Effects processor/instrument/sampler looper thing
yop,
I made a distortion (and an overdrive) two years ago, if interested. Here is the topic I opened at the time : http://puredata.hurleur.com/sujet-5775-better-sounding-guitar-distortion-beyond-clip-tanh
It follows an D.T.Yeh and Al.article that exposes two algorithms for emultating the Boss DS-1 and Ibanez TubeScreamer. I did my best to stick at the models, but I can't certify it is 100% the same. It could be interesting to make a real life test to compare a real DS-1 and the patch, but I were too lazy to do it 
Here are the files, I named the DS-1 virtual clone "Akuf-een" but it entirely relies on DS1 model as its "guts" immediately show. Main patch is DistOdrive.pd : http://www.sendspace.com/file/phvsjt
Nau
Recreating analogue valve compressor in PD
I was thinking more of the actual components of the compressor circuit, and how they won't behave as expected, certainly as they get hot they begin behaving differently.
If you are modeling a compressor with valves would be different to solid state, and I don't know how you'd go about modeling valves.
I suppose what I'm trying to say is your bog standard digital 1 pole filter response is a straight line, whereas the analogue equivalent would not be a perfect straight line, as the resistors and capacitors themselves don't behave linearly, and don't have a <perfect>linear relationship. And also, [tanh~] would create a saturation effect, but not one that sounds truly analogue, as the response of a real overdrive pedal would not be a perfect [tanh~] line.
I've never found any decent papers on Analogue Modeling, which is annoying, especially as it is such an important part of contemporary DSP.
I'm pretty interested in this topic myself now, it would be useful to be able to model electronic circuits in Pd
Better sounding guitar distortion ... beyond \[clip~\] and \[tanh~\]
Hi there,
I am trying to reasonably emulate a bitcrushing/downsampling/waveshaping guitar pedal. After having put together those three functions, I realised (looking at videos on the net - I don't actually owe the pedal) that when bit depth/samplerate are set to maximum (best sound 'quality') and a 'unitary' wavetable is used (doesn't modify anything in the sound), the actual pedal still provides a broad "distortion/fuzz" sound. (of course the video provides clean and effected sound, ensuring comprehension)
As the sound I actually get with my patch is deceiving yet logical, I came to the conclusion that the clipping stage has to be 'upgraded'. I replaced the previous [clip~ -1 1] with a [tanh~], and I found it interesting but still far from satisfactory.
Googling about analog fuzz/distortion/overdrive gave some hints, but I'm still far from being able to put together a 'simplified physical model' of such a fuzz/distortion.
So I will try to start with a good transistor electronics book, to see what is the difference between germanium and silicium devices, and see if I could use some caracteristic curves to build a [diode~] and a [transitor_amplifier~] objects.
Any help appreciated !
Thanks,
Nau
My clonewheel organ
Hi all,
I have made a clonewheel organ. I have based my design as far as possible on information I found on the internet.
To me it is usable (at least when there is no real organ nearby to compare with) and anyone is free to use it as is.
But, it doesnt really compare with the real thing, even though I never had the pleasure to laid my hands on one.
Any suggestions on improvements are very welcome!
Things included in my simulation:
- tonewheel frequencies rather than the normal note frequencies
- percussion effect
- keyclick (I do think its very good though)
- vibrato and chorus scanner (found very little info on this - and it sucks!)
- rotary speaker emulation
- ability to store 4 presets
Things I know it is lacking:
- tonewheel waveform is simplified to a sinewave
- crosstalk (have not found any good info on this)
I have made a input controller that fit my midi-gear to get quick access to the drawbars, presets, overdrive and the leslie. I could recommend anyone that want to use it to make such a thing themselves. Use the command inlet for each abstraction to control it.
It should work with pd-extended.
/Tobias
Yet another distortion/overdrive patch
Hi, I made a distortion/overdrive patch. I've included the "cubic-soft-clip" (http://puredata.hurleur.com/sujet-2453-cubic-soft-clip-distortion) in my patch. The distortion patch is called od-dist2. I'm quite new to Pd, so I appreciate all kinds of feedback:)
Yet another guitar distortion
pd -> help -> browser -> puredata/3.audio examples/B03.
or try: overdrive~ 5
Minikey
you could make an abstraction for one octave keys where the canvases overdraw all the graph to parent stuff and build a bigger one out of those and add your gui stuff around to make a final abstraction out of it
How do i split a signal into different parts?
interesting i thought that you always get a block delay in a delay feedback. because you always have to first read from the delayread~ to get the input for the delaywrite~. i can't imagine how you've got a shorter delay there. but to make it pd-weirdness-proof one should set the delay time to 1000*blocksize/samplerate
the z~ 10 is just to simulate a phase distortion which might happen if i send one or the other part of the signal through some kind of effect or whatever. i didn't test amplitude distortion (overdrive) might give an interesting result too. the result from the z~ 10 happens because at the -~ only parts of the signal get subtracted because of phase shift. as you can see the output of the vcf has a soft peak but the resulting notch is sharp. this is usually cancelled out if you +~ it directly back together.
do a H10 on both outputs.... then you know what i know
self confusion is confusingly confusing.
next time confuse someone else.
but not me!
Switch~ can't reduce block size
deer sir,
you were right
now i can finally build my overdrive 
but i bet it will fry my cpu
