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Adds a detuned copy of the bass whose beating stays on the tempo grid on every note. The chosen harmonic k beats once per Rate note value, and harmonic n beats n/k times as fast, so every harmonic is on the grid. - The copy is read from a delay line whose delay falls one period of the tracked note per beat cycle (r = 1 + B/(k f0)) and jumps back exactly one period, crossfaded over 6 ms. On a periodic note the jump has no seam: the output matches the ideal sum within 0.003 on harmonics 1-4. - The delay follows the host's beat position, shifted by the lookahead, so beat peaks land on the grid; free-running when stopped. - Low cut: LR4 high-pass on the copy, the bass split by the same crossover, so the sub does not beat and keeps its level. - Depth, Width, Phase, Gate, Output, Snap, Bypass. Pitch from audio (about 67 ms lookahead) or MIDI. - Editor: one bar of the beat per harmonic with the grid and a playhead. - Catalog, workflows, editor-check, docs, signal chain and site copy.
194 lines
6.5 KiB
Rust
194 lines
6.5 KiB
Rust
//! CLAP audio effect. All DSP state is owned by the processing thread.
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mod params;
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use braze_core::{AnalyzerFrame, Engine};
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use crossbeam_queue::ArrayQueue;
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use nih_plug::prelude::*;
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use nih_plug_egui::{create_egui_editor, egui};
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use params::{BrazeParams, FLOATS};
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use std::sync::Arc;
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struct EditorData {
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ui: braze_ui::State,
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gestures: [bool; FLOATS],
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}
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pub struct Braze {
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params: Arc<BrazeParams>,
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analyzer: Arc<ArrayQueue<AnalyzerFrame>>,
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engine: Option<Engine>,
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publish_count: usize,
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publish_interval: usize,
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}
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impl Default for Braze {
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fn default() -> Self {
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Self {
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params: Arc::new(BrazeParams::default()),
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analyzer: Arc::new(ArrayQueue::new(2)),
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engine: None,
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publish_count: 0,
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publish_interval: 1600,
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}
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}
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}
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impl Plugin for Braze {
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const NAME: &'static str = "Braze";
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const VENDOR: &'static str = "Bass Foundry";
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const URL: &'static str = "";
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const EMAIL: &'static str = "";
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const VERSION: &'static str = env!("CARGO_PKG_VERSION");
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const AUDIO_IO_LAYOUTS: &'static [AudioIOLayout] = &[
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AudioIOLayout {
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main_input_channels: NonZeroU32::new(2),
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main_output_channels: NonZeroU32::new(2),
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..AudioIOLayout::const_default()
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},
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AudioIOLayout {
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main_input_channels: NonZeroU32::new(1),
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main_output_channels: NonZeroU32::new(1),
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..AudioIOLayout::const_default()
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},
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];
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const MIDI_INPUT: MidiConfig = MidiConfig::Basic;
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const SAMPLE_ACCURATE_AUTOMATION: bool = false;
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type SysExMessage = ();
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type BackgroundTask = ();
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fn params(&self) -> Arc<dyn Params> {
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self.params.clone()
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}
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fn editor(&mut self, _: AsyncExecutor<Self>) -> Option<Box<dyn Editor>> {
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let params = self.params.clone();
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let analyzer = self.analyzer.clone();
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create_egui_editor(
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params.editor.clone(),
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EditorData {
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ui: braze_ui::State::default(),
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gestures: [false; FLOATS],
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},
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|ctx, _| braze_ui::style(ctx),
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move |ctx, setter, data| {
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while let Some(frame) = analyzer.pop() {
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data.ui.accept_frame(frame);
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}
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let before = params.settings();
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let mut edited = before;
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nih_plug_egui::resizable_window::ResizableWindow::new("braze-editor")
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.min_size(egui::vec2(
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braze_ui::WIDTH as f32 - 80.,
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braze_ui::HEIGHT as f32 - 40.,
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))
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.show(ctx, ¶ms.editor, |ui| {
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braze_ui::show(ui, &mut edited, &mut data.ui)
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});
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params.apply(
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setter,
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&before,
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&edited,
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data.ui.gesture_active,
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&mut data.gestures,
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);
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// The playhead follows the transport.
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ctx.request_repaint_after(std::time::Duration::from_millis(40));
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},
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)
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}
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fn initialize(
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&mut self,
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layout: &AudioIOLayout,
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config: &BufferConfig,
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context: &mut impl InitContext<Self>,
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) -> bool {
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let Ok(mut engine) = Engine::new(
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config.sample_rate,
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layout.main_input_channels.map_or(0, |v| v.get() as usize),
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) else {
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return false;
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};
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let settings = self.params.settings();
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if engine.set_settings(settings).is_err() {
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return false;
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}
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context.set_latency_samples(engine.latency_samples());
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self.publish_interval = (config.sample_rate / 30.) as usize;
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self.engine = Some(engine);
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true
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}
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fn reset(&mut self) {
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if let Some(e) = self.engine.as_mut() {
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e.reset();
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}
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self.publish_count = 0;
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}
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fn process(
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&mut self,
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buffer: &mut Buffer,
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_: &mut AuxiliaryBuffers,
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context: &mut impl ProcessContext<Self>,
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) -> ProcessStatus {
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let Some(engine) = self.engine.as_mut() else {
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return ProcessStatus::Normal;
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};
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let settings = self.params.settings();
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let _ = engine.set_settings(settings);
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let transport = context.transport();
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engine.set_transport(
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transport.tempo,
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if transport.playing {
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transport.pos_beats()
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} else {
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None
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},
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);
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let mut next = context.next_event();
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for (index, mut sample) in buffer.iter_samples().enumerate() {
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while let Some(event) = next {
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if event.timing() as usize > index {
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break;
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}
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match event {
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NoteEvent::NoteOn { note, velocity, .. } if velocity > 0. => {
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engine.note_on(note)
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}
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NoteEvent::NoteOn { note, .. } | NoteEvent::NoteOff { note, .. } => {
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engine.note_off(note)
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}
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NoteEvent::Choke { note, .. } => engine.note_off(note),
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_ => {}
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}
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next = context.next_event();
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}
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let x = [
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*sample.get_mut(0).unwrap(),
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if engine.channels() == 2 {
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*sample.get_mut(1).unwrap()
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} else {
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0.
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},
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];
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let out = engine.process_sample(x);
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for (c, value) in sample.into_iter().enumerate() {
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*value = out[c];
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}
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self.publish_count += 1;
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if self.publish_count >= self.publish_interval {
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self.analyzer.force_push(engine.take_analyzer());
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self.publish_count = 0;
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}
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}
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// The lookahead delay must drain after input stops.
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ProcessStatus::KeepAlive
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}
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}
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impl ClapPlugin for Braze {
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const CLAP_ID: &'static str = "io.narl.bass-foundry.braze";
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const CLAP_DESCRIPTION: Option<&'static str> =
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Some("Adds a detuned copy whose beating stays on the tempo grid on every note");
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const CLAP_MANUAL_URL: Option<&'static str> = None;
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const CLAP_SUPPORT_URL: Option<&'static str> = None;
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const CLAP_FEATURES: &'static [ClapFeature] = &[
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ClapFeature::AudioEffect,
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ClapFeature::Chorus,
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ClapFeature::Stereo,
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ClapFeature::Mono,
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];
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}
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nih_export_clap!(Braze);
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