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#include "voices.h"
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#include "audio.h"
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#include "stdlib.h"
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// these are imported from audio.c
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extern uint16_t envelope_index;
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extern float note_timbre;
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extern float polyphony_rate;
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extern bool glissando;
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voice_type voice = default_voice;
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void set_voice(voice_type v) {
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voice = v;
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}
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void voice_iterate() {
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voice = (voice + 1) % number_of_voices;
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}
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void voice_deiterate() {
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voice = (voice - 1 + number_of_voices) % number_of_voices;
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}
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float voice_envelope(float frequency) {
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// envelope_index ranges from 0 to 0xFFFF, which is preserved at 880.0 Hz
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uint16_t compensated_index = (uint16_t)((float)envelope_index * (880.0 / frequency));
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switch (voice) {
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case default_voice:
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glissando = true;
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note_timbre = TIMBRE_50;
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polyphony_rate = 0;
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break;
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#ifdef AUDIO_VOICES
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case something:
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glissando = false;
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polyphony_rate = 0;
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switch (compensated_index) {
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case 0 ... 9:
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note_timbre = TIMBRE_12;
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break;
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case 10 ... 19:
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note_timbre = TIMBRE_25;
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break;
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case 20 ... 200:
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note_timbre = .125 + .125;
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break;
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default:
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note_timbre = .125;
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break;
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}
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break;
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case drums:
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glissando = false;
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polyphony_rate = 0;
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// switch (compensated_index) {
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// case 0 ... 10:
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// note_timbre = 0.5;
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// break;
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// case 11 ... 20:
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// note_timbre = 0.5 * (21 - compensated_index) / 10;
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// break;
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// default:
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// note_timbre = 0;
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// break;
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// }
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// frequency = (rand() % (int)(frequency * 1.2 - frequency)) + (frequency * 0.8);
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if (frequency < 80.0) {
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} else if (frequency < 160.0) {
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// Bass drum: 60 - 100 Hz
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frequency = (rand() % (int)(40)) + 60;
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switch (envelope_index) {
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case 0 ... 10:
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note_timbre = 0.5;
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break;
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case 11 ... 20:
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note_timbre = 0.5 * (21 - envelope_index) / 10;
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break;
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default:
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note_timbre = 0;
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break;
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}
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} else if (frequency < 320.0) {
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// Snare drum: 1 - 2 KHz
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frequency = (rand() % (int)(1000)) + 1000;
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switch (envelope_index) {
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case 0 ... 5:
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note_timbre = 0.5;
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break;
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case 6 ... 20:
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note_timbre = 0.5 * (21 - envelope_index) / 15;
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break;
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default:
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note_timbre = 0;
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break;
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}
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} else if (frequency < 640.0) {
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// Closed Hi-hat: 3 - 5 KHz
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frequency = (rand() % (int)(2000)) + 3000;
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switch (envelope_index) {
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case 0 ... 15:
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note_timbre = 0.5;
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break;
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case 16 ... 20:
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note_timbre = 0.5 * (21 - envelope_index) / 5;
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break;
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default:
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note_timbre = 0;
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break;
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}
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} else if (frequency < 1280.0) {
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// Open Hi-hat: 3 - 5 KHz
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frequency = (rand() % (int)(2000)) + 3000;
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switch (envelope_index) {
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case 0 ... 35:
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note_timbre = 0.5;
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break;
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case 36 ... 50:
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note_timbre = 0.5 * (51 - envelope_index) / 15;
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break;
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default:
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note_timbre = 0;
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break;
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}
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}
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break;
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case butts_fader:
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glissando = true;
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polyphony_rate = 0;
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switch (compensated_index) {
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case 0 ... 9:
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frequency = frequency / 4;
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note_timbre = TIMBRE_12;
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break;
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case 10 ... 19:
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frequency = frequency / 2;
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note_timbre = TIMBRE_12;
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break;
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case 20 ... 200:
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note_timbre = .125 - pow(((float)compensated_index - 20) / (200 - 20), 2)*.125;
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break;
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default:
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note_timbre = 0;
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break;
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}
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break;
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// case octave_crunch:
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// polyphony_rate = 0;
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// switch (compensated_index) {
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// case 0 ... 9:
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// case 20 ... 24:
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// case 30 ... 32:
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// frequency = frequency / 2;
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// note_timbre = TIMBRE_12;
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// break;
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// case 10 ... 19:
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// case 25 ... 29:
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// case 33 ... 35:
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// frequency = frequency * 2;
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// note_timbre = TIMBRE_12;
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// break;
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// default:
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// note_timbre = TIMBRE_12;
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// break;
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// }
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// break;
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case duty_osc:
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// This slows the loop down a substantial amount, so higher notes may freeze
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glissando = true;
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polyphony_rate = 0;
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switch (compensated_index) {
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default:
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#define OCS_SPEED 10
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#define OCS_AMP .25
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// sine wave is slow
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// note_timbre = (sin((float)compensated_index/10000*OCS_SPEED) * OCS_AMP / 2) + .5;
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// triangle wave is a bit faster
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note_timbre = (float)abs((compensated_index*OCS_SPEED % 3000) - 1500) * ( OCS_AMP / 1500 ) + (1 - OCS_AMP) / 2;
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break;
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}
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break;
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case duty_octave_down:
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glissando = true;
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polyphony_rate = 0;
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note_timbre = (envelope_index % 2) * .125 + .375 * 2;
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if ((envelope_index % 4) == 0)
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note_timbre = 0.5;
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if ((envelope_index % 8) == 0)
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note_timbre = 0;
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break;
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case delayed_vibrato:
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glissando = true;
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polyphony_rate = 0;
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note_timbre = TIMBRE_50;
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#define VOICE_VIBRATO_DELAY 150
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#define VOICE_VIBRATO_SPEED 50
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switch (compensated_index) {
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case 0 ... VOICE_VIBRATO_DELAY:
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break;
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default:
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frequency = frequency * vibrato_lut[(int)fmod((((float)compensated_index - (VOICE_VIBRATO_DELAY + 1))/1000*VOICE_VIBRATO_SPEED), VIBRATO_LUT_LENGTH)];
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break;
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}
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break;
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// case delayed_vibrato_octave:
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// polyphony_rate = 0;
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// if ((envelope_index % 2) == 1) {
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// note_timbre = 0.55;
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// } else {
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// note_timbre = 0.45;
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// }
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// #define VOICE_VIBRATO_DELAY 150
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// #define VOICE_VIBRATO_SPEED 50
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// switch (compensated_index) {
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// case 0 ... VOICE_VIBRATO_DELAY:
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// break;
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// default:
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// frequency = frequency * VIBRATO_LUT[(int)fmod((((float)compensated_index - (VOICE_VIBRATO_DELAY + 1))/1000*VOICE_VIBRATO_SPEED), VIBRATO_LUT_LENGTH)];
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// break;
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// }
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// break;
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// case duty_fifth_down:
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// note_timbre = 0.5;
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// if ((envelope_index % 3) == 0)
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// note_timbre = 0.75;
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// break;
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// case duty_fourth_down:
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// note_timbre = 0.0;
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// if ((envelope_index % 12) == 0)
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// note_timbre = 0.75;
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// if (((envelope_index % 12) % 4) != 1)
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// note_timbre = 0.75;
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// break;
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// case duty_third_down:
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// note_timbre = 0.5;
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// if ((envelope_index % 5) == 0)
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// note_timbre = 0.75;
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// break;
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// case duty_fifth_third_down:
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// note_timbre = 0.5;
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// if ((envelope_index % 5) == 0)
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// note_timbre = 0.75;
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// if ((envelope_index % 3) == 0)
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// note_timbre = 0.25;
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// break;
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#endif
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default:
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break;
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}
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return frequency;
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}
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