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Copy pathdiesel_tool.cpp
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839 lines (741 loc) · 27.9 KB
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// Diesel Engine Synth — Tool-esque industrial prog
// Polyrhythmic drums, droning bass, dissonant melodic textures
// Odd time signatures, heavy but musical
//
// Build: clang++ -std=c++17 -O2 -o diesel_tool diesel_tool.cpp -lm
#include <cmath>
#include <cstdint>
#include <cstdio>
#include <cstring>
#include <algorithm>
#include <array>
#include <vector>
static constexpr double PI = 3.14159265358979323846;
static constexpr double TWO_PI = 2.0 * PI;
static constexpr int SAMPLE_RATE = 44100;
static constexpr int NUM_CYLINDERS = 6;
// ============================================================================
// Engine core
// ============================================================================
struct EngineParams {
double V_d=0.002, V_c=0.000125, R_r=4.0, L_pm=0.142, gamma=1.35;
double firing_offsets[NUM_CYLINDERS] = {0,240,120,300,60,180};
double r_c() const { return (V_d+V_c)/V_c; }
};
class OnePole {
double y1=0;
public:
void reset() { y1=0; }
double process(double x, double c, double sr) {
double w=TWO_PI*c/sr, a=w/(1.0+w);
y1=a*x+(1.0-a)*y1; return y1;
}
};
class TwoPoleHP {
double x1=0,x2=0,y1=0,y2=0;
public:
void reset(){x1=x2=y1=y2=0;}
double process(double x, double c, double sr) {
double w=std::tan(PI*c/sr), n=1.0/(1.0+std::sqrt(2.0)*w+w*w);
double y=n*x-2.0*n*x1+n*x2-2.0*(w*w-1.0)*n*y1-(1.0-std::sqrt(2.0)*w+w*w)*n*y2;
x2=x1;x1=x;y2=y1;y1=y; return y;
}
};
class TwoPoleLP {
double x1=0,x2=0,y1=0,y2=0;
public:
void reset(){x1=x2=y1=y2=0;}
double process(double x, double c, double sr, double q=0.707) {
double w=TWO_PI*c/sr;
double cosw=std::cos(w), sinw=std::sin(w);
double alpha=sinw/(2.0*q);
double b0=(1.0-cosw)/2.0, b1=1.0-cosw, b2=(1.0-cosw)/2.0;
double a0=1.0+alpha, a1=-2.0*cosw, a2=1.0-alpha;
double y=(b0/a0)*x+(b1/a0)*x1+(b2/a0)*x2-(a1/a0)*y1-(a2/a0)*y2;
x2=x1;x1=x;y2=y1;y1=y; return y;
}
};
class DCBlocker {
double x1=0,y1=0;
public:
void reset(){x1=y1=0;}
double process(double x){double y=x-x1+0.995*y1;x1=x;y1=y;return y;}
};
class NoiseGen {
uint32_t state=12345;
public:
void seed(uint32_t s){state=s?s:1;}
float next(){state=state*1664525u+1013904223u;return(float)(int32_t)state/(float)INT32_MAX;}
};
class CylinderModel {
public:
EngineParams params;
double firing_offset_deg=0;
double cylinderVolume(double t) const {
double c=std::cos(t),s=std::sin(t),R=params.R_r,rc=params.r_c();
return params.V_c+(params.V_c/2.0)*(rc-1.0)*(R+1.0-c-std::sqrt(std::max(0.0,R*R-s*s)));
}
double computePressure(double gd, double fuel) const {
double ld=std::fmod(gd-firing_offset_deg,720.0);
if(ld<0)ld+=720.0;
double rc=params.r_c(),g=params.gamma,p=0;
if(ld<180) p=-0.05*std::sin(PI*ld/180.0);
else if(ld<360){
double cf=(ld-180)/180.0,th=PI*(1-cf);
double V=cylinderVolume(th),Vb=cylinderVolume(PI);
p=(std::pow(Vb/V,g)-1)/(std::pow(rc,g)-1);
} else if(ld<540){
double ef=(ld-360)/180.0,th=PI*ef;
double V=cylinderVolume(th),Vt=cylinderVolume(0);
double pp=std::pow(rc,g),cb=fuel*0.6;
double df=(5+(1-fuel)*10)/180.0;
double env=(ef<df)?std::pow(ef/df,2):std::exp(-3*(ef-df)/(1-df));
double pe=(pp+cb*pp*env)*std::pow(Vt/V,g),pm=pp*(1+cb);
p=std::clamp((pe-1)/(pm-1),0.0,1.0);
} else p=std::exp(-8*(ld-540)/180.0)*fuel*0.4;
return p;
}
};
class TurboModel {
double phase=0,speed=0;
public:
void reset(){phase=speed=0;}
double process(double rpm, double fuel, double dt) {
speed+=(fuel*std::sqrt(std::max(rpm,1.0)/2000.0)-speed)*dt/0.5;
double freq=2000+speed*6000; phase+=freq*dt; if(phase>1)phase-=1;
return (std::sin(TWO_PI*phase)*0.7+std::sin(TWO_PI*phase*2)*0.2
+std::sin(TWO_PI*phase*3)*0.1)*speed*0.1;
}
};
// ============================================================================
// Melodic voice — with resonant filter for Tool-like singing quality
// ============================================================================
struct MelodicVoice {
EngineParams params;
std::array<CylinderModel, NUM_CYLINDERS> cylinders;
TurboModel turbo;
NoiseGen noise;
OnePole exhaust_lpf;
TwoPoleLP resonant_lpf; // Resonant filter for vowel-like quality
TwoPoleHP body_hpf;
DCBlocker dc_block;
double crank_angle_deg=0, rpm=0, fuel=0;
double rpm_smooth=0, fuel_smooth=0;
bool active=false;
double env=0;
double exhaust_cutoff=1200.0;
double resonance=2.0; // Filter Q for singing quality
double attack_time=0.08;
double release_time=0.15;
double vibrato_rate=5.0; // Hz
double vibrato_depth=0.01; // RPM fraction
double vibrato_phase=0;
double gain=1.0;
void init() {
for(int i=0;i<NUM_CYLINDERS;i++){
cylinders[i].params=params; cylinders[i].firing_offset_deg=params.firing_offsets[i];
}
}
void noteOn(double r, double f) {
rpm=r; fuel=f; active=true;
if(env<0.01) { init(); crank_angle_deg=0; }
}
void noteOff() { active=false; }
float process(double dt) {
double sm=1.0-std::exp(-dt/0.02);
double target_rpm = rpm;
// Vibrato (delayed onset — Tool-like expressive vibrato)
if (active && env > 0.5) {
vibrato_phase += vibrato_rate * dt;
target_rpm *= 1.0 + std::sin(TWO_PI * vibrato_phase) * vibrato_depth * env;
}
rpm_smooth += (target_rpm - rpm_smooth) * sm;
fuel_smooth += (fuel - fuel_smooth) * sm;
if(active) env+=(1.0-env)*(1.0-std::exp(-dt/attack_time));
else {
env+=(0.0-env)*(1.0-std::exp(-dt/release_time));
rpm_smooth+=(0.0-rpm_smooth)*(1.0-std::exp(-dt/0.2));
}
if(env<0.001 && !active) return 0.0f;
crank_angle_deg += rpm_smooth*6.0*dt;
if(crank_angle_deg>=720) crank_angle_deg-=720;
double total=0;
for(auto& c:cylinders) total+=c.computePressure(crank_angle_deg, fuel_smooth);
total /= NUM_CYLINDERS;
// Exhaust filter
double filtered = exhaust_lpf.process(total, exhaust_cutoff + fuel_smooth*600, SAMPLE_RATE);
// Resonant filter — gives it a singing, vowel-like quality
double res = resonant_lpf.process(filtered, exhaust_cutoff * 0.8, SAMPLE_RATE, resonance);
// Blend raw + resonant
double mix = filtered * 0.4 + res * 0.6;
// Turbo (subtle)
mix += turbo.process(rpm_smooth, fuel_smooth, dt) * 0.5;
mix = dc_block.process(mix);
mix = std::tanh(mix * 1.5);
return (float)(mix * env * gain);
}
};
// ============================================================================
// Drum voice
// ============================================================================
struct DrumVoice {
EngineParams params;
std::array<CylinderModel, NUM_CYLINDERS> cylinders;
NoiseGen noise;
OnePole lpf1,lpf2;
TwoPoleHP hpf;
DCBlocker dc_block;
double crank_angle_deg=0;
double rpm_start=0,rpm_end=0,fuel=0,env=0;
double attack=0.001,decay=0.08;
double lpf_cutoff=500,hpf_cutoff=20;
double noise_mix=0,noise_cutoff=4000;
double pitch_decay=0.05;
bool active=false;
double time_since_trigger=0;
double gain=1.0;
double distortion=1.0;
int decimation=1;
double bitcrush_bits=16;
int dc=0; float dh=0;
void init(){for(int i=0;i<NUM_CYLINDERS;i++){cylinders[i].params=params;cylinders[i].firing_offset_deg=params.firing_offsets[i];}}
void trigger(double vel){active=true;time_since_trigger=0;env=0;fuel=vel;crank_angle_deg=0;init();}
float process(double dt) {
if(!active) return 0;
time_since_trigger+=dt;
if(time_since_trigger<attack) env=time_since_trigger/attack;
else env*=1.0-dt/decay;
if(env<0.0003){active=false;return 0;}
double tn=std::min(time_since_trigger/pitch_decay,1.0);
double rpm=rpm_start+(rpm_end-rpm_start)*tn;
crank_angle_deg+=rpm*6.0*dt; if(crank_angle_deg>=720)crank_angle_deg-=720;
double total=0; for(auto& c:cylinders) total+=c.computePressure(crank_angle_deg,fuel);
total/=NUM_CYLINDERS;
double body=lpf1.process(total,lpf_cutoff,SAMPLE_RATE);
body=hpf.process(body,hpf_cutoff,SAMPLE_RATE);
double nf=lpf2.process(noise.next(),noise_cutoff,SAMPLE_RATE);
double mix=body*(1-noise_mix)+nf*noise_mix;
mix=dc_block.process(mix);
mix*=distortion; mix=std::tanh(mix);
if(bitcrush_bits<16){double lv=std::pow(2.0,bitcrush_bits);mix=std::round(mix*lv)/lv;}
dc++; if(dc>=decimation){dc=0;dh=(float)mix;}
return dh*(float)(env*gain);
}
};
// ============================================================================
// Tool-style drum kit — tight, precise, less lo-fi than Godflesh
// ============================================================================
DrumVoice makeToolKick() {
DrumVoice d;
d.rpm_start=700; d.rpm_end=150;
d.attack=0.0008; d.decay=0.2;
d.pitch_decay=0.035;
d.lpf_cutoff=220; d.hpf_cutoff=25;
d.noise_mix=0.06; d.noise_cutoff=600;
d.gain=1.6; d.distortion=2.0;
d.decimation=1; d.bitcrush_bits=14;
d.params.gamma=1.28;
return d;
}
DrumVoice makeToolSnare() {
DrumVoice d;
d.rpm_start=1600; d.rpm_end=700;
d.attack=0.0005; d.decay=0.14;
d.pitch_decay=0.02;
d.lpf_cutoff=3500; d.hpf_cutoff=150;
d.noise_mix=0.5; d.noise_cutoff=7000;
d.gain=1.2; d.distortion=2.5;
d.decimation=1; d.bitcrush_bits=12;
return d;
}
DrumVoice makeToolHat() {
DrumVoice d;
d.rpm_start=4500; d.rpm_end=3500;
d.attack=0.0003; d.decay=0.035;
d.pitch_decay=0.01;
d.lpf_cutoff=9000; d.hpf_cutoff=3000;
d.noise_mix=0.7; d.noise_cutoff=12000;
d.gain=0.45; d.distortion=1.5;
d.decimation=2; d.bitcrush_bits=10;
return d;
}
DrumVoice makeToolRide() {
DrumVoice d;
d.rpm_start=5000; d.rpm_end=3000;
d.attack=0.0005; d.decay=0.5;
d.pitch_decay=0.1;
d.lpf_cutoff=7000; d.hpf_cutoff=1500;
d.noise_mix=0.6; d.noise_cutoff=10000;
d.gain=0.35; d.distortion=1.3;
d.decimation=1; d.bitcrush_bits=13;
return d;
}
DrumVoice makeToolTomHi() {
DrumVoice d;
d.rpm_start=1800; d.rpm_end=700;
d.attack=0.001; d.decay=0.12;
d.pitch_decay=0.05;
d.lpf_cutoff=1000; d.hpf_cutoff=60;
d.noise_mix=0.08; d.noise_cutoff=2000;
d.gain=1.0; d.distortion=1.8;
return d;
}
DrumVoice makeToolTomLo() {
DrumVoice d;
d.rpm_start=1200; d.rpm_end=350;
d.attack=0.001; d.decay=0.18;
d.pitch_decay=0.07;
d.lpf_cutoff=500; d.hpf_cutoff=35;
d.noise_mix=0.06; d.noise_cutoff=1500;
d.gain=1.1; d.distortion=1.8;
return d;
}
DrumVoice makeToolFloorTom() {
DrumVoice d;
d.rpm_start=800; d.rpm_end=200;
d.attack=0.001; d.decay=0.25;
d.pitch_decay=0.08;
d.lpf_cutoff=350; d.hpf_cutoff=28;
d.noise_mix=0.05; d.noise_cutoff=1000;
d.gain=1.3; d.distortion=2.0;
return d;
}
DrumVoice makeToolCrash() {
DrumVoice d;
d.rpm_start=5500; d.rpm_end=2000;
d.attack=0.001; d.decay=1.0;
d.pitch_decay=0.35;
d.lpf_cutoff=10000; d.hpf_cutoff=700;
d.noise_mix=0.8; d.noise_cutoff=14000;
d.gain=0.4; d.distortion=1.5;
return d;
}
DrumVoice makeToolChina() {
DrumVoice d;
d.rpm_start=4000; d.rpm_end=1800;
d.attack=0.0005; d.decay=0.6;
d.pitch_decay=0.15;
d.lpf_cutoff=6000; d.hpf_cutoff=900;
d.noise_mix=0.75; d.noise_cutoff=9000;
d.gain=0.5; d.distortion=3.0; // Trashy
d.decimation=2; d.bitcrush_bits=9;
return d;
}
// ============================================================================
// Effects
// ============================================================================
class DelayLine {
std::vector<float> buf; int wp=0;
public:
void init(int n){buf.assign(n,0);wp=0;}
void write(float s){buf[wp]=s;wp=(wp+1)%(int)buf.size();}
float read(int d) const {int i=wp-d;if(i<0)i+=(int)buf.size();return buf[i];}
};
class SimpleReverb {
DelayLine combs[4]; float combFb[4]; OnePole combLpf[4];
DelayLine ap1,ap2; int cD[4],a1d,a2d;
public:
void init(double sr){
cD[0]=(int)(0.0297*sr);cD[1]=(int)(0.0371*sr);
cD[2]=(int)(0.0411*sr);cD[3]=(int)(0.0437*sr);
for(int i=0;i<4;i++){combs[i].init(cD[i]+2);combFb[i]=0.82f;combLpf[i].reset();}
a1d=(int)(0.005*sr);a2d=(int)(0.0017*sr);
ap1.init(a1d+2);ap2.init(a2d+2);
}
float process(float in){
float sum=0;
for(int i=0;i<4;i++){
float del=combs[i].read(cD[i]);
float f=(float)combLpf[i].process(del,3000,SAMPLE_RATE);
combs[i].write(in+f*combFb[i]);sum+=del;
}
sum*=0.25f;
float a1=ap1.read(a1d),a1o=-sum*0.5f+a1;ap1.write(sum+a1*0.5f);
float a2=ap2.read(a2d),a2o=-a1o*0.5f+a2;ap2.write(a1o+a2*0.5f);
return a2o;
}
};
// ============================================================================
// WAV stereo
// ============================================================================
void writeWavStereo(const char* fn, const std::vector<float>& L,
const std::vector<float>& R, int sr) {
FILE* f=fopen(fn,"wb"); if(!f) return;
uint32_t n=(uint32_t)L.size(),ds=n*4,fs=36+ds;
fwrite("RIFF",1,4,f);fwrite(&fs,4,1,f);fwrite("WAVE",1,4,f);
fwrite("fmt ",1,4,f);
uint32_t fz=16;uint16_t fmt=1,ch=2;uint32_t s=sr,br=sr*4;
uint16_t ba=4,bits=16;
fwrite(&fz,4,1,f);fwrite(&fmt,2,1,f);fwrite(&ch,2,1,f);
fwrite(&s,4,1,f);fwrite(&br,4,1,f);fwrite(&ba,2,1,f);fwrite(&bits,2,1,f);
fwrite("data",1,4,f);fwrite(&ds,4,1,f);
for(uint32_t i=0;i<n;i++){
int16_t vl=(int16_t)std::clamp((int)(L[i]*32000.f),-32767,32767);
int16_t vr=(int16_t)std::clamp((int)(R[i]*32000.f),-32767,32767);
fwrite(&vl,2,1,f);fwrite(&vr,2,1,f);
}
fclose(f); printf("Wrote %s (%.1f seconds, stereo)\n",fn,(double)n/sr);
}
double noteToRPM(int note){return 300.0*std::pow(2.0,(note-36)/12.0);}
// ============================================================================
// Events
// ============================================================================
enum EventType { NOTE_ON, NOTE_OFF, DRUM_HIT };
enum DrumType { KICK=0, SNARE, HAT, RIDE, TOM_HI, TOM_LO, FLOOR_TOM, CRASH, CHINA, NUM_DRUMS };
struct Event {
double time;
EventType type;
int voice;
int note; // MIDI or DrumType
double vel;
};
int main() {
const char* outfile = "diesel_tool.wav";
// Tool tempos: 77-138 BPM, lots of odd time
double bpm = 84.0;
double beat = 60.0/bpm;
double q=beat, h=beat*0.5, e=beat*0.25, s16=beat*0.25;
double triplet = beat/3.0;
std::vector<Event> events;
auto addNote=[&](int v, int note, double vel, double start, double dur){
events.push_back({start, NOTE_ON, v, note, vel});
events.push_back({start+dur-0.01, NOTE_OFF, v, note, 0});
};
auto hit=[&](DrumType d, double vel, double t){
events.push_back({t, DRUM_HIT, 0, (int)d, vel});
};
// ============================================================
// DRUM PATTERNS — Danny Carey style
// ============================================================
// Pattern A: 7/8 groove (Schism-inspired)
// 7 eighth notes per bar
auto pattern7_8 = [&](double t0, int bars) {
double barLen = h * 7;
for (int bar = 0; bar < bars; bar++) {
double bt = t0 + bar * barLen;
hit(KICK, 0.95, bt);
hit(HAT, 0.5, bt);
hit(HAT, 0.35, bt + h);
hit(SNARE,0.85, bt + h*2);
hit(HAT, 0.4, bt + h*2);
hit(HAT, 0.35, bt + h*3);
hit(KICK, 0.7, bt + h*4);
hit(HAT, 0.45, bt + h*4);
hit(HAT, 0.3, bt + h*5);
hit(SNARE,0.8, bt + h*5);
hit(RIDE, 0.35, bt + h*6);
}
};
// Pattern B: 5/4 groove (Lateralus-inspired)
auto pattern5_4 = [&](double t0, int bars) {
double barLen = q * 5;
for (int bar = 0; bar < bars; bar++) {
double bt = t0 + bar * barLen;
hit(KICK, 1.0, bt);
hit(RIDE, 0.4, bt);
hit(HAT, 0.35, bt + h);
hit(RIDE, 0.35, bt + q);
hit(SNARE,0.9, bt + q);
hit(RIDE, 0.35, bt + q + h);
hit(KICK, 0.7, bt + q*2);
hit(RIDE, 0.4, bt + q*2);
hit(RIDE, 0.35, bt + q*2 + h);
hit(SNARE,0.85, bt + q*3);
hit(RIDE, 0.35, bt + q*3);
hit(RIDE, 0.35, bt + q*3 + h);
hit(KICK, 0.75, bt + q*4);
hit(RIDE, 0.4, bt + q*4);
hit(HAT, 0.3, bt + q*4 + h);
}
};
// Pattern C: 4/4 but polyrhythmic — triplet kick over straight hat
auto patternPoly = [&](double t0, int bars) {
for (int bar = 0; bar < bars; bar++) {
double bt = t0 + bar * q * 4;
// Straight hats on eighths
for (int i = 0; i < 8; i++)
hit(HAT, (i%2==0)?0.45:0.3, bt + i*h);
// Snare 2 and 4
hit(SNARE, 0.9, bt + q);
hit(SNARE, 0.85, bt + q*3);
// Kick in triplet pattern over bar (6 triplets)
for (int i = 0; i < 6; i++) {
double vel = (i==0||i==3) ? 0.95 : 0.65;
hit(KICK, vel, bt + i * (q*4.0/6.0));
}
}
};
// Pattern D: Heavy 4/4 with floor tom accents (Aenima-like)
auto patternHeavy = [&](double t0, int bars) {
for (int bar = 0; bar < bars; bar++) {
double bt = t0 + bar * q * 4;
hit(KICK, 1.0, bt);
hit(CHINA, 0.6, bt);
hit(HAT, 0.35, bt + h);
hit(KICK, 0.7, bt + q + h);
hit(SNARE, 0.95, bt + q);
hit(HAT, 0.4, bt + q);
hit(HAT, 0.3, bt + q + h);
hit(KICK, 0.85, bt + q*2);
hit(RIDE, 0.4, bt + q*2);
hit(FLOOR_TOM, 0.7, bt + q*2 + h);
hit(SNARE, 0.9, bt + q*3);
hit(CHINA, 0.5, bt + q*3);
hit(KICK, 0.6, bt + q*3 + h);
}
};
// Tom fill — descending toms
auto tomFill = [&](double t0) {
hit(TOM_HI, 0.8, t0);
hit(TOM_HI, 0.75, t0 + s16);
hit(TOM_LO, 0.85, t0 + s16*2);
hit(TOM_LO, 0.8, t0 + s16*3);
hit(FLOOR_TOM, 0.9, t0 + s16*4);
hit(FLOOR_TOM, 0.85, t0 + s16*5);
hit(KICK, 1.0, t0 + s16*6);
hit(CRASH, 0.9, t0 + s16*6);
};
// Triplet fill
auto tripletFill = [&](double t0) {
for (int i = 0; i < 6; i++) {
DrumType d = (i<2) ? TOM_HI : (i<4) ? TOM_LO : FLOOR_TOM;
hit(d, 0.7+i*0.05, t0 + i*triplet);
}
hit(CRASH, 1.0, t0 + 6*triplet);
hit(KICK, 1.0, t0 + 6*triplet);
};
// ============================================================
// MELODIC PARTS — D minor, dissonant, Tool intervals
// ============================================================
// Bass riff in D (voice 0) — droning, repetitive
// D2=38, E2=40, F2=41, G2=43, A2=45, Bb2=46
auto bassRiff7_8 = [&](double t0, int reps) {
double barLen = h * 7;
for (int r = 0; r < reps; r++) {
double bt = t0 + r * barLen;
addNote(0, 38, 0.8, bt, h*2.8); // D
addNote(0, 41, 0.7, bt + h*3, h*1.8); // F
addNote(0, 40, 0.75, bt + h*5, h*1.8); // E
}
};
auto bassRiff5_4 = [&](double t0, int reps) {
double barLen = q * 5;
for (int r = 0; r < reps; r++) {
double bt = t0 + r * barLen;
addNote(0, 38, 0.85, bt, q*1.8); // D
addNote(0, 43, 0.7, bt + q*2, q*0.8); // G
addNote(0, 41, 0.75, bt + q*3, q*0.8); // F
addNote(0, 40, 0.7, bt + q*4, q*0.8); // E
}
};
auto bassHeavy = [&](double t0, int bars) {
for (int bar = 0; bar < bars; bar++) {
double bt = t0 + bar * q * 4;
addNote(0, 38, 0.9, bt, q*1.8); // D powerchord feel
addNote(0, 38, 0.85, bt + q*2, q*0.8);
addNote(0, 41, 0.8, bt + q*3, q*0.8); // F
}
};
// Lead/texture voice (voice 1) — high, eerie, sparse
// D4=62, E4=64, F4=65, G4=67, A4=69, Bb4=70, C#5=73
auto leadTexture7_8 = [&](double t0, int reps) {
double barLen = h * 7;
for (int r = 0; r < reps; r += 2) {
double bt = t0 + r * barLen;
addNote(1, 69, 0.5, bt + h, barLen*1.5); // A4 — sustained
}
};
auto leadTexture5_4 = [&](double t0, int reps) {
double barLen = q * 5;
for (int r = 0; r < reps; r += 2) {
double bt = t0 + r * barLen;
addNote(1, 65, 0.45, bt + q, q*3); // F4
addNote(1, 73, 0.4, bt + barLen + q*2, q*2.5); // C#5 — dissonant
}
};
auto leadHeavy = [&](double t0, int bars) {
for (int bar = 0; bar < bars; bar += 2) {
double bt = t0 + bar * q * 4;
addNote(1, 62, 0.6, bt, q*3); // D4
addNote(1, 70, 0.5, bt + q*4, q*3); // Bb4 — tritone tension
}
};
// Drone voice (voice 2) — sub D
auto droneD = [&](double t0, double dur) {
addNote(2, 26, 0.35, t0, dur); // D1 — sub rumble
};
// ============================================================
// ARRANGEMENT
// ============================================================
double t = 0.0;
double barLen7 = h * 7;
double barLen5 = q * 5;
// --- Intro: sparse, building (8 bars of 7/8) ---
droneD(t, barLen7 * 8 + 2.0);
// First 4 bars: just bass
bassRiff7_8(t, 4);
t += barLen7 * 4;
// Next 4: drums enter
hit(CRASH, 0.7, t);
pattern7_8(t, 4);
bassRiff7_8(t, 4);
leadTexture7_8(t, 4);
t += barLen7 * 4;
// --- Section A: 7/8 full groove (8 bars) ---
hit(CRASH, 0.85, t);
droneD(t, barLen7 * 8);
pattern7_8(t, 7);
tomFill(t + barLen7 * 7);
bassRiff7_8(t, 8);
leadTexture7_8(t, 8);
t += barLen7 * 8;
// --- Section B: 5/4 (8 bars) — Lateralus feel ---
hit(CRASH, 0.9, t);
droneD(t, barLen5 * 8);
pattern5_4(t, 7);
tripletFill(t + barLen5 * 7 + q*3);
bassRiff5_4(t, 8);
leadTexture5_4(t, 8);
t += barLen5 * 8;
// --- Section C: Polyrhythmic 4/4 (8 bars) ---
hit(CRASH, 0.95, t);
droneD(t, q * 32);
patternPoly(t, 7);
tomFill(t + q*28 + q*2);
bassHeavy(t, 8);
leadHeavy(t, 8);
t += q * 32;
// --- Section D: Heavy breakdown (8 bars) ---
hit(CHINA, 1.0, t);
hit(KICK, 1.0, t);
droneD(t, q * 32);
patternHeavy(t, 7);
// Epic fill
for (int i = 0; i < 12; i++)
hit(i<4?TOM_HI:i<8?TOM_LO:FLOOR_TOM, 0.7+i*0.025, t + q*28 + i*s16);
hit(CRASH, 1.0, t + q*31);
hit(KICK, 1.0, t + q*31);
bassHeavy(t, 8);
leadHeavy(t, 8);
t += q * 32;
// --- Reprise: back to 7/8 (4 bars) then collapse ---
hit(CRASH, 0.9, t);
droneD(t, barLen7 * 4 + 3.0);
pattern7_8(t, 4);
bassRiff7_8(t, 4);
leadTexture7_8(t, 4);
t += barLen7 * 4;
// Outro: decaying hits
hit(CHINA, 1.0, t);
hit(KICK, 1.0, t);
addNote(0, 38, 0.7, t, 3.0); // Long D bass
addNote(1, 62, 0.4, t, 4.0); // Long D lead
hit(KICK, 0.7, t + q*3);
hit(FLOOR_TOM, 0.6, t + q*5);
hit(KICK, 0.5, t + q*8);
t += 6.0;
// Sort
std::sort(events.begin(), events.end(),
[](const Event& a, const Event& b){return a.time<b.time;});
double totalDuration = t + 2.0;
int totalSamples = (int)(totalDuration * SAMPLE_RATE);
printf("DIESEL TOOL — Industrial Prog\n");
printf("84 BPM — 7/8, 5/4, polyrhythmic 4/4, heavy breakdown\n");
printf("Duration: %.1f seconds, %d events\n\n", totalDuration, (int)events.size());
// Create voices
constexpr int MAX_MEL = 3;
std::array<MelodicVoice, MAX_MEL> mel;
for (auto& v : mel) v.init();
// Voice 0: Bass — dark, low cutoff, heavy
mel[0].exhaust_cutoff = 500.0;
mel[0].resonance = 1.5;
mel[0].gain = 1.2;
mel[0].vibrato_depth = 0.005;
// Voice 1: Lead — higher cutoff, more resonant, singing
mel[1].exhaust_cutoff = 1400.0;
mel[1].resonance = 3.5; // Very resonant — almost singing
mel[1].gain = 0.7;
mel[1].vibrato_rate = 5.5;
mel[1].vibrato_depth = 0.015;
mel[1].attack_time = 0.15; // Slow attack for swells
mel[1].release_time = 0.4;
// Voice 2: Sub drone — very low, dark
mel[2].exhaust_cutoff = 200.0;
mel[2].resonance = 1.0;
mel[2].gain = 0.5;
mel[2].attack_time = 0.5;
mel[2].release_time = 1.0;
// Drums
std::array<DrumVoice, NUM_DRUMS> drums;
drums[KICK]=makeToolKick(); drums[SNARE]=makeToolSnare();
drums[HAT]=makeToolHat(); drums[RIDE]=makeToolRide();
drums[TOM_HI]=makeToolTomHi(); drums[TOM_LO]=makeToolTomLo();
drums[FLOOR_TOM]=makeToolFloorTom();
drums[CRASH]=makeToolCrash(); drums[CHINA]=makeToolChina();
for(int i=0;i<NUM_DRUMS;i++){drums[i].init();drums[i].noise.seed(i*3333+7);}
// Effects
SimpleReverb reverb; reverb.init(SAMPLE_RATE);
DelayLine delayL, delayR;
OnePole dlpfL, dlpfR;
int dTimeL=(int)(beat*0.75*SAMPLE_RATE), dTimeR=(int)(beat*0.5*SAMPLE_RATE);
delayL.init(dTimeL+2); delayR.init(dTimeR+2);
dlpfL.reset(); dlpfR.reset();
// Render
std::vector<float> audioL(totalSamples,0), audioR(totalSamples,0);
int evIdx=0;
double dt=1.0/SAMPLE_RATE;
for (int i=0; i<totalSamples; i++) {
double t=(double)i/SAMPLE_RATE;
while(evIdx<(int)events.size() && events[evIdx].time<=t){
auto& ev=events[evIdx];
if(ev.type==NOTE_ON && ev.voice<MAX_MEL)
mel[ev.voice].noteOn(noteToRPM(ev.note), ev.vel);
else if(ev.type==NOTE_OFF && ev.voice<MAX_MEL)
mel[ev.voice].noteOff();
else if(ev.type==DRUM_HIT && ev.note<NUM_DRUMS)
drums[ev.note].trigger(ev.vel);
evIdx++;
}
// Melodic voices
float bass = mel[0].process(dt);
float lead = mel[1].process(dt);
float sub = mel[2].process(dt);
// Drums
float k=drums[KICK].process(dt), sn=drums[SNARE].process(dt);
float hh=drums[HAT].process(dt), rd=drums[RIDE].process(dt);
float th=drums[TOM_HI].process(dt), tl=drums[TOM_LO].process(dt);
float ft=drums[FLOOR_TOM].process(dt);
float cr=drums[CRASH].process(dt), ch=drums[CHINA].process(dt);
// Panning
float mL = bass*0.5f + lead*0.4f + sub*0.5f;
float mR = bass*0.5f + lead*0.6f + sub*0.5f;
float dL = k*0.5f + sn*0.5f + hh*0.35f + rd*0.6f
+ th*0.65f + tl*0.55f + ft*0.45f + cr*0.4f + ch*0.55f;
float dR = k*0.5f + sn*0.5f + hh*0.65f + rd*0.4f
+ th*0.35f + tl*0.45f + ft*0.55f + cr*0.6f + ch*0.45f;
float mixL = mL + dL;
float mixR = mR + dR;
// Delay on lead + ride
float delIn = lead*0.3f + rd*0.15f + cr*0.1f;
float doL=delayL.read(dTimeL), doR=delayR.read(dTimeR);
float fL=(float)dlpfL.process(doL,2000,SAMPLE_RATE);
float fR=(float)dlpfR.process(doR,2000,SAMPLE_RATE);
delayL.write(delIn+fR*0.35f);
delayR.write(delIn+fL*0.35f);
// Reverb
float drumMono = k+sn+hh+rd+th+tl+ft+cr+ch;
float rev = reverb.process(lead*0.2f + sn*0.08f + cr*0.1f + ft*0.05f);
mixL += doL*0.2f + rev*0.3f;
mixR += doR*0.2f + rev*0.3f;
// Master — moderate saturation (Tool is tight, not sludgy)
audioL[i] = std::tanh(mixL * 1.3f);
audioR[i] = std::tanh(mixR * 1.3f);
}
// Normalize
float peak=0;
for(int i=0;i<totalSamples;i++)
peak=std::max(peak,std::max(std::abs(audioL[i]),std::abs(audioR[i])));
if(peak>0){float g=0.93f/peak;for(int i=0;i<totalSamples;i++){audioL[i]*=g;audioR[i]*=g;}}
writeWavStereo(outfile, audioL, audioR, SAMPLE_RATE);
return 0;
}