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285 lines
11 KiB
Plaintext
285 lines
11 KiB
Plaintext
/*
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=================================================
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| LOAD AND ANALYZE THE SOURCE MATERIAL |
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=================================================
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*/
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(
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// ============= 1. LOAD SOME FILES TO BE THE SOURCE MATERIAL ===================
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// put your own folder path here! it's best if they're all mono for now.
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~source_files_folder = "/Users/macprocomputer/Desktop/audio_files/";
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~loader = FluidLoadFolder(~source_files_folder); // this is a nice helper class that will load a bunch of files from a folder.
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~loader.play(s,{ // .play will cause it to *actually* do the loading
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// we really just want access to the buffer. there is also a .index with some info about the files
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// but we'll igore that for now
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~source_buf = ~loader.buffer;
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"all files loaded".postln;
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// double check if they're all mono? the buffer of the loaded files will have as many channels as the file with the most channels
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// so if this is 1, then we know all the files were mono.
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"num channels: %".format(~source_buf.numChannels).postln
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});
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)
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~loader.buffer
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~loader.index.dopostln
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// ~source_buf.plot
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FluidBufNMF
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(
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// ==================== 2. SLICE THE SOURCE MATERIAL ACCORDING TO SPECTRAL ONSETS =========================
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~source_indices_buf = Buffer(s); // a buffer for writing the indices into
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FluidBufOnsetSlice.process(s,~source_buf,indices:~source_indices_buf,metric:9,threshold:0.15,minSliceLength:9,action:{ // do the slicing
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~source_indices_buf.loadToFloatArray(action:{
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arg indices_array;
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// post the results so that you can tweak the parameters and get what you want
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"found % slices".format(indices_array.size-1).postln;
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"average length: % seconds".format((~source_buf.duration / (indices_array.size-1)).round(0.001)).postln;
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})
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});
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)
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(
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// =========================== 3. DEFINE A FUNCTION FOR DOING THE ANALYSIS ===================================
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~analyze_to_dataset = {
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arg audio_buffer, slices_buffer, action; // the audio buffer to analyze, a buffer with the slice points, and an action to execute when done
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~nmfccs = 13;
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Routine{
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var features_buf = Buffer(s); // a buffer for writing the MFCC analyses into
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var stats_buf = Buffer(s); // a buffer for writing the statistical summary of the MFCC analyses into
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var flat_buf = Buffer(s); // a buffer for writing only he mean MFCC values into
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var dataset = FluidDataSet(s); // the dataset that all of these analyses will be stored in
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slices_buffer.loadToFloatArray(action:{ // get the indices from the server loaded down to the language
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arg slices_array;
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// iterate over each index in this array, paired with this next neighbor so that we know where to start
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// and stop the analysis
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slices_array.doAdjacentPairs{
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arg start_frame, end_frame, slice_index;
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var num_frames = end_frame - start_frame;
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"analyzing slice: % / %".format(slice_index + 1,slices_array.size - 1).postln;
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// mfcc analysis, hop over that 0th coefficient because it relates to loudness and here we want to focus on timbre
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FluidBufMFCC.process(s,audio_buffer,start_frame,num_frames,features:features_buf,startCoeff:1,numCoeffs:~nmfccs).wait;
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// get a statistical summary of the MFCC analysis for this slice
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FluidBufStats.process(s,features_buf,stats:stats_buf).wait;
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// extract and flatten just the 0th frame (numFrames:1) of the statistical summary (because that is the mean)
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FluidBufFlatten.process(s,stats_buf,numFrames:1,destination:flat_buf).wait;
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// now that the means are extracted and flattened, we can add this datapoint to the dataset:
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dataset.addPoint("slice-%".format(slice_index),flat_buf);
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};
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});
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action.value(dataset); // execute the function and pass in the dataset that was created!
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}.play;
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};
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)
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(
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// =================== 4. DO THE ANALYSIS =====================
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~analyze_to_dataset.(~source_buf,~source_indices_buf,{ // pass in the audio buffer of the source, and the slice points
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arg ds;
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~source_dataset = ds; // set the ds to a global variable so we can access it later
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~source_dataset.print;
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});
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)
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/*
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=================================================
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| LOAD AND ANALYZE THE TARGET |
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=================================================
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*/
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(
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// ============= 5. LOAD THE FILE ===================
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~target_path = File.realpath(FluidBufPitch.class.filenameSymbol).dirname.withTrailingSlash ++ "../AudioFiles/Nicol-LoopE-M.wav";
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~target_buf = Buffer.read(s,~target_path);
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)
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(
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// ============= 6. SLICE ===================
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~target_indices_buf = Buffer(s);
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FluidBufOnsetSlice.process(s,~target_buf,indices:~target_indices_buf,metric:9,threshold:0.5,action:{
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~target_indices_buf.loadToFloatArray(action:{
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arg indices_array;
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// post the results so that you can tweak the parameters and get what you want
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"found % slices".format(indices_array.size-1).postln;
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"average length: % seconds".format((~target_buf.duration / (indices_array.size-1)).round(0.001)).postln;
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})
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});
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)
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(
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// =========== 7. USE THE SAME ANALYSIS FUNCTION
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~analyze_to_dataset.(~target_buf,~target_indices_buf,{
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arg ds;
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~target_dataset = ds;
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~target_dataset.print;
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});
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)
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(
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// ======================= 8. TEST DRUM LOOP PLAYBACK ====================
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// play back the drum slices with a .wait in between so we hear the drum loop
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Routine{
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~target_indices_buf.loadToFloatArray(action:{
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arg target_indices_array;
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// prepend 0 (the start of the file) to the indices array
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target_indices_array = [0] ++ target_indices_array;
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// append the total number of frames to know how long to play the last slice for
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target_indices_array = target_indices_array ++ [~target_buf.numFrames];
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inf.do{ // loop for infinity
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arg i;
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// get the index to play by modulo one less than the number of slices (we don't want to *start* playing from the
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// last slice point, because that's the end of the file!)
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var index = i % (target_indices_array.size - 1);
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// nb. that the minus one is so that the drum slice from the beginning of the file to the first index is call "-1"
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// this is because that slice didn't actually get analyzed
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var slice_id = index - 1;
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var start_frame = target_indices_array[index];
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var dur_frames = target_indices_array[index + 1] - start_frame;
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var dur_secs = dur_frames / ~target_buf.sampleRate;
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"playing slice: %".format(slice_id).postln;
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{
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var sig = PlayBuf.ar(1,~target_buf,BufRateScale.ir(~target_buf),0,start_frame,0,2);
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var env = EnvGen.kr(Env([0,1,1,0],[0.03,dur_secs-0.06,0.03]),doneAction:2);
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sig = sig * env; // include this env if you like, but keep the line above because it will free the synth after the slice!
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sig.dup;
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}.play;
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dur_secs.wait;
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};
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});
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}.play;
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)
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/*
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=================================================
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| KDTREE THE DATA AND DO THE LOOKUP |
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=================================================
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*/
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( // ========== 9. FIT THE KDTREE TO THE SOURCE DATASET SO THAT WE CAN QUICKLY LOOKUP NEIGHBORS ===============
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Routine{
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~kdtree = FluidKDTree(s,10);
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s.sync;
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~kdtree.fit(~source_dataset,{
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"kdtree fit".postln;
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});
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}.play;
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)
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(
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// ========= 10. A LITTLE HELPER FUNCTION THAT WILL PLAY BACK A SLICE FROM THE SOURCE BY JUST PASSING THE INDEX =============
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~play_source_index = {
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arg index;
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{
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var start_frame = Index.kr(~source_indices_buf,index); // lookup the start frame with the index *one the server* using Index.kr
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var end_frame = Index.kr(~source_indices_buf,index+1); // same for the end frame
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var num_frames = end_frame - start_frame;
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var dur_secs = num_frames / SampleRate.ir(~source_buf);
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var sig = PlayBuf.ar(1,~source_buf,BufRateScale.ir(~source_buf),0,start_frame,0,Done.freeSelf);
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var env = EnvGen.kr(Env([0,1,1,0],[0.03,dur_secs-0.06,0.03]),doneAction:Done.freeSelf);
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// sig = sig * env; // include this env if you like, but keep the line above because it will free the synth after the slice!
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sig.dup;
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}.play;
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};
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)
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~target_dataset.print;
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(
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// ======================= 11. TEST DRUM LOOP PLAYBACK ====================
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// play back the drum slices with a .wait in between so we hear the drum loop
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// is is very similar to step 8 above, but now instead of playing the slice of
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// the drum loop, it get's the analysis of the drum loop's slice into "query_buf",
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// then uses that info to lookup the nearest neighbour in the source dataset and
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// play that slice
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Routine{
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var query_buf = Buffer.alloc(s,~nmfccs); // a buffer for doing the neighbor lookup with
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~target_indices_buf.loadToFloatArray(action:{
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arg target_indices_array;
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// prepend 0 (the start of the file) to the indices array
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target_indices_array = [0] ++ target_indices_array;
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// append the total number of frames to know how long to play the last slice for
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target_indices_array = target_indices_array ++ [~target_buf.numFrames];
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inf.do{ // loop for infinity
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arg i;
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// get the index to play by modulo one less than the number of slices (we don't want to *start* playing from the
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// last slice point, because that's the end of the file!)
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var index = i % (target_indices_array.size - 1);
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// nb. that the minus one is so that the drum slice from the beginning of the file to the first index is call "-1"
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// this is because that slice didn't actually get analyzed
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var slice_id = index - 1;
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var start_frame = target_indices_array[index];
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var dur_frames = target_indices_array[index + 1] - start_frame;
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// this will be used to space out the source slices according to the target timings
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var dur_secs = dur_frames / ~target_buf.sampleRate;
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"target slice: %".format(slice_id).postln;
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// as long as this slice is not the one that starts at the beginning of the file (-1) and
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// not the slice at the end of the file (because neither of these have analyses), let's
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// do the lookup
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if((slice_id >= 0) && (slice_id < (target_indices_array.size - 3)),{
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// use the slice id to (re)create the slice identifier and load the data point into "query_buf"
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~target_dataset.getPoint("slice-%".format(slice_id.asInteger),query_buf,{
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// once it's loaded, use that buffer as the input to lookup the nearest
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// neighbour data point in the kdtree of source slices
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~kdtree.kNearest(query_buf,{
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arg nearest;
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var nearest_index;
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nearest.postln;
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// peel off just the integer part of the slice to use in the helper function
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nearest_index = nearest.choose.asString.split($-)[1].asInteger;
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nearest_index.postln;
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~play_source_index.(nearest_index);
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});
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});
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});
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// if you want to hear the drum set along side the neighbor slices, uncomment this function
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{
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var sig = PlayBuf.ar(1,~target_buf,BufRateScale.ir(~target_buf),0,start_frame,0,2);
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var env = EnvGen.kr(Env([0,1,1,0],[0.03,dur_secs-0.06,0.03]),doneAction:2);
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// sig = sig * env; // include this env if you like, but keep the line above because it will free the synth after the slice!
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sig.dup * -8.dbamp;
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}.play;
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dur_secs.wait;
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};
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});
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}.play;
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) |