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#X text 139 228 old one;
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#X text 135 199 1 if new signal;
#X text 55 73 new;
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#X text 51 12 Choose whether to replace the "lod" signal with the "new"
one. The "new" one must be stronger than the old one and also must
be stronger than its two neighboring channels;
#X text 267 283 1 if we're louder than neighbor;
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#X text 46 28 switch between two pairs of inputs. If first inlet is
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#X text 46 28 switch between two pairs of inputs. If first inlet is
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#X text 15 140 switch;
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#X msg 665 293 set \$1;
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#X msg 800 509 \; pd dsp 1 \; window-size 4096 \; revtime 20;
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#X text 20 206 choose whether to;
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#X text 453 87 previous phase increment (unit-magnitude complex number)
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#X text 363 482 propagate amplitudes by multiplying in the;
#X text 361 499 increments \, which advance the phase and drop;
#X text 365 514 magnitude according to revtime.;
#X text 608 370 normalize increments between 0 and;
#X text 606 388 1 according to revtime.;
#X text 78 453 IFFT and output;
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#X text 131 9 PIANO REVERB;
#X text 418 236 reverb time;
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#X text 23 25 This is a phase vocoder acting as a reverberator. The
sound is more coherent (less "whispered") than a real room or a standard
delay-based reverberator.;
#X text 25 80 The technique is to "punch" the incoming sound into channels
where (1) there's a peak \, and (2) the incoming sound drowns out whatever
might already be there. If the sound already in any channel is louder
than the input the input for that channel is ignored.;
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#X text 56 217 short tone;
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#X text 24 164 For each window \, the amplitude in each channel is
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a gain that determines the "reverb time".;
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#X text 15 8 calculate Hann window table (variable window size) and
constants window-hz (fundamental frequency of analysis) \, window-sec
and window-msec (analysis window size in seconds and msec).;
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#X text 307 383 Updated for Pd version 0.39;
#X text 26 389 reverb in;
#X text 133 388 reverb out;
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