;Written by Iain McCurdy, 2006

;THE NREVERB OPCODE IS PLACED IN A SEPARATE, ALWAYS ON, INSTRUMENT FROM THE SOURCE SOUND PRODUCING INSTRUMENT.
;THE IS A COMMONLY USED TECHNIQUE WITH TIME SMEARING OPCODES AND EFFECTS LIKE REVERBS AND DELAYS.


;Modified for QuteCsound by René, April 2011
;Tested on Ubuntu 10.04 with csound-float 5.13.0 and QuteCsound svn rev 817

;Notes on modifications from original csd:
;	Add Browser for audio file and use of FilePlay2 udo, now accept mono or stereo wav files
;	Add init instrument


;Reverb structure:

;		       +----+
;		     +-|comb|-+
;		     | +----+ |
;		     |        |
;		     | +----+ |
;		     +-|comb|-+
;		     | +----+ |
;		     +        +
;		     | +----+ |
;		     +-|comb|-+
;		     | +----+ | +------+ +------+ +------+ +------+ +------+
;		IN-->|        |-|alpass|-|alpass|-|alpass|-|alpass|-|alpass|-->OUT
;		     | +----+ | +------+ +------+ +------+ +------+ +------+
;		     +-|comb|-+
;		     | +----+ |
;		     |        |
;		     | +----+ |
;		     +-|comb|-+
;		     | +----+ |
;		     |        |
;		     | +----+ |
;		     +-|comb|-+
;		       +----+


;my flags on Ubuntu: -iadc -odac -b1024 -B2048 -+rtaudio=alsa -+rtmidi=null -m0
<CsoundSynthesizer>
<CsOptions>
--env:SSDIR+=../SourceMaterials
</CsOptions>
<CsInstruments>
sr		= 44100		;SAMPLE RATE
ksmps	= 100		;NUMBER OF AUDIO SAMPLES IN EACH CONTROL CYCLE
nchnls	= 2			;NUMBER OF CHANNELS (2=STEREO)


opcode FilePlay2, aa, Skoo		; Credit to Joachim Heintz
	;gives stereo output regardless your soundfile is mono or stereo
	Sfil, kspeed, iskip, iloop	xin
	ichn		filenchnls	Sfil
	if ichn == 1 then
		aL		diskin2	Sfil, kspeed, iskip, iloop
		aR		=		aL
	else
		aL, aR	diskin2	Sfil, kspeed, iskip, iloop
	endif
		xout		aL, aR
endop


instr	10	;GUI
	ktrig	metro	10
	if (ktrig == 1)	then
		gkingain		invalue	"LiveGain"
		gkmix		invalue	"Mix"
		gkrvbtime		invalue	"ReverbTime"
		gkHFDiff		invalue	"HFDiffusion"
		gkinput		invalue	"Input"
	endif
endin

instr	1	;PLAYS FILE AND OUTPUTS GLOBAL VARIABLES
	if	gkinput==0	then									;IF FILE INPUT IS SELECTED...
		Sfile		invalue	"_Browse1"
		gasigL, gasigR	FilePlay2	Sfile, 1, 0, 1					;GENERATE 2 AUDIO SIGNALS FROM A SOUND FILE (NOTE THE USE OF GLOBAL VARIABLES)		
	else													;OTHERWISE
		asigL, asigR	ins									;TAKE INPUT FROM COMPUTER'S AUDIO INPUT
		gasigL	=	asigL * gkingain						;SCALE USING 'Input Gain' SLIDER
		gasigR	=	asigR * gkingain						;SCALE USING 'Input Gain' SLIDER
	endif												;END OF CONDITIONAL BRANCHING
endin

instr	2	;REVERB - ALWAYS ON
	aRvbL	nreverb	gasigL*.3, gkrvbtime, gkHFDiff													;CREATE LEFT CHANNEL REVERB 
	aRvbR	nreverb	gasigR*.3, gkrvbtime, gkHFDiff													;CREATE RIGHT CHANNEL REVERB
			outs		(aRvbL * gkmix * .5) + (gasigL * (1 - gkmix)), (aRvbR * gkmix * .5) + (gasigR * (1 - gkmix))	;MIX SOURCE SIGNAL AND REVERB SIGNAL AT THE OUTPUT AND IMPLEMENT WET/DRY CONTROL USING THE FLTK SLIDER VARIABLE gkmix
			clear	gasigL, gasigR																	;CLEAR GLOBAL AUDIO VARIABLES
endin

instr	11	;INIT
			outvalue	"Mix"		, .5
			outvalue	"ReverbTime"	, .5
			outvalue	"HFDiffusion"	, .5
endin
</CsInstruments>
<CsScore>
;INSTR | START | DURATION
i 10		0.0	   3600	;GUI
i  2		0.0	   3600	;REVERB INSTRUMENT PLAYS FOR 1 HOUR (AND KEEPS PERFORMANCE GOING)
i 11		0.0		0.1	;INIT
</CsScore>
</CsoundSynthesizer>
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  <type>event</type>
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  <stringvalue/>
  <text>   ON / OFF</text>
  <image>/</image>
  <eventLine>i 1 0 -1</eventLine>
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  <label>-------------------------------------------------------------------------------------------------------
nreverb is a reverberation unit within which is contained an algorithm consisting of six parallel comb filters and five series allpass filters (as shown below). Obligatory input arguments besides the input audio signal are for reverb time in seconds and for high frequency diffusion (range: 0 to 1). Use of high frequency diffusion activates low pass filters within the algorithm which can help improve the simulation of a real acoustic space. An optional 2-wayswitch defines the initial disposition of the delay loop data (0=cleared, 1=previous data retained). It should be bourne in mind that the 'reverb' algorithm represents quite a basic reverb algorithm and that with transient input audio granularity in the reverb effect becomes quite evident. In this example a Dry/Wet Mix crossfader is also implemented.
In this example the user can choose between a sound file input or the computer's live input. An input gain control on the live input is also provided.</label>
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    <name> Live Input</name>
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  <label>Dry / Wet Mix</label>
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