sflooper — Plays a SoundFont2 (SF2) sample preset, generating a stereo sound, with user-defined time-varying crossfade looping.
Plays a SoundFont2 (SF2) sample preset, generating a stereo sound, similarly to sfplay. Unlike that opcode, though, it ignores the looping points set in the SF2 file and substitutes them for a user-defined crossfade loop. It is a cross between sfplay and flooper2.
ar1, ar2 sflooper ivel, inotenum, kamp, kpitch, ipreindex, kloopstart, kloopend, kcrossfade \
[, istart, imode, ifenv, iskip]
ivel -- velocity value
inotenum -- MIDI note number value
ipreindex -- preset index
istart -- playback start pos in seconds
imode -- loop modes: 0 forward, 1 backward, 2 back-and-forth [def: 0]
ifenv -- if non-zero, crossfade envelope shape table number. The default, 0, sets the crossfade to linear.
iskip -- if 1, the opcode initialisation is skipped, for tied notes, performance continues from the position in the loop where the previous note stopped. The default, 0, does not skip initialisation
kamp -- amplitude scaling
kpitch -- pitch control (transposition ratio); negative values are not allowed.
kloopstart -- loop start point (secs). Note that although k-rate, loop parameters such as this are only updated once per loop cycle. If loop start is set beyond the end of the sample, no looping will result.
kloopend -- loop end point (secs), updated once per loop cycle.
kcrossfade -- crossfade length (secs), updated once per loop cycle and limited to loop length.
sflooper plays a preset, generating a stereo sound.
These opcodes only support the sample structure of SF2 files. The modulator structure of the SoundFont2 format is not supported in Csound. Any modulation or processing to the sample data is left to the Csound user, bypassing all restrictions forced by the SF2 standard.
Note: The looping points are set on the root key of every sample that is part of the preset of the soundfont. For instance, a soundfont can have a single sample for the whole keyboard. In that case, sflooper will work like flooper and flooper2, because as the sample is transposed, played back at different rates, the loop will get short or longer. If however the soundfont has a sample for each key, than there will be no transposition and the loop will stay the same length (unless you change kpitch).
Here is an example of the sflooper opcode. It uses the file sflooper.csd.
Example 810. Example of the sflooper 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 ; Audio out Audio in No messages -odac -+rtmidi=virtual -M0 ;;;realtime audio in, midi in ; For Non-realtime ouput leave only the line below: ; -o sflooper.wav -W ;;; for file output any platform </CsOptions> <CsInstruments> sr = 44100 ksmps = 32 nchnls = 2 0dbfs = 1 isf sfload "07AcousticGuitar.sf2" sfpassign 0, isf instr 1 ; play from score and midi keyboard mididefault 60, p3 midinoteonkey p4, p5 inum init p4 ivel init p5 print ivel ivel init ivel/127 ;velocity dependent kamp linsegr 1,1,1,.1,0 ;envelope kamp = kamp * .0002 ;scale amplitude (= kamp/5000) kfreq init 1 ;do not change freq from sf ;"07AcousticGuitar.sf2" contains 2 samples, on notes E1 and C#4 ;start loop from beginning, loop .2 seconds - on the root key of these samples aL,aR sflooper ivel, inum, kamp*ivel, kfreq, 0, 0, .2, .05 outs aL, aR endin </CsInstruments> <CsScore> f0 60 ; stay active for 1 minute i1 0 1 60 100 i1 + 1 62 < i1 + 1 65 < i1 + 1 69 10 e </CsScore> </CsoundSynthesizer>