Add real-time voice effects for outgoing audio

Implements 7 voice effects that can be cycled through with F12:
- None (default)
- Echo: Single repeating delay with feedback (250ms)
- Reverb: Multiple short delays without feedback
- High Pitch: Chipmunk voice using cubic interpolation
- Low Pitch: Deep voice effect
- Robot: Ring modulation for robotic sound
- Chorus: Layered voices with pitch variations

The effects are applied after noise suppression and AGC in the audio
pipeline. Selected effect is persisted to config file. Includes
comprehensive documentation in README.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Storm Dragon
2025-10-13 16:27:08 -04:00
parent 82b308000d
commit f96cb1f79b
9 changed files with 493 additions and 8 deletions

408
audio/effects.go Normal file
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package audio
import (
"math"
)
// VoiceEffect represents different voice effect types
type VoiceEffect int
const (
EffectNone VoiceEffect = iota
EffectEcho
EffectReverb
EffectHighPitch
EffectLowPitch
EffectRobot
EffectChorus
EffectCount // Keep this last for cycling
)
// String returns the name of the effect
func (e VoiceEffect) String() string {
switch e {
case EffectNone:
return "None"
case EffectEcho:
return "Echo"
case EffectReverb:
return "Reverb"
case EffectHighPitch:
return "High Pitch"
case EffectLowPitch:
return "Low Pitch"
case EffectRobot:
return "Robot"
case EffectChorus:
return "Chorus"
default:
return "Unknown"
}
}
// EffectsProcessor handles voice effects processing
type EffectsProcessor struct {
currentEffect VoiceEffect
enabled bool
// Echo parameters
echoDelay int // Delay in samples
echoFeedback float32 // Echo feedback amount (0-1)
echoMix float32 // Mix of echo with original (0-1)
echoBuffer []int16 // Circular buffer for echo
echoPosition int // Current position in echo buffer
// Reverb buffer
reverseInputBuffer []int16 // Delay line for reverb
reverseInputPos int // Write position in buffer
// Pitch shift parameters
pitchRatio float32 // Pitch shift ratio
pitchBuffer []int16 // Buffer for pitch shifting
pitchPhase float32 // Phase accumulator for resampling
// Robot voice parameters
robotFreq float32 // Modulation frequency
robotPhase float32 // Phase accumulator
sampleRate float32 // Audio sample rate
// Chorus parameters
chorusDelays []int // Multiple delay times
chorusBuffers [][]int16 // Multiple delay buffers
chorusPositions []int // Positions in chorus buffers
chorusRates []float32 // LFO rates for each chorus voice
chorusPhases []float32 // LFO phases
}
// NewEffectsProcessor creates a new voice effects processor
func NewEffectsProcessor(sampleRate int) *EffectsProcessor {
echoDelay := sampleRate / 4 // 250ms delay
return &EffectsProcessor{
currentEffect: EffectNone,
enabled: true,
sampleRate: float32(sampleRate),
// Echo setup
echoDelay: echoDelay,
echoFeedback: 0.4,
echoMix: 0.5,
echoBuffer: make([]int16, echoDelay),
echoPosition: 0,
// Reverb setup - 100ms buffer for delay lines
reverseInputBuffer: make([]int16, sampleRate/10), // 100ms buffer
reverseInputPos: 0,
// Pitch shift setup
pitchRatio: 1.0,
pitchBuffer: make([]int16, 4096),
pitchPhase: 0.0,
// Robot voice setup
robotFreq: 30.0, // 30 Hz modulation
robotPhase: 0.0,
// Chorus setup (3 voices)
chorusDelays: []int{sampleRate/50, sampleRate/40, sampleRate/35}, // ~20-30ms
chorusBuffers: make([][]int16, 3),
chorusPositions: make([]int, 3),
chorusRates: []float32{1.5, 2.0, 2.3}, // LFO rates in Hz
chorusPhases: make([]float32, 3),
}
}
// GetCurrentEffect returns the current effect
func (ep *EffectsProcessor) GetCurrentEffect() VoiceEffect {
return ep.currentEffect
}
// SetEffect sets the current effect
func (ep *EffectsProcessor) SetEffect(effect VoiceEffect) {
if effect >= 0 && effect < EffectCount {
ep.currentEffect = effect
ep.resetBuffers()
}
}
// CycleEffect cycles to the next effect
func (ep *EffectsProcessor) CycleEffect() VoiceEffect {
ep.currentEffect = (ep.currentEffect + 1) % EffectCount
ep.resetBuffers()
return ep.currentEffect
}
// SetEnabled enables or disables effects processing
func (ep *EffectsProcessor) SetEnabled(enabled bool) {
ep.enabled = enabled
}
// IsEnabled returns whether effects are enabled
func (ep *EffectsProcessor) IsEnabled() bool {
return ep.enabled
}
// ProcessSamples applies the current voice effect to audio samples
func (ep *EffectsProcessor) ProcessSamples(samples []int16) {
if !ep.enabled || ep.currentEffect == EffectNone || len(samples) == 0 {
return
}
switch ep.currentEffect {
case EffectEcho:
ep.processEcho(samples)
case EffectReverb:
ep.processReverb(samples)
case EffectHighPitch:
ep.processPitchShift(samples, 1.5)
case EffectLowPitch:
ep.processPitchShift(samples, 0.75)
case EffectRobot:
ep.processRobot(samples)
case EffectChorus:
ep.processChorus(samples)
}
}
// processEcho applies echo effect
func (ep *EffectsProcessor) processEcho(samples []int16) {
for i := range samples {
// Get delayed sample
delayedSample := ep.echoBuffer[ep.echoPosition]
// Mix original with echo
outputSample := float32(samples[i])*(1.0-ep.echoMix) +
float32(delayedSample)*ep.echoMix
// Create new echo sample (current + feedback)
newEchoSample := float32(samples[i]) + float32(delayedSample)*ep.echoFeedback
// Store in buffer with clipping
if newEchoSample > 32767 {
newEchoSample = 32767
} else if newEchoSample < -32767 {
newEchoSample = -32767
}
ep.echoBuffer[ep.echoPosition] = int16(newEchoSample)
// Advance buffer position
ep.echoPosition = (ep.echoPosition + 1) % len(ep.echoBuffer)
// Apply to output with clipping
if outputSample > 32767 {
outputSample = 32767
} else if outputSample < -32767 {
outputSample = -32767
}
samples[i] = int16(outputSample)
}
}
// processReverb applies reverb effect - like echo but with multiple short delays
func (ep *EffectsProcessor) processReverb(samples []int16) {
bufLen := len(ep.reverseInputBuffer)
// Three quick echoes instead of one long repeating echo
delays := []int{
bufLen / 8, // ~12.5ms
bufLen / 5, // ~20ms
bufLen / 3, // ~33ms
}
gains := []float32{0.3, 0.2, 0.15}
for i := range samples {
// Store current sample
ep.reverseInputBuffer[ep.reverseInputPos] = samples[i]
// Add the three quick echoes
reverbSample := float32(0)
for j := 0; j < len(delays); j++ {
readPos := (ep.reverseInputPos - delays[j] + bufLen) % bufLen
reverbSample += float32(ep.reverseInputBuffer[readPos]) * gains[j]
}
// Mix dry and wet signal
outputSample := float32(samples[i])*0.7 + reverbSample
// Advance position
ep.reverseInputPos = (ep.reverseInputPos + 1) % bufLen
// Apply with clipping
if outputSample > 32767 {
outputSample = 32767
} else if outputSample < -32767 {
outputSample = -32767
}
samples[i] = int16(outputSample)
}
}
// processPitchShift applies pitch shifting using cubic interpolation
func (ep *EffectsProcessor) processPitchShift(samples []int16, ratio float32) {
if ratio == 1.0 {
return
}
bufLen := len(ep.pitchBuffer)
// Copy samples to pitch buffer (maintaining history)
copy(ep.pitchBuffer[bufLen-len(samples):], samples)
// Resample using cubic interpolation for smoother output
for i := range samples {
// Calculate source position
srcPos := float32(bufLen-len(samples)) + float32(i)*ratio
// Bounds check with extra padding for cubic interpolation
if srcPos >= float32(bufLen-2) {
srcPos = float32(bufLen - 3)
}
if srcPos < 1 {
srcPos = 1
}
// Cubic interpolation (Hermite interpolation)
idx := int(srcPos)
frac := srcPos - float32(idx)
// Get 4 samples around the target position
y0 := float32(ep.pitchBuffer[idx-1])
y1 := float32(ep.pitchBuffer[idx])
y2 := float32(ep.pitchBuffer[idx+1])
y3 := float32(ep.pitchBuffer[idx+2])
// Cubic Hermite interpolation
c0 := y1
c1 := 0.5 * (y2 - y0)
c2 := y0 - 2.5*y1 + 2.0*y2 - 0.5*y3
c3 := 0.5*(y3-y0) + 1.5*(y1-y2)
interpolated := c0 + c1*frac + c2*frac*frac + c3*frac*frac*frac
// Soft clipping to reduce harshness
if interpolated > 32767 {
interpolated = 32767
} else if interpolated < -32767 {
interpolated = -32767
}
samples[i] = int16(interpolated)
}
// Shift buffer for next frame
copy(ep.pitchBuffer, ep.pitchBuffer[len(samples):])
}
// processRobot applies ring modulation for robot voice
func (ep *EffectsProcessor) processRobot(samples []int16) {
phaseIncrement := 2.0 * math.Pi * ep.robotFreq / ep.sampleRate
for i := range samples {
// Generate carrier wave (sine wave)
carrier := float32(math.Sin(float64(ep.robotPhase)))
// Ring modulation: multiply signal by carrier
modulated := float32(samples[i]) * (0.5 + carrier*0.5)
// Advance phase
ep.robotPhase += phaseIncrement
if ep.robotPhase >= 2.0*math.Pi {
ep.robotPhase -= 2.0 * math.Pi
}
// Apply with clipping
if modulated > 32767 {
modulated = 32767
} else if modulated < -32767 {
modulated = -32767
}
samples[i] = int16(modulated)
}
}
// processChorus applies chorus effect with multiple delayed voices
func (ep *EffectsProcessor) processChorus(samples []int16) {
// Initialize chorus buffers if needed
for j := range ep.chorusBuffers {
if len(ep.chorusBuffers[j]) == 0 {
ep.chorusBuffers[j] = make([]int16, ep.chorusDelays[j])
}
}
for i := range samples {
output := float32(samples[i]) * 0.4 // Original signal at 40%
// Add multiple chorus voices
for j := 0; j < len(ep.chorusDelays); j++ {
// LFO modulation for slight pitch variation
lfoPhaseInc := 2.0 * math.Pi * ep.chorusRates[j] / ep.sampleRate
lfo := float32(math.Sin(float64(ep.chorusPhases[j])))
ep.chorusPhases[j] += lfoPhaseInc
if ep.chorusPhases[j] >= 2.0*math.Pi {
ep.chorusPhases[j] -= 2.0 * math.Pi
}
// Get delayed sample with LFO modulation
modDelay := int(float32(ep.chorusDelays[j]) * (1.0 + lfo*0.03))
if modDelay >= len(ep.chorusBuffers[j]) {
modDelay = len(ep.chorusBuffers[j]) - 1
}
readPos := (ep.chorusPositions[j] - modDelay + len(ep.chorusBuffers[j])) % len(ep.chorusBuffers[j])
delayedSample := ep.chorusBuffers[j][readPos]
// Add this voice to output (20% each)
output += float32(delayedSample) * 0.2
// Store current sample in buffer
ep.chorusBuffers[j][ep.chorusPositions[j]] = samples[i]
ep.chorusPositions[j] = (ep.chorusPositions[j] + 1) % len(ep.chorusBuffers[j])
}
// Apply with clipping
if output > 32767 {
output = 32767
} else if output < -32767 {
output = -32767
}
samples[i] = int16(output)
}
}
// resetBuffers clears all effect buffers
func (ep *EffectsProcessor) resetBuffers() {
// Clear echo buffer
for i := range ep.echoBuffer {
ep.echoBuffer[i] = 0
}
ep.echoPosition = 0
// Clear reverb buffer
for i := range ep.reverseInputBuffer {
ep.reverseInputBuffer[i] = 0
}
ep.reverseInputPos = 0
// Clear pitch buffer
for i := range ep.pitchBuffer {
ep.pitchBuffer[i] = 0
}
ep.pitchPhase = 0
// Reset robot phase
ep.robotPhase = 0
// Clear chorus buffers
for j := range ep.chorusBuffers {
if len(ep.chorusBuffers[j]) > 0 {
for i := range ep.chorusBuffers[j] {
ep.chorusBuffers[j][i] = 0
}
}
ep.chorusPositions[j] = 0
ep.chorusPhases[j] = 0
}
}