())
local multiplier = self:addObject("multiplier",app.ParameterAdapter())
local divider = self:addObject("divider",app.ParameterAdapter())
local random = self:addObject("random",libcore.WhiteNoise())
local rectify = self:addObject("rectify",libcore.Rectify())
local compare = self:addObject("compare",app.Comparator())
local prob = self:addObject("prob",app.ConstantOffset())
local probOffset = self:addObject("probOffset",app.ParameterAdapter())
local thresh = self:addObject("thresh",app.ParameterAdapter())
local one = self:addObject("one",app.Constant())
local negOne = self:addObject("negOne",app.Constant())
local sum = self:addObject("sum",app.Sum())
local invert = self:addObject("invert",app.Multiply())
local sh = self:addObject("sh",libcore.TrackAndHold())
local shEdge = self:addObject("shEdge",app.Comparator())
local vca = self:addObject("vca",app.Multiply())
-- set parameters
compare:hardSet("Hysteresis",0.0)
compare:setGateMode()
rectify:setOptionValue("Type",3) --full rectification
one:hardSet("Value",1.0)
negOne:hardSet("Value",-1.0)
shEdge:setTriggerMode()
thresh:hardSet("Gain",1.0)
-- tie parameters
tie(clock,"Period",tap,"Base Period")
tie(clock,"Pulse Width",width,"Out")
tie(clock,"Multiplier",multiplier,"Out")
tie(clock,"Divider",divider,"Out")
tie(prob,"Offset",probOffset,"Out")
tie(compare,"Threshold",thresh,"Out")
-- register exported ports
self:addMonoBranch("sync",syncEdge,"In",syncEdge,"Out")
self:addMonoBranch("width",width,"In",width,"Out")
self:addMonoBranch("multiplier",multiplier,"In",multiplier,"Out")
self:addMonoBranch("divider",divider,"In",divider,"Out")
self:addMonoBranch("prob",probOffset,"In",probOffset,"Out")
-- connect objects
connect(self,"In1",tapEdge,"In")
connect(tapEdge,"Out",tap,"In")
--connect(clock,"Out",self,"Out1")
connect(syncEdge,"Out",clock,"Sync")
connect(random,"Out",rectify,"In")
connect(rectify,"Out",sh,"In")
connect(shEdge,"Out",sh,"Track")
connect(clock,"Out",shEdge,"In")
connect(sh,"Out",compare,"In")
connect(compare,"Out",vca,"Left")
connect(clock,"Out",vca,"Right")
connect(prob,"Out",invert,"Left")
connect(negOne,"Out",invert,"Right")
connect(invert,"Out",sum,"Left")
connect(one,"Out",sum,"Right")
connect(sum,"Out",thresh,"In")
connect(vca,"Out",self,"Out1")
if channelCount>1 then
connect(vca,"Out",self,"Out2")
end
end
function ClockedRandomGate:setAny()
local map = Encoder.getMap("[1,32]")
self.controls.mult:setBiasMap(map)
self.controls.mult:setBiasPrecision(3)
self.controls.div:setBiasMap(map)
self.controls.div:setBiasPrecision(3)
end
function ClockedRandomGate:setRational()
local map = Encoder.getMap("int[1,32]")
self.controls.mult:setBiasMap(map)
self.controls.mult:setBiasPrecision(0)
self.controls.div:setBiasMap(map)
self.controls.div:setBiasPrecision(0)
end
local menu = {"infoHeader","rename","load","save","edit","rational"}
function ClockedRandomGate:onShowMenu(objects,branches)
local controls = {}
controls.rational = ModeSelect {
description = "Allowed Mult/Div",
option = objects.clock:getOption("Rational"),
choices = {"any","rational only"},
boolean = true,
onUpdate = function(choice)
if choice=="any" then
self:setAny()
else
self:setRational()
end
end
}
return controls, menu
end
function ClockedRandomGate:deserialize(t)
Unit.deserialize(self,t)
local Serialization = require "Persist.Serialization"
local rational = Serialization.get("objects/clock/options/Rational",t)
if rational and rational==0 then
self:setAny()
end
end
local function linMap(min,max,superCoarse,coarse,fine,superFine)
local map = app.LinearDialMap(min,max)
map:setSteps(superCoarse,coarse,fine,superFine)
return map
end
local probMap = linMap(0,1,0.1,0.01,0.001,0.001)
local views = {
expanded = {"tap","prob","mult","div","sync","width"},
collapsed = {},
}
function ClockedRandomGate:onLoadViews(objects,branches)
local controls = {}
controls.tap = InputGate {
button = "clock",
description = "Clock or Tap",
unit = self,
comparator = objects.tapEdge,
}
controls.mult = GainBias {
button = "mult",
description = "Clock Multiplier",
branch = branches.multiplier,
gainbias = objects.multiplier,
range = objects.multiplier,
biasMap = Encoder.getMap("int[1,32]"),
biasPrecision = 0,
initialBias = 1
}
controls.div = GainBias {
button = "div",
description = "Clock Divider",
branch = branches.divider,
gainbias = objects.divider,
range = objects.divider,
biasMap = Encoder.getMap("int[1,32]"),
biasPrecision = 0,
initialBias = 1
}
controls.sync = Gate {
button = "sync",
description = "Sync",
branch = branches.sync,
comparator = objects.syncEdge,
}
controls.width = GainBias {
button = "width",
description = "Pulse Width",
branch = branches.width,
gainbias = objects.width,
range = objects.width,
biasMap = Encoder.getMap("unit"),
biasUnits = app.unitNone,
initialBias = 0.5
}
controls.prob = GainBias {
button = "prob",
description = "Gate Probability",
branch = branches.prob,
gainbias = objects.probOffset,
range = objects.probOffset,
biasMap = probMap,
biasUnits = app.unitNone,
initialBias = 1.0
}
return controls, views
end
return ClockedRandomGate