Custom DSP Code 2 (comunity project)

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RJHollins
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Joined: Thu Mar 08, 2012 7:58 pm

Re: Custom DSP Code 2 (comunity project)

Post by RJHollins »

Well ......

I feel better already !

:lol:
KG_is_back
Posts: 1196
Joined: Tue Oct 22, 2013 5:43 pm
Location: Slovakia

Re: Custom DSP Code 2 (comunity project)

Post by KG_is_back »

Reality check... Look into a mirror. If you don't see something like this, then you are technically not nuts:
Image

If you actually CHECKED and did saw a human face, you should see a doctor though - there is definitely something wrong with your eyes. :roll:
Perfect Human Interface
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Joined: Sun Mar 10, 2013 7:32 pm

Re: Custom DSP Code 2 (comunity project)

Post by Perfect Human Interface »

Oh gosh yeah, when you're supposed to be sleeping but your brain just keeps doing the thing... You probably do need a break!
tulamide
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Re: Custom DSP Code 2 (comunity project)

Post by tulamide »

And I always thought I'm some sick weirdo, all on my own. Nice to see we're all weirdos :mrgreen:

When I made those week long music sessions, I swear, in my dreams I was composing for and conducting a full orchestra (if only awake I would be that fast, too)
When having intense programming times, I sometimes wake up with the solution to the issue I couldn't resolve for hours before!

The list goes on... :lol:
"There lies the dog buried" (German saying translated literally)
Perfect Human Interface
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Joined: Sun Mar 10, 2013 7:32 pm

Re: Custom DSP Code 2 (comunity project)

Post by Perfect Human Interface »

tulamide wrote:When having intense programming times, I sometimes wake up with the solution to the issue I couldn't resolve for hours before!


Your sleep working is a lot more productive than mine. I usually think I'm coming up with good things while I'm dreaming, then I'll wake up and it's like all this complete nonsense falls out of my head.
RJHollins
Posts: 1573
Joined: Thu Mar 08, 2012 7:58 pm

Re: Custom DSP Code 2 (comunity project)

Post by RJHollins »

We're just one big .... Bag-O-Nuts :mrgreen:

... hmm .... been called worst :lol:
KG_is_back
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Re: Custom DSP Code 2 (comunity project)

Post by KG_is_back »

I'm half way done adding oversampling toolkit to DSPcode2. it will work something like this:

Code: Select all

//saturation module
//streamin in;
streamout out;
float os[16]=0;
int i=-1;

//uplsample arguments:
//1.array to put oversampled signal in
//2.input to be oversampled
//3.oversampling factor (must be power of 2)
//4.quality (0=low 1=medium 2=high)
upsample(os,in,16,0);

loop(16){
i=(i.+1?)&(15?; //integer version of i=(i+1)%16;

os.[i]=htan(os.[i]); //hyperbolic tangent
};

out=downsample(os,16,0);


also, if MV approves I'll port his oscillators to DSPcode2 as functions.
I'm planning to make a example synth schematic, which will have the poly section written purely in DSPcode2 (probably separated into multiple modules for convenience), to show the features in use.
Perfect Human Interface
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Re: Custom DSP Code 2 (comunity project)

Post by Perfect Human Interface »

KG_is_back wrote:also, if MV approves I'll port his oscillators to DSPcode2 as functions.


Built-in functions or custom added functions? I think some things are better left unobfuscated.
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martinvicanek
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Re: Custom DSP Code 2 (comunity project)

Post by martinvicanek »

KG_is_back wrote:if MV approves I'll port his oscillators to DSPcode2 as functions.
No problem with that, however I agree with PHI that it should be transparent and preferrably editable for the end user.
KG_is_back
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Re: Custom DSP Code 2 (comunity project)

Post by KG_is_back »

Perfect Human Interface wrote:Built-in functions or custom added functions? I think some things are better left unobfuscated.
martinvicanek wrote:No problem with that, however I agree with PHI that it should be transparent and preferrably editable for the end user.

Technically all functions in DSPcode2 are added as custom - there are no "build-in" functions. By function I mean expressions in form "name(arguments)". Build in are only operators (like + - / * brackets, comparisons, etc.) and loops, hop and if statements.
Functions are added in packs (pack is a text file containing ruby code that will add the function(s) to compiler). To install new pack, you simply copy-paste it into new text prim and connect it to the array builder. To uninstall it you simply delete/disconnect it. The default pack I've made, that contains the same functions as original DSP code (+martins stream-math-functions) is installed the same way and may also be removed the same way.
Also functions from newer packs will replace the older ones, if they match with number and type of arguments and name. So in case you don't like that function's implementation, you may write your own and add it as pack - you don't have to edit/remove the original pack that the function is from.

I am also working on a system that will led you browse functions you have currently installed. Kind of like search - you type in part of name and it will output list of descriptions of all functions with matching name. If left empty, all functions are displayed.
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