Superpowered SDK Documentation

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https://docs.superpowered.com

A high-performance audio SDK providing DSP functions, audio effects, and analysis tools. Features include an Advanced Audio Player, time-stretching, pitch-shifting, and a variety of FX classes such as Limiter, Reverb, and Spatializer. Supports integration with Web Audio API via WebAssembly and provides tools for BPM/key detection, frequency domain transformations, and multi-platform application development.

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What's inside Superpowered

  1. Overview of Superpowered StereoMixer

    The StereoMixer class mixes up to 4 stereo inputs into a stereo output. Each input and the final output has dedicated metering, gain, and pan controls. Because a single instance uses very little memory, the recommended way to support more than 4 channels is to combine multiple StereoMixer instances.
  2. Overview of the Superpowered Roll effect

    The Roll effect loops incoming audio synchronized to a specified tempo, operating independently from the player outputting the audio. It is used to create rhythmic repetitions of audio fragments. A single instance allocates approximately 1600 KB of memory.
  3. Overview of the Superpowered Gate effect

    The Gate effect creates periodic attenuation of the audio signal. It is a lightweight effect that does not allocate internal buffers and requires minimal memory. The rhythm of the gate opening and closing is controlled via the bpm and beats properties, while the wet property controls the strength of the effect.
  4. Overview of the Superpowered Filter FX class

    The Filter class is a classic IIR (Infinite Impulse Response) filter used to alter the harmonic content of a signal. It is lightweight, does not allocate internal buffers, and requires minimal memory. It follows the direct form 1 formula: y[n] = (b0/a0)*x[n] + (b1/a0)*x[n-1] + (b2/a0)*x[n-2] - (a1/a0)*y[n-1] - (a2/a0)*y[n-2].
  5. Overview of Superpowered Resampler

    The Resampler class is used for linear or 6-point resampling, reversing audio playback, and converting 16-bit audio to 32-bit audio. It is highly memory-efficient, requiring only a few bytes of memory and allocating no internal buffers.
  6. Overview of the Superpowered Flanger FX

    The Flanger creates an aggressive "jet" like sound by mixing two identical audio signals where one signal plays at a slightly different and changing speed. It includes an integrated Superpowered Clipper to prevent overdrive. One instance allocates approximately 80 kb of memory.
  7. Overview of the Superpowered Clipper

    The Clipper provides hard knee clipping with 0 latency. It reduces the amplitude of audio signals that exceed the thresholdDb level and ensures the signal does not exceed the maximumDb level. It is highly efficient, requiring only a few bytes of memory and no internal buffer allocation.
  8. Overview of Guitar Distortion FX

    The Guitar Distortion audio effect simulates the sound of amplified electric instruments by increasing gain and simulating saturation to produce fuzzy, growling, or gritty tones. It includes Marshall, ADA, and V-Twin cabinet/preamp simulations, a 5-band equalizer, bass and treble tone controls, and two distinct distortion sound paths.
  9. Overview of the Superpowered Spatializer FX class

    The Spatializer class positions sound within a virtual 3D space using a modeled environment. It is designed for low CPU usage (approximately 140 kb memory per instance) and is suitable for both game sound effects and musical instruments without introducing phasey artifacts.
  10. Overview of AutomaticVocalPitchCorrection

    The AutomaticVocalPitchCorrection class applies real-time pitch correction to monophonic audio signals (e.g., a single human voice). It is not designed for polyphonic audio (like choirs or pianos) due to harmonic complexity. The effect snaps the input signal to a specified musical scale based on range, speed, and clamp settings. One instance allocates approximately 20kb of memory.
  11. Overview of Superpowered Compressor 2

    The Compressor2 class is a low-latency (0 latency) audio effect that reduces the volume of an audio source based on a threshold. Unlike the first version, Compressor 2 supports an optional side-chain input and an adjustable soft knee. It is designed for efficiency, allocating no internal buffers and requiring less than 1 KB of memory. It can be used for standard compression or for 'ducking' effects where one audio source triggers the attenuation of another.
  12. Overview of the Superpowered Bitcrusher FX

    The Bitcrusher is an audio effect that simulates old-school digital sound cards by reducing the resolution (bit depth) or bandwidth (frequency) of digital audio data. It is a lightweight effect that does not allocate internal buffers and requires minimal memory.