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ghostCODE -> Glitch Delay

A diagnosably crazy effect made from two borderline effects.

ghostCODE on the bottom, Glitch Delay at the top.


The main concern is how to control all the parameters of two effects with half the knobs and switches. Initially I had the knobs controlling the ghostCODE settings when the toggle switch was left, and controlling the Glitch Delay when right. This gets confusing when you switch between and the controls all jump to the new knob settings.


Personally I have favourite settings for certain knobs (Smoothing in the centre, ghostCODE depth & tone at max...) so I've done away with some knobs and set their parameters to constant settings. It wouldn't be hard to reconfigure the controls to change different parameters.


A0 = Reverb size/feedback

A1 = Glitch Delay Size

A2 = Glitch Delay Density

A3 = Glitch Delay Time

Toggle = ghostCODE Division - /64, /32, /16

Footswitch = momentary infinite feedback (a la Glitch Delay)


You need to create Pio's Plate Reverb library to use this sketch, see here for instructions



#define LED 3
#include <Bounce.h>
#include "effect_platervbstereo.h"

extern "C" uint32_t set_arm_clock(uint32_t frequency);

#include <Audio.h>
#include <Wire.h>
#include <SPI.h>
#include <SD.h>
#include <SerialFlash.h>

// GUItool: begin automatically generated code
AudioInputI2S            i2s1;           //xy=238,473
AudioEffectPlateReverb      freeverb1;      //xy=487,783
AudioMixer4              mixer5; //xy=491,718
AudioMixer4              mixer1;         //xy=505,116
AudioEffectDelay         delay1;         //xy=524,373
AudioSynthWaveform       waveform1;      //xy=641,604
AudioFilterBiquad        biquad1;        //xy=691,782
AudioEffectFade          fade1;          //xy=791,283
AudioEffectFade          fade2; //xy=793,326
AudioEffectFade          fade4; //xy=796,421
AudioEffectFade          fade3; //xy=797,364
AudioEffectMultiply      multiply1;      //xy=854,650
AudioAnalyzeNoteFrequency notefreq1;      //xy=870,780
AudioMixer4              mixer2;         //xy=965,385
AudioFilterBiquad        biquad2; //xy=997,650
AudioOutputI2S           i2s2;           //xy=1259,433
AudioConnection          patchCord1(i2s1, 0, mixer5, 0);
AudioConnection          patchCord2(i2s1, 1, mixer5, 2);
AudioConnection          patchCord3(freeverb1, 0, mixer5, 1);
AudioConnection          patchCord4(freeverb1, 0, multiply1, 1);
AudioConnection          patchCord5(freeverb1, biquad1);
AudioConnection          patchCord6(mixer5, freeverb1);
AudioConnection          patchCord7(mixer1, delay1);
AudioConnection          patchCord8(delay1, 0, fade1, 0);
AudioConnection          patchCord9(delay1, 1, fade2, 0);
AudioConnection          patchCord10(delay1, 2, fade3, 0);
AudioConnection          patchCord11(delay1, 3, fade4, 0);
AudioConnection          patchCord12(waveform1, 0, multiply1, 0);
AudioConnection          patchCord13(biquad1, notefreq1);
AudioConnection          patchCord14(fade1, 0, mixer2, 0);
AudioConnection          patchCord15(fade2, 0, mixer2, 1);
AudioConnection          patchCord16(fade4, 0, mixer2, 3);
AudioConnection          patchCord17(fade3, 0, mixer2, 2);
AudioConnection          patchCord18(multiply1, biquad2);
AudioConnection          patchCord19(mixer2, 0, mixer1, 1);
AudioConnection          patchCord20(mixer2, 0, i2s2, 0);
AudioConnection          patchCord21(biquad2, 0, mixer1, 0);
AudioControlSGTL5000     sgtl5000_1;     //xy=1139,126
// GUItool: end automatically generated code

Bounce footswitch = Bounce(0, 50);  // debounce the footswitch
Bounce D1 = Bounce(1, 50);          // debounce the toggle switch
Bounce D2 = Bounce(2, 50);          // "  "  "  "  "  "  "  "  "

// this section includes the function to check the toggle position
bool right;
bool middle;
bool left;
void checkToggle () {               // this is our function to check toggle position...
D1.update();  D2.update();          // check digital inputs connected to toggle (can delete I think)
if(digitalRead(1) && !digitalRead(2))   {right = 1; middle = 0; left = 0;}    // toggle is right
if(digitalRead(1) && digitalRead(2))  {right = 0; middle = 1; left = 0;}      // toggle is in the middle
if(!digitalRead(1) && digitalRead(2))   {right = 0; middle = 0; left = 1;}    // toggle is left
}

// glitch delay 
void fadeout();
void fadein();
unsigned int glitchtime = 300;
unsigned int fadetime = 50;
unsigned int density = 50;
unsigned int delaytime = 1000;
unsigned long currentMillis = millis();
byte whichfade = 0;   // 0 is fade in fade1, fade out 2, fade out 3. etc...
byte lastfade = 1;
bool latchstate = 0;  // the state of the footswitch in latching mode. 0 = off, 1 = on

// ghost code
float reverbtime;
float damp;
float note;
byte division;
int lpf;
float depth;


void setup() {

  set_arm_clock(156000000);
 
  AudioMemory(400); // the "40" represents how much internal memory (in the Teensy, not the external RAM chip) is allotted for audio recording. It is measured in sample blocks, each providing 2.9ms of audio.
  sgtl5000_1.enable();    // this turns on the SGTL5000, which is the audio codec on the audio board
  sgtl5000_1.volume(1);   // this sets the output volume (it can be between 0 and 1)
  sgtl5000_1.inputSelect(AUDIO_INPUT_LINEIN); // selects the audio input, we always use Line In
  analogReadResolution(12); // configure the pots to give 12 bit readings
  pinMode(0, INPUT_PULLUP); // internal pull-up resistor for footswitch
  pinMode(1, INPUT_PULLUP); // internal pull-up resistor for toggle
  pinMode(2, INPUT_PULLUP); // internal pull-up resistor for toggle
  pinMode(3, OUTPUT);       // pin 3 (the LED) is an output;
//  Serial.begin(9600);       // initiate the serial monitor. USB is always 12 Mbit/sec

  // codec settings  
  sgtl5000_1.dacVolumeRampDisable();
  sgtl5000_1.autoVolumeEnable();
  sgtl5000_1.audioPostProcessorEnable();
  sgtl5000_1.audioPreProcessorEnable();
  



// GLITCH DELAY
  // set delay times to begin 
  delaytime = (analogRead(A3) >> 2) + 400;  
  delay1.delay(0, delaytime * .13);
  delay1.delay(1, delaytime * .27);
  delay1.delay(2, delaytime * .37);
  delay1.delay(3, delaytime * .52);
 

  
  // input/feedback mixer 
  mixer1.gain(0, 2);
  mixer1.gain(1, 0);
  // 8x mixer (1)
  mixer2.gain(0, 1);
  mixer2.gain(1, 1);
  mixer2.gain(2, 1);
  mixer2.gain(3, 1);
  

// GHOST CODE
  waveform1.begin(1, 5, WAVEFORM_SINE);
  notefreq1.begin(.60);
  // input / feedback mixer
  mixer5.gain(0,1);
  // plate verb settings
  freeverb1.size(1);
  // pre-note-freq reverb filter 
  biquad1.setLowpass(0, 1000, 0.7);
  // reverb output hpf 
  biquad2.setHighpass(0, 120, 0.8);
  // reverb output lpf (constant)
  biquad2.setLowpass(1, 7000, 2.2);
  // sine wave offset (tremolo) 
  waveform1.offset(1);
}

void loop() {

// GLITCH DELAY
  
  if(millis() - currentMillis >= glitchtime)              //(count >= glitchtime);  // time to glitch
  {
    delaytime = (analogRead(A3) >> 2) + 400;  
    density = analogRead(A2);
    if(density >= random(4095))
    {
      // smoothing (length of fades)
      fadetime = glitchtime / 32;
      
      fadeout();

      lastfade = whichfade;
      while(whichfade == lastfade)
      {whichfade = random(4);}
      
      fadein();
    }
        
    currentMillis = millis();    
  }
  
  footswitch.update();
  // momentary mode
  if(!digitalRead(0)) {mixer1.gain(0,0); mixer1.gain(1,1); digitalWrite(LED,HIGH);}                                    // turn on feedback
  else{mixer1.gain(0,1); mixer1.gain(1,0);digitalWrite(LED,LOW);}                                                     // turn off feedback

  // rate of glitching
  glitchtime = (analogRead(A1) >> 3) + 80;  // 50 to 561


// ghostCODE

    // feedback
    reverbtime = (float) analogRead(A0) / 4095;
    mixer5.gain(1,reverbtime*1.55);

    // divisions
    checkToggle();
    if(right) division = 3;
    else if(middle) division = 4;
    else if(left) division = 5;
    
    // read frequency
    if (notefreq1.available()) 
    {
      note = notefreq1.read();
      //division
      division = 2 << division;             // 64 to 8
      // set waveform frequency
      note = note / division;
      waveform1.frequency(note);
    }
}


void fadeout ()
{
  if(whichfade == 0) {fade1.fadeOut(fadetime); }
  if(whichfade == 1) {fade2.fadeOut(fadetime); }
  if(whichfade == 2) {fade3.fadeOut(fadetime); }
  if(whichfade == 3) {fade4.fadeOut(fadetime); }
  
}


void fadein ()

{

if(whichfade == 0) {fade1.fadeIn(fadetime); delay1.delay(0, delaytime * .13); }

if(whichfade == 1) {fade2.fadeIn(fadetime); delay1.delay(1, delaytime * .27); }

if(whichfade == 2) {fade3.fadeIn(fadetime); delay1.delay(2, delaytime * .37); }

if(whichfade == 3) {fade4.fadeIn(fadetime); delay1.delay(3, delaytime * .52); }

}



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