Comments (5)
Yes this would be nice. I've not come across a good library or code example to use though. Any suggestions?
One idea could be to replace dirt with a supercollider script and take advantage of its plugins.
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A very quick-and-dirty implementation in C#: http://stackoverflow.com/questions/5318989/reverb-algorithm
Here is a JavaScript implementation which I have used in some JavaScript audio apps: https://github.com/jussi-kalliokoski/audiolib.js/blob/master/src/effects/freeverb.js
The audiolib.js implementation includes support for room size, decay time, dampening, etc. I don't necessarily understand everything in that code, but it has all the features of a stock reverb effect.
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+1
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I may take a crack at implementing the reverb in Dirt... I'm thinking we should open up an issue in Dirt to support reverb, and leave this Tidal issue for the DSL syntax/implementation.
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Ok added a simple delayline, e.g.:
d1 $ (jux rev $ sound "arpy arpy ~ arpy:5 arpy:2 arpy:3 ~")
|+| delay "0.9"
|+| delayfeedback "0.7"
|+| delaytime "[0.4 0.03 0.5 0.2 0.02 0.01]/6"
For now there is only one delayline, so delayfeedback and delaytime are global, if you define it in more than one pattern at a time it'll clash.
Well it is stereo, a separate delay line per channel.
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Related Issues (20)
- Aliases / renaming of some conditionals
- Cycle status monitor
- Executable name conflict of "linktest"
- midinote problem with xfade / xfadeIn
- Cannot build on ghc 9.8.1 HOT 3
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- Reimplementing event highlighting in tidal-listener HOT 2
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- Link not working on recent OSX versions HOT 7
- Link enabled state should be mutable HOT 1
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