Draw the Flanger's comb as a thin line with a fading trail (#398)
The comb was still drawn too heavy. Each frame showed the whole band
the comb had swept over the last 1/20 s, edged by two lines 1.5 wide,
and the faster the delay moved, the thicker that band got.
- flangerLine draws the comb where the light is as one line, 1 wide.
It runs through the ends of each column and the peaks and notches
in it, where they are. A comb finer than a column zigzags over it.
- Behind the line a faint trail shows what the comb swept over the
last 1/20 s, and over the last 1/40 s once more, so it fades with
age. A Flanger that stands still has none.
- The line fades out where its teeth move more than a quarter of a
tooth within the trail (clearAt), and is gone from half a tooth on.
There only the calm band of the trail is left, so nothing flickers.
- responseFrame gives the screen the line, how clear each point is,
the sharp columns for the notches and the trail. It replaces
responseColumnsOf, and RESPONSE_BLUR is now RESPONSE_TRAIL.
- The notches are counted on the sharp comb again, not on the band.
- The Phaser's response is drawn as the same thin line, without a
trail.
Tests:
Unit modulation-view (stein2): 26 tests, 2 new. The line holds the
comb's dB at each point and every notch. On a fast swing it fades
out over 8 kHz, stays clear under 1 kHz, and the trail is the same
band over 16 kHz in three frames. A still Flanger has no trail.
Counter-check: with clearAt always 1, the fade test fails.
e2e 34 (atx): ALL PASSED, 142 checks.
Gate (atx): CHECK EXIT 0, 291 files, 4471 tests.
Pictures of the default Flanger, a fast one (2 Hz, 5 ms) and one
sweeping to 20 ms, and of the Phaser: a thin line, the trail
behind it, a calm band high up.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -24,7 +24,7 @@ import {
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notchesOf,
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RESPONSE_FLOOR,
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RESPONSE_TOP,
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responseColumnsOf,
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responseFrame,
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shareOfHz,
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type SwingPicture,
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swingValueAt,
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@@ -481,26 +481,39 @@ class ResponseScope extends ModScope {
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const values = this.values;
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if (!picture || !values || this.w <= 0) return;
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const r = this.response;
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const columns = responseColumnsOf(this.device, values, this.at, Math.max(1, Math.round(r.w)));
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this.notches = notchesOf(columns);
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const frame = responseFrame(this.device, values, this.at, Math.max(1, Math.round(r.w)));
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this.notches = notchesOf(frame.columns);
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const bottom = r.y + r.h;
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const step = r.w / columns.length;
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const xs = columns.map((_, i) => r.x + (i + 0.5) * step);
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const highs = columns.map((column) => this.yOfDb(column.high));
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const lows = columns.map((column) => this.yOfDb(column.low));
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// Under the response a faint fill. The response is a band from the highest to the lowest of
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// each column, edged by two smooth lines: one line where it is smooth, filled where a comb runs
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// too fine for the columns.
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c.poly([r.x, bottom, ...xs.flatMap((x, i) => [x, highs[i]!]), r.x + r.w, bottom]).fill({
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const step = r.w / frame.columns.length;
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const xs = frame.columns.map((_, i) => r.x + (i + 0.5) * step);
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// Under the response a faint fill, up to the longest trail where there is one, so it stays calm.
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const under = frame.trail[0] ?? frame.columns;
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c.poly([r.x, bottom, ...xs.flatMap((x, i) => [x, this.yOfDb(under[i]!.high)]), r.x + r.w, bottom]).fill({
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color: this.look.trace,
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alpha: 0.12,
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alpha: 0.1,
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});
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const band = xs.flatMap((x, i) => [x, highs[i]!]);
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for (let i = xs.length - 1; i >= 0; i--) band.push(xs[i]!, lows[i]!);
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c.poly(band).fill(this.look.trace);
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for (const edge of [highs, lows]) {
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xs.forEach((x, i) => (i === 0 ? c.moveTo(x, edge[i]!) : c.lineTo(x, edge[i]!)));
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c.stroke({ color: this.look.trace, width: 1.5, join: 'round' });
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// Behind the line the trail of what it swept just before, fading with age: each band reaches
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// from longer ago to now, so they stack up towards the line.
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for (const columns of frame.trail) {
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const band = xs.flatMap((x, i) => [x, this.yOfDb(columns[i]!.high)]);
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for (let i = xs.length - 1; i >= 0; i--) band.push(xs[i]!, this.yOfDb(columns[i]!.low));
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c.poly(band).fill({ color: this.look.trace, alpha: 0.16 });
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}
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// The line itself, thin, fading out where its teeth pass faster than an eye follows: in runs
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// of the same few steps of alpha, each starting where the last ended.
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const { line, clear } = frame;
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const steps = 8;
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const at = (i: number) => [r.x + line[i]!.share * r.w, this.yOfDb(line[i]!.db)] as const;
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for (let i = 0; i < line.length - 1;) {
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const alpha = Math.round(clear[i]! * steps) / steps;
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let j = i + 1;
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while (j < line.length - 1 && Math.round(clear[j]! * steps) / steps === alpha) j++;
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if (alpha > 0) {
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c.moveTo(...at(i));
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for (let k = i + 1; k <= j; k++) c.lineTo(...at(k));
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c.stroke({ color: this.look.trace, width: 1, alpha, join: 'round' });
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}
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i = j;
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}
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const hz = this.markHz(this.reading);
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if (hz !== null && shareOfHz(hz) >= 0 && shareOfHz(hz) <= 1)
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@@ -474,27 +474,92 @@ export function flangerColumns(
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});
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}
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/**
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* How long a frame of the Flanger's response is blurred over, about what an eye blends: the delays
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* its light passed in that time. High up its teeth pass faster than frames are drawn, and sharp
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* frames of them flicker. Over 10 kHz this calms a column from 14 dB a frame to 0.04, under 5 kHz,
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* where the teeth can be followed, it hardly changes them.
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*/
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export const RESPONSE_BLUR = 1 / 20;
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/** A point of a response drawn as a line: how far along the screen, and its dB. */
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export interface ResponsePoint {
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share: number;
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db: number;
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}
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/** A Phaser's or a Flanger's response over `columns` columns of the screen, `t` seconds after the sound. */
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export function responseColumnsOf(
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/**
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* A Flanger's response as a line over `columns` columns while its copy is `ms` late, exactly: the
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* ends of each column and the peaks and notches between them, where they are. A column the comb
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* runs too fine for gets one peak and one notch, so the line zigzags over all it holds.
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*/
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export function flangerLine(values: ModValues, ms: number, columns: number): ResponsePoint[] {
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const db = (halfTurns: number): number => flangerDb(values, 1, halfTurns * 500);
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const halfTurnsAt = (share: number): number => (hzAt(share) * Math.max(0, ms)) / 500;
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const shareOf = (halfTurns: number): number => shareOfHz((halfTurns * 500) / Math.max(0, ms));
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const points: ResponsePoint[] = [];
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for (let c = 0; c <= columns; c++) {
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const from = halfTurnsAt(c / columns);
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points.push({ share: c / columns, db: db(from) });
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if (c === columns) break;
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const to = halfTurnsAt((c + 1) / columns);
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const first = Math.ceil(from);
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for (let k = first; k <= first + 1 && k < to; k++)
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if (k > from) points.push({ share: shareOf(k), db: db(k) });
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}
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return points;
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}
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/**
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* How long the Flanger's trail lasts, about what an eye blends: the delays its light passed in that
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* time, drawn faintly behind the line. High up its teeth pass faster than frames are drawn, and a
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* sharp line of them flickers. There the trail is a calm band, over 10 kHz it changes 0.04 dB a frame.
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*/
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export const RESPONSE_TRAIL = 1 / 20;
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/**
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* How clearly the line can be followed at `hz` while the delay moves `movedMs` within the trail:
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* fully while its teeth move up to a quarter of one, not at all from half of one on. There they
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* would flicker, and only the trail is left.
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*/
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export function clearAt(hz: number, movedMs: number): number {
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const halfTurns = (hz * Math.abs(movedMs)) / 500;
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return clamp01(2 - 2 * halfTurns);
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}
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/** A Phaser's or a Flanger's response as the screen draws it, `t` seconds after the sound. */
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export interface ResponseFrame {
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/** Where the light is now, left to right. */
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line: ResponsePoint[];
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/** How clearly each point of the line can be followed, 0 to 1. */
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clear: number[];
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/** The lowest and highest of the line in each column: its notches are counted on them. */
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columns: { low: number; high: number }[];
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/** What it swept through just before, each band from longer ago to now, the longest first. */
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trail: { low: number; high: number }[][];
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}
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export function responseFrame(
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device: ModDevice,
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values: ModValues,
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t: number,
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columns: number,
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): { low: number; high: number }[] {
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if (device.kind === 'phaser')
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return responseColumns((hz) => phaserDb(values, phaserTurnAt(values, t), hz), columns);
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const delays = [t - RESPONSE_BLUR, t - RESPONSE_BLUR / 2, t].map((at) =>
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flangerDelayAt(values, Math.max(0, at)),
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);
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return flangerColumns(values, Math.min(...delays), Math.max(...delays), columns);
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): ResponseFrame {
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if (device.kind === 'phaser') {
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const db = (hz: number) => phaserDb(values, phaserTurnAt(values, t), hz);
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const line = Array.from({ length: columns + 1 }, (_, c) => ({
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share: c / columns,
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db: db(hzAt(c / columns)),
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}));
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return { line, clear: line.map(() => 1), columns: responseColumns(db, columns), trail: [] };
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}
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const delayAt = (at: number) => flangerDelayAt(values, Math.max(0, at));
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const ms = delayAt(t);
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const line = flangerLine(values, ms, columns);
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const band = (age: number) => {
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const delays = [t - age, t - age / 2, t].map(delayAt);
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return { low: Math.min(...delays), high: Math.max(...delays) };
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};
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const trail = [band(RESPONSE_TRAIL), band(RESPONSE_TRAIL / 2)];
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const moved = trail[0]!.high - trail[0]!.low;
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return {
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line,
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clear: line.map((point) => clearAt(hzAt(point.share), moved)),
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columns: flangerColumns(values, ms, ms, columns),
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trail: moved > 0 ? trail.map((d) => flangerColumns(values, d.low, d.high, columns)) : [],
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};
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}
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/**
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@@ -8,10 +8,13 @@ import { Tremolo, Vibrato, vibratoDelay } from '../../src/core/soundfx/lfo';
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import { Flanger, Phaser } from '../../src/core/soundfx/phaser';
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import { type Box, knobBox } from '../../src/editor/soundfx/hardwareView';
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import {
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clearAt,
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FLANGER_DEVICE,
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flangerColumns,
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flangerDb,
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flangerDelayAt,
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flangerLine,
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hzAt,
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idleModKeys,
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lampOf,
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lfoSpan,
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@@ -26,7 +29,7 @@ import {
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phaserDb,
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RESPONSE_FLOOR,
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responseColumns,
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responseColumnsOf,
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responseFrame,
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shareOfHz,
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SHOWN_RATE,
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swingPicture,
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@@ -283,23 +286,50 @@ describe('the Flanger screen', () => {
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}
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});
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it('blurs the teeth that pass faster than frames into the same band, so they do not flicker', () => {
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// The default swings 1 to 3 ms every 4 s, at 0.9 s about its fastest: high up, the time of a
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// blur lets more than a tooth pass, low down a sliver of one.
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it('draws the comb as a thin line through its ends, peaks and notches', () => {
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const values = modValues(FLANGER_DEVICE, { feedback: 0.5 });
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const frames = [0, 1, 2].map((k) => responseColumnsOf(FLANGER_DEVICE, values, 0.9 + k / 60, 640));
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const line = flangerLine(values, 2, 640);
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for (const point of line) expect(point.db).toBeCloseTo(flangerDb(values, 2, hzAt(point.share)), 9);
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for (let i = 1; i < line.length; i++) expect(line[i]!.share).toBeGreaterThan(line[i - 1]!.share);
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// Every notch under the columns' width is on the line, as deep as it goes.
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const notch = flangerDb(values, 1, 500);
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for (const k of [1, 3, 21])
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expect(
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line.some((p) => Math.abs(p.share - shareOfHz(k * 250)) < 1e-9 && Math.abs(p.db - notch) < 1e-9),
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).toBe(true);
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});
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it('fades the line where its teeth pass faster than frames, the trail behind it a calm band', () => {
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// The default swings 1 to 3 ms every 4 s, at 0.9 s about its fastest: high up, the trail lets
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// more than a tooth pass, low down a sliver of one.
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const values = modValues(FLANGER_DEVICE, { feedback: 0.5 });
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const frames = [0, 1, 2].map((k) => responseFrame(FLANGER_DEVICE, values, 0.9 + k / 60, 640));
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const peak = 20 * Math.log10(1.5);
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const notch = flangerDb(values, 1, 500);
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const high = Math.ceil(640 * shareOfHz(16000));
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for (const columns of frames)
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for (const column of columns.slice(high)) {
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for (const frame of frames) {
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expect(frame.trail).toHaveLength(2);
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for (const column of frame.trail[0]!.slice(high)) {
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expect(column.high).toBeCloseTo(peak, 6);
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expect(column.low).toBeCloseTo(notch, 6);
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}
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// Below the first notch it stays a sharp line that moves.
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frame.line.forEach((point, i) => {
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if (point.share >= shareOfHz(8000)) expect(frame.clear[i]).toBe(0);
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if (point.share <= shareOfHz(1000)) expect(frame.clear[i]).toBe(1);
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});
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}
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// Below the first notch it stays a sharp line that moves, its trail a sliver.
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const low = Math.floor(640 * shareOfHz(100));
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for (const columns of frames) expect(columns[low]!.high - columns[low]!.low).toBeLessThan(0.5);
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expect(frames[0]![low]!.high).not.toBeCloseTo(frames[2]![low]!.high, 3);
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for (const frame of frames)
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expect(frame.trail[0]![low]!.high - frame.trail[0]![low]!.low).toBeLessThan(0.5);
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expect(frames[0]!.columns[low]!.high).not.toBeCloseTo(frames[2]!.columns[low]!.high, 3);
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});
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it('draws a still Flanger as a clear line without a trail', () => {
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const frame = responseFrame(FLANGER_DEVICE, modValues(FLANGER_DEVICE, { rate: 0 }), 0.9, 640);
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expect(frame.trail).toEqual([]);
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expect(frame.clear.every((c) => c === 1)).toBe(true);
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expect(clearAt(20000, 0)).toBe(1);
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});
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it('sweeps the delay down through 0 and up again, the LFO on top', () => {
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