vdelayxq — A 4-channel variable delay opcode with high quality interpolation.
imd -- max. delay time (seconds)
iws -- interpolation window size (see below)
ist (optional) -- skip initialization if not zero
aout1, aout2, aout3, aout4 -- output audio signals.
ain1, ain2, ain3, ain4 -- input audio signals.
adl -- delay time in seconds
This opcode uses high quality (and slow) interpolation, that is much more accurate than the currently available linear and cubic interpolation. The iws parameter sets the number of input samples used for calculating one output sample (allowed values are any integer multiply of 4 in the range 4 - 1024); higher values mean better quality and slower speed.
The multichannel opcodes (eg. vdelayxq) allow delaying 2 or 4 variables at once (stereo or quad signals); this is much more efficient than using separate opcodes for each channel.
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Here is an example of the vdelayxq opcode. It uses the file vdelayxq.csd.
Example 1171. Example of the vdelayxq opcode.
See the sections Real-time Audio and Command Line Flags for more information on using command line flags.
<CsoundSynthesizer> <CsOptions> ; Select audio/midi flags here according to platform -odac ;;;realtime audio out ;-iadc ;;;uncomment -iadc if realtime audio input is needed too ; For Non-realtime ouput leave only the line below: ; -o vdelayxq.wav -W ;;; for file output any platform </CsOptions> <CsInstruments> sr = 44100 ksmps = 32 nchnls = 4 0dbfs = 1 instr 1 ims = .5 ;maximum delay time in seconds iws = 1024 ;window size adl = .5 aout1 diskin2 "beats.wav", 1, 0, 1 ;loop beats.wav aout2 diskin2 "fox.wav", 1, 0, 1 ;loop fox.wav aout3 diskin2 "Church.wav", 1, 0, 1 ;loop Church.wav aout4 diskin2 "flute.aiff", 1, 0, 1 ;loop flute.aiff a2 poscil .1, .5, 1 ;make an LFO, 1 cycle per 2 seconds adl = a2 + ims/2 ;offset the LFO so that it is positive aout1, aout2, aout3, aout4 vdelayxq aout1, aout2, aout3, aout4, adl, ims, iws; Use the LFO to control delay time outq aout1, aout2, aout3, aout4 endin </CsInstruments> <CsScore> f1 0 8192 10 1 i 1 0 10 e </CsScore> </CsoundSynthesizer>
Two important points here. First, the delay time must be always positive. And second, even though the delay time can be controlled in k-rate, it is not advised to do so, since sudden time changes will create clicks.