/*
* File: BassKit.cpp
*
* Version: 1.0
*
* Created: 10/14/18
*
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/*=============================================================================
BassKit.cpp
=============================================================================*/
#include "BassKit.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMPONENT_ENTRY(BassKit)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// BassKit::BassKit
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BassKit::BassKit(AudioUnit component)
: AUEffectBase(component)
{
CreateElements();
Globals()->UseIndexedParameters(kNumberOfParameters);
SetParameter(kParam_One, kDefaultValue_ParamOne );
SetParameter(kParam_Two, kDefaultValue_ParamTwo );
SetParameter(kParam_Three, kDefaultValue_ParamThree );
SetParameter(kParam_Four, kDefaultValue_ParamFour );
#if AU_DEBUG_DISPATCHER
mDebugDispatcher = new AUDebugDispatcher (this);
#endif
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// BassKit::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult BassKit::GetParameterValueStrings(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
CFArrayRef * outStrings)
{
return kAudioUnitErr_InvalidProperty;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// BassKit::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult BassKit::GetParameterInfo(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
AudioUnitParameterInfo &outParameterInfo )
{
ComponentResult result = noErr;
outParameterInfo.flags = kAudioUnitParameterFlag_IsWritable
| kAudioUnitParameterFlag_IsReadable;
if (inScope == kAudioUnitScope_Global) {
switch(inParameterID)
{
case kParam_One:
AUBase::FillInParameterName (outParameterInfo, kParameterOneName, false);
outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
outParameterInfo.minValue = 0.0;
outParameterInfo.maxValue = 1.0;
outParameterInfo.defaultValue = kDefaultValue_ParamOne;
break;
case kParam_Two:
AUBase::FillInParameterName (outParameterInfo, kParameterTwoName, false);
outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
outParameterInfo.minValue = 0.0;
outParameterInfo.maxValue = 1.0;
outParameterInfo.defaultValue = kDefaultValue_ParamTwo;
break;
case kParam_Three:
AUBase::FillInParameterName (outParameterInfo, kParameterThreeName, false);
outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
outParameterInfo.minValue = -1.0;
outParameterInfo.maxValue = 1.0;
outParameterInfo.defaultValue = kDefaultValue_ParamThree;
break;
case kParam_Four:
AUBase::FillInParameterName (outParameterInfo, kParameterFourName, false);
outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
outParameterInfo.minValue = -1.0;
outParameterInfo.maxValue = 1.0;
outParameterInfo.defaultValue = kDefaultValue_ParamFour;
break;
default:
result = kAudioUnitErr_InvalidParameter;
break;
}
} else {
result = kAudioUnitErr_InvalidParameter;
}
return result;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// BassKit::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult BassKit::GetPropertyInfo (AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
UInt32 & outDataSize,
Boolean & outWritable)
{
return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// state that plugin supports only stereo-in/stereo-out processing
UInt32 BassKit::SupportedNumChannels(const AUChannelInfo ** outInfo)
{
if (outInfo != NULL)
{
static AUChannelInfo info;
info.inChannels = 2;
info.outChannels = 2;
*outInfo = &info;
}
return 1;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// BassKit::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult BassKit::GetProperty( AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
void * outData )
{
return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}
// BassKit::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult BassKit::Initialize()
{
ComponentResult result = AUEffectBase::Initialize();
if (result == noErr)
Reset(kAudioUnitScope_Global, 0);
return result;
}
#pragma mark ____BassKitEffectKernel
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// BassKit::BassKitKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult BassKit::Reset(AudioUnitScope inScope, AudioUnitElement inElement)
{
WasNegative = false;
SubOctave = false;
flip = false;
bflip = 0;
iirDriveSampleA = 0.0;
iirDriveSampleB = 0.0;
iirDriveSampleC = 0.0;
iirDriveSampleD = 0.0;
iirDriveSampleE = 0.0;
iirDriveSampleF = 0.0;
iirHeadBumpA = 0.0;
iirHeadBumpB = 0.0;
iirHeadBumpC = 0.0;
iirSubBumpA = 0.0;
iirSubBumpB = 0.0;
iirSubBumpC = 0.0;
lastHeadBump = 0.0;
lastSubBump = 0.0;
iirSampleA = 0.0;
iirSampleB = 0.0;
iirSampleC = 0.0;
iirSampleD = 0.0;
iirSampleE = 0.0;
iirSampleF = 0.0;
iirSampleG = 0.0;
iirSampleH = 0.0;
iirSampleI = 0.0;
iirSampleJ = 0.0;
iirSampleK = 0.0;
iirSampleL = 0.0;
iirSampleM = 0.0;
iirSampleN = 0.0;
iirSampleO = 0.0;
iirSampleP = 0.0;
iirSampleQ = 0.0;
iirSampleR = 0.0;
iirSampleS = 0.0;
iirSampleT = 0.0;
iirSampleU = 0.0;
iirSampleV = 0.0;
iirSampleW = 0.0;
iirSampleX = 0.0;
iirSampleY = 0.0;
iirSampleZ = 0.0;
oscGate = 1.0;
fpNShapeL = 0.0;
fpNShapeR = 0.0;
return noErr;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// BassKit::ProcessBufferLists
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OSStatus BassKit::ProcessBufferLists(AudioUnitRenderActionFlags & ioActionFlags,
const AudioBufferList & inBuffer,
AudioBufferList & outBuffer,
UInt32 inFramesToProcess)
{
Float32 * inputL = (Float32*)(inBuffer.mBuffers[0].mData);
Float32 * inputR = (Float32*)(inBuffer.mBuffers[1].mData);
Float32 * outputL = (Float32*)(outBuffer.mBuffers[0].mData);
Float32 * outputR = (Float32*)(outBuffer.mBuffers[1].mData);
UInt32 nSampleFrames = inFramesToProcess;
long double overallscale = 1.0;
overallscale /= 44100.0;
overallscale *= GetSampleRate();
Float64 ataLowpass;
Float64 randy;
Float64 invrandy;
Float64 HeadBump = 0.0;
Float64 BassGain = GetParameter( kParam_One ) * 0.1;
Float64 HeadBumpFreq = ((GetParameter( kParam_Two )*0.1)+0.02)/overallscale;
Float64 iirAmount = HeadBumpFreq/44.1;
Float64 BassOutGain = GetParameter( kParam_Three )*fabs(GetParameter( kParam_Three ));
Float64 SubBump = 0.0;
Float64 SubOutGain = GetParameter( kParam_Four )*fabs(GetParameter( kParam_Four ))*4.0;
Float64 clamp = 0.0;
Float64 fuzz = 0.111;
while (nSampleFrames-- > 0) {
long double inputSampleL = *inputL;
long double inputSampleR = *inputR;
static int noisesourceL = 0;
static int noisesourceR = 850010;
int residue;
double applyresidue;
noisesourceL = noisesourceL % 1700021; noisesourceL++;
residue = noisesourceL * noisesourceL;
residue = residue % 170003; residue *= residue;
residue = residue % 17011; residue *= residue;
residue = residue % 1709; residue *= residue;
residue = residue % 173; residue *= residue;
residue = residue % 17;
applyresidue = residue;
applyresidue *= 0.00000001;
applyresidue *= 0.00000001;
inputSampleL += applyresidue;
if (inputSampleL<1.2e-38 && -inputSampleL<1.2e-38) {
inputSampleL -= applyresidue;
}
noisesourceR = noisesourceR % 1700021; noisesourceR++;
residue = noisesourceR * noisesourceR;
residue = residue % 170003; residue *= residue;
residue = residue % 17011; residue *= residue;
residue = residue % 1709; residue *= residue;
residue = residue % 173; residue *= residue;
residue = residue % 17;
applyresidue = residue;
applyresidue *= 0.00000001;
applyresidue *= 0.00000001;
inputSampleR += applyresidue;
if (inputSampleR<1.2e-38 && -inputSampleR<1.2e-38) {
inputSampleR -= applyresidue;
}
//for live air, we always apply the dither noise. Then, if our result is
//effectively digital black, we'll subtract it again. We want a 'air' hiss
ataLowpass = (inputSampleL + inputSampleR) / 2.0;
iirDriveSampleA = (iirDriveSampleA * (1.0 - HeadBumpFreq)) + (ataLowpass * HeadBumpFreq); ataLowpass = iirDriveSampleA;
iirDriveSampleB = (iirDriveSampleB * (1.0 - HeadBumpFreq)) + (ataLowpass * HeadBumpFreq); ataLowpass = iirDriveSampleB;
oscGate += fabs(ataLowpass * 10.0);
oscGate -= 0.001;
if (oscGate > 1.0) oscGate = 1.0;
if (oscGate < 0) oscGate = 0;
//got a value that only goes down low when there's silence or near silence on input
clamp = 1.0-oscGate;
clamp *= 0.00001;
//set up the thing to choke off oscillations- belt and suspenders affair
if (ataLowpass > 0)
{if (WasNegative){SubOctave = not SubOctave;} WasNegative = false;}
else {WasNegative = true;}
//set up polarities for sub-bass version
randy = (rand()/(double)RAND_MAX)*fuzz; //0 to 1 the noise, may not be needed
invrandy = (1.0-randy);
randy /= 2.0;
//set up the noise
iirSampleA = (iirSampleA * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleA;
iirSampleB = (iirSampleB * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleB;
iirSampleC = (iirSampleC * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleC;
iirSampleD = (iirSampleD * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleD;
iirSampleE = (iirSampleE * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleE;
iirSampleF = (iirSampleF * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleF;
iirSampleG = (iirSampleG * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleG;
iirSampleH = (iirSampleH * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleH;
iirSampleI = (iirSampleI * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleI;
iirSampleJ = (iirSampleJ * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleJ;
iirSampleK = (iirSampleK * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleK;
iirSampleL = (iirSampleL * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleL;
iirSampleM = (iirSampleM * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleM;
iirSampleN = (iirSampleN * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleN;
iirSampleO = (iirSampleO * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleO;
iirSampleP = (iirSampleP * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleP;
iirSampleQ = (iirSampleQ * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleQ;
iirSampleR = (iirSampleR * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleR;
iirSampleS = (iirSampleS * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleS;
iirSampleT = (iirSampleT * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleT;
iirSampleU = (iirSampleU * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleU;
iirSampleV = (iirSampleV * (1.0 - iirAmount)) + (ataLowpass * iirAmount); ataLowpass -= iirSampleV;
switch (bflip)
{
case 1:
iirHeadBumpA += (ataLowpass * BassGain);
iirHeadBumpA -= (iirHeadBumpA * iirHeadBumpA * iirHeadBumpA * HeadBumpFreq);
iirHeadBumpA = (invrandy * iirHeadBumpA) + (randy * iirHeadBumpB) + (randy * iirHeadBumpC);
if (iirHeadBumpA > 0) iirHeadBumpA -= clamp;
if (iirHeadBumpA < 0) iirHeadBumpA += clamp;
HeadBump = iirHeadBumpA;
break;
case 2:
iirHeadBumpB += (ataLowpass * BassGain);
iirHeadBumpB -= (iirHeadBumpB * iirHeadBumpB * iirHeadBumpB * HeadBumpFreq);
iirHeadBumpB = (randy * iirHeadBumpA) + (invrandy * iirHeadBumpB) + (randy * iirHeadBumpC);
if (iirHeadBumpB > 0) iirHeadBumpB -= clamp;
if (iirHeadBumpB < 0) iirHeadBumpB += clamp;
HeadBump = iirHeadBumpB;
break;
case 3:
iirHeadBumpC += (ataLowpass * BassGain);
iirHeadBumpC -= (iirHeadBumpC * iirHeadBumpC * iirHeadBumpC * HeadBumpFreq);
iirHeadBumpC = (randy * iirHeadBumpA) + (randy * iirHeadBumpB) + (invrandy * iirHeadBumpC);
if (iirHeadBumpC > 0) iirHeadBumpC -= clamp;
if (iirHeadBumpC < 0) iirHeadBumpC += clamp;
HeadBump = iirHeadBumpC;
break;
}
iirSampleW = (iirSampleW * (1.0 - iirAmount)) + (HeadBump * iirAmount); HeadBump -= iirSampleW;
iirSampleX = (iirSampleX * (1.0 - iirAmount)) + (HeadBump * iirAmount); HeadBump -= iirSampleX;
SubBump = HeadBump;
iirSampleY = (iirSampleY * (1.0 - iirAmount)) + (SubBump * iirAmount); SubBump -= iirSampleY;
iirDriveSampleC = (iirDriveSampleC * (1.0 - HeadBumpFreq)) + (SubBump * HeadBumpFreq); SubBump = iirDriveSampleC;
iirDriveSampleD = (iirDriveSampleD * (1.0 - HeadBumpFreq)) + (SubBump * HeadBumpFreq); SubBump = iirDriveSampleD;
SubBump = fabs(SubBump);
if (SubOctave == false) {SubBump = -SubBump;}
switch (bflip)
{
case 1:
iirSubBumpA += SubBump;// * BassGain);
iirSubBumpA -= (iirSubBumpA * iirSubBumpA * iirSubBumpA * HeadBumpFreq);
iirSubBumpA = (invrandy * iirSubBumpA) + (randy * iirSubBumpB) + (randy * iirSubBumpC);
if (iirSubBumpA > 0) iirSubBumpA -= clamp;
if (iirSubBumpA < 0) iirSubBumpA += clamp;
SubBump = iirSubBumpA;
break;
case 2:
iirSubBumpB += SubBump;// * BassGain);
iirSubBumpB -= (iirSubBumpB * iirSubBumpB * iirSubBumpB * HeadBumpFreq);
iirSubBumpB = (randy * iirSubBumpA) + (invrandy * iirSubBumpB) + (randy * iirSubBumpC);
if (iirSubBumpB > 0) iirSubBumpB -= clamp;
if (iirSubBumpB < 0) iirSubBumpB += clamp;
SubBump = iirSubBumpB;
break;
case 3:
iirSubBumpC += SubBump;// * BassGain);
iirSubBumpC -= (iirSubBumpC * iirSubBumpC * iirSubBumpC * HeadBumpFreq);
iirSubBumpC = (randy * iirSubBumpA) + (randy * iirSubBumpB) + (invrandy * iirSubBumpC);
if (iirSubBumpC > 0) iirSubBumpC -= clamp;
if (iirSubBumpC < 0) iirSubBumpC += clamp;
SubBump = iirSubBumpC;
break;
}
iirSampleZ = (iirSampleZ * (1.0 - HeadBumpFreq)) + (SubBump * HeadBumpFreq); SubBump = iirSampleZ;
iirDriveSampleE = (iirDriveSampleE * (1.0 - iirAmount)) + (SubBump * iirAmount); SubBump = iirDriveSampleE;
iirDriveSampleF = (iirDriveSampleF * (1.0 - iirAmount)) + (SubBump * iirAmount); SubBump = iirDriveSampleF;
inputSampleL += (HeadBump * BassOutGain);
inputSampleL += (SubBump * SubOutGain);
inputSampleR += (HeadBump * BassOutGain);
inputSampleR += (SubBump * SubOutGain);
flip = !flip;
bflip++;
if (bflip < 1 || bflip > 3) bflip = 1;
//stereo 32 bit dither, made small and tidy.
int expon; frexpf((Float32)inputSampleL, &expon);
long double dither = (rand()/(RAND_MAX*7.737125245533627e+25))*pow(2,expon+62);
inputSampleL += (dither-fpNShapeL); fpNShapeL = dither;
frexpf((Float32)inputSampleR, &expon);
dither = (rand()/(RAND_MAX*7.737125245533627e+25))*pow(2,expon+62);
inputSampleR += (dither-fpNShapeR); fpNShapeR = dither;
//end 32 bit dither
*outputL = inputSampleL;
*outputR = inputSampleR;
//direct stereo out
inputL += 1;
inputR += 1;
outputL += 1;
outputR += 1;
}
return noErr;
}