Convolution is an algorithm that is often used for reverberations. If the equation is easy to understand and to implement, the implementation is costly. The other way of doing it is to use Fast Fourier Transform (FFT), but the direct/crude implementation requires latency. If it is possible to optimize the basic convolution code, it is sometimes more interesting to use a different algorithm, as it is the case here.
I’ve explained in earlier posts how to simulate a simple overdrive circuit. I’ve also explained how I implemented this in QtVST (and yes, I should have added labels on those images!), which was more or less the predecessor of Audio TK.
The main problem with simulating non linear circuits is that it costs a lot. Let’s see if I can improve the timings a little bit.
I’ve looked on github for a good C++ implementation of Cover Trees for nearest-neighbors search, but I didn’t find one. I may have overlooked some repositories, but in the end, implementing it myself wasn’t that difficult. Continue reading Cover tree for nearest-neighbors→