File: Warp1.schelp

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supercollider 1%3A3.13.0%2Brepack-1
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class:: Warp1
summary:: Warp a buffer with a time pointer
categories:: UGens>Buffer, UGens>Generators>Granular

description::
Inspired by Chad Kirby's SuperCollider2 Warp1 class, which was inspired by Richard Karpen's sndwarp for CSound. A granular time stretcher and pitchshifter.

classmethods::
private:: categories

method:: ar
argument::numChannels
the number of channels in the soundfile used in bufnum.

argument::bufnum
the buffer number of a mono soundfile.

argument::pointer
the position in the buffer.  The value should be between 0 and 1, with 0 being the beginning
of the buffer, and 1 the end.

argument::freqScale
the amount of frequency shift. 1.0 is normal, 0.5 is one octave down, 2.0 is one octave up.
Negative values play the soundfile backwards.

argument::windowSize
the size of each grain window.

argument::envbufnum
the buffer number containing a signal to use for the grain envelope. -1 uses a built-in
Hanning envelope.

argument::overlaps
the number of overlapping windows.

argument::windowRandRatio
the amount of randomness to the windowing function.  Must be between 0 (no
randomness) to 1.0 (probably too random actually)

argument::interp
the interpolation method used for pitchshifting grains. 1 = no interpolation. 2 = linear.
		4 = cubic interpolation (more computationally intensive).

argument::mul

argument::add

Examples::
code::
s.boot;

(
b = Buffer.read(s, Platform.resourceDir +/+ "sounds/a11wlk01-44_1.aiff");
x = { |envbuf = -1|
	var pointer, pitch;
	// pointer - move from beginning to end of soundfile over 15 seconds
	pointer = LFSaw.ar(1/15).range(0, 1);
	// control pitch with MouseX
	pitch = MouseX.kr(0.5, 2);
	Warp1.ar(
		numChannels:1,
		bufnum:b,
		pointer:pointer,
		freqScale:pitch,
		windowSize:0.1,
		envbufnum:envbuf,
		overlaps:8,
		windowRandRatio:0.1,
		interp:2
	)
}.play

)


(
// a custom envelope - not a very good one, but you can hear the difference
// between this and the default
var winenv = Env([0, 1, 0], [0.5, 0.5], [8, -8]);
z = Buffer.sendCollection(s, winenv.discretize, 1);
x.set(\envbuf, z);
)

// the default is -1
x.set(\envbuf, -1);

// relase and end
x.relase; z.free;

::

code::
(
b.free;
b = Buffer.read(s, Platform.resourceDir +/+ "sounds/a11wlk01-44_1.aiff");
{
	var pointer = Phasor.ar(0, SampleDur.ir / BufDur.ir(b) * XLine.kr(1, 0.25, 20));
	var sound = Warp1.ar(1, b, pointer, 1, 0.3, -1, 16, Line.kr(0, 1, 40), 4);
	Pan2.ar(sound, pointer * 2 - 1, 0.25)
}.play
)
b.free;
::