add flanger and phaser, fix some fxs
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@ -50,24 +50,38 @@
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})
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}
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flanger {
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/* FIX: Make it better than it currently is */
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arg modSpeed=0.1, modDepth=0.01, pos=950, wet=1;
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arg pos=950, wet=1, maxdelay=0.013, maxrate=10.0, delay=0.1, depth=0.08, rate=0.06, fdbk=0.0, decay=0.0;
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this.fx(pos, wet, {
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arg in;
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var lfo = SinOsc.kr(modSpeed, 3pi / 2).range(0.001, modDepth);
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var delay = DelayL.ar(in, 0.01, lfo);
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in + delay
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var dsig, mixed, local;
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local = LocalIn.ar(1);
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dsig = AllpassL.ar(
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in + (local * fdbk),
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maxdelay * 2,
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LFPar.kr(
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rate * maxrate, 0,
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depth * maxdelay,
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delay * maxdelay
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), decay
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);
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mixed = in + dsig;
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mixed
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})
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}
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phaser {
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/* TODO: implement */
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arg pos=950, wet=1;
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arg pos=950, wet=1, speed=1;
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this.fx(pos, wet, {
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arg in;
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in
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var delay = AllpassL.ar(in, 4,
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SinOsc.kr(speed).range(
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0.000022675,
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0.01
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) + (0.01).rand,
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0
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);
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delay
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})
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}
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@ -177,6 +191,26 @@
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});
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}
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dub {
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arg in, length = 1, fb = 0.8, sep = 0.012, pos=950, wet=1;
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this.fx(pos, wet, {
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arg in;
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var output = in + Fb({ |feedback|
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var left, right;
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var magic = LeakDC.ar(feedback * fb + in);
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magic = HPF.ar(magic, 400);
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magic = LPF.ar(magic, 5000);
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magic = magic.tanh;
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#left, right = magic;
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magic = [
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DelayC.ar(left, 1, LFNoise2.ar(12).range(0,sep)),
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DelayC.ar(right, 1, LFNoise2.ar(12).range(sep,0))
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].reverse;
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},length);
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output
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});
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}
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lpf {
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arg cutoff=10000, resonance=0.5, pos=950, wet=1;
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this.fx(pos, wet, {
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