Recreate Bitcrusher Module in Scriptnode
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@Christoph-Hart said in Recreate Bitcrusher Module in Scriptnode:
@Casey-Kolb yup, this is more or less what it does (however the sample and hold doesn't support sub-sample reducing).
Got it! I'm not sure what sub-sample reducing is, but it sounds like I can use the sampleandhold node interchangeably with the "Sample Rate" from the Degrade module?
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@Casey-Kolb The sample and hold will hold a value for the given samples. So if it's set to
2
, it will effectively reduce the sample rate from 44.1kHz to 22kHz (if it's set to4
it will be 11kHz and so on). However the hold duration is an integer value so you can't reduce to any arbitrary sample rate.For LoFi effects it should be good enough though.
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@Christoph-Hart Sounds good! We don't need precision with the reduction, so it seems perfect for lofi effects, and we can modulate it now which is awesome!
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@Christoph-Hart Running into a slightly weird issue with the custom bitcrusher scriptnode module within CUBE. For some reason the bit rate will create a perpetual fuzzy signal even after the sound has finished.
Here's an example:
https://www.dropbox.com/s/n3ehwtbvx18syii/Scriptnode Bitcrusher generating noise even without input.mov?dl=0 -
@Casey-Kolb If you're modulating the bit crusher it will create varying DC offsets at low bit values. What's in the modulation chain?
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@Christoph-Hart Just a global modulator LFO.
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@Christoph-Hart Even without modulation, the bitcrusher node it scriptnode leaves a signal active perpetually if the bit rate is anything below 16. The meters will show signal.
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@Casey-Kolb I think thats DC offset, you would need to find a way to supress that. I think you would need something to stop th signal from going below -1 and above +1. I tried doing this with the clip node (by modifying the min/max) but it didnt work
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@JL-LV No you don't get rid of DC offset by clipping to -1...1. What you need is a high pass filter (DC offset is a signal with the frequency 0Hz, so even a simple one pole high pass set to 20Hz will get rid of this).
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@Christoph-Hart Great! That works for removing the phantom signal from the meter, but I'm still experiencing this weird static noise in my CUBE project: https://www.dropbox.com/s/n3ehwtbvx18syii/Scriptnode Bitcrusher generating noise even without input.mov?dl=0
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@Casey-Kolb Hmm, the problem is still the DC offset that the bit crusher introduces.
I've made another bitcrusher as snex_shape node which behaves better when modulating (and there's no DC offset introduced).
The snippet export doesn't work with SNEX nodes yet, so you have to do it manually:
- Add a
snex_shaper
node. - Make sure you have a "SNEX code editor" floating tile somewhere (best place would be a tab in the scripting editor tabs).
- Create a new file (call it
bitcrush2
). Click on the SNEX button. Then you should see the shaper class in the SNEX editor. - Enter the code below and press compile.
- Add a parameter and set its range to 4-16 (or whatever bit range you want to support
- Use and compile the node like any other.
template <int NumVoices> struct bitcrush2 { SNEX_NODE(bitcrush2); // Implement the Waveshaper here... float getSample(float input) { const float invStepSize = Math.pow(2.0f, bitDepth); const float stepSize = 1.0f / invStepSize; if(input > 0.0f) return (stepSize * Math.floor(input * invStepSize)); else return (stepSize * Math.ceil(input * invStepSize)); } // These functions are the glue code that call the function above template <typename T> void process(T& data) { for(auto ch: data) { for(auto& s: data.toChannelData(ch)) { s = getSample(s); } } } template <typename T> void processFrame(T& data) { for(auto& s: data) s = getSample(s); } void reset() { } void prepare(PrepareSpecs ps) { } void setExternalData(const ExternalData& d, int index) { } float bitDepth = 16.0f; template <int P> void setParameter(double v) { bitDepth = v; } };
- Add a
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@Christoph-Hart NVM, I've added this as additional mode to the bit crusher node. You can now choose between DC and Bipolar. I couldn't just change the bit crusher algorithm because it sounds very different, but when you want to modulate the bit depth, the new Bipolar mode is much better because it doesn't create a DC offset that is dependent on the bit depth parameter.
(If you load an existing network, it will complain about a wrong parameter structure, but this is OK in this case).
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@Christoph-Hart Amazing! Will give this a spin :) Thank you
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@Christoph-Hart @langermarc19 We're hitting a snag here with the bitcrusher in scriptnode. In the compiled VST plugin, it will output only the left channel when the bitcrusher is active, regardless of the mode, DC or Bipolar, and regardless of the bitrate. It seems to happen in most DAWs, but not in standalone.
We're going to take a look at the node code for the bitcrusher, but any immediate thoughts?
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@Casey-Kolb I won't be of much help, but I built a simple bitcrusher here and it works fine (I recall I'm using the bipolar mode)
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Kinda related: Is there any way to access the in-between sample rates of the bitcrusher effect with an integer or float? To get at the rates between 22-44khZ for example, and not just jump that big notch.
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@blezzbeats Do you mean the sample and hold module? The bitcrusher allows float bit rates.
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@Christoph-Hart I mean the Degrade processor, the samplerate parameter takes big leaps first. Is there another module that has that option? Where I can decide to set the samplerate to 24504 Hz instead of 24000 Hz for example
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@Casey-Kolb Have you tried processing for the L - R channels individually?
float getSampleL(float input) { } float getSampleR(float input) { } // Process the signal here template <typename ProcessDataType> void process(ProcessDataType& data) { auto frame = data.toFrameData(); while(frame.next()) { frame[0] = getSampleL(frame[0]); frame[1] = getSampleR(frame[1]); } }
Also I reckon that in the above example,
float getSample(float input)
is used.With an extra "s",
float getSamples(float input)
is working here for both channels. -
@Christoph-Hart Nevermind I misunderstood, sample and hold will do it for me! Didn't realize we were talking ScriptFX so I just learned that. Sorry for cluttering the thread .