/*
* File: BussColors4.h
*
* Version: 1.0
*
* Created: 5/26/17
*
* Copyright: Copyright � 2017 Airwindows, All Rights Reserved
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#include "AUEffectBase.h"
#include "BussColors4Version.h"
#if AU_DEBUG_DISPATCHER
#include "AUDebugDispatcher.h"
#endif
#ifndef __BussColors4_h__
#define __BussColors4_h__
#pragma mark ____BussColors4 Parameters
// parameters
static CFStringRef kParameterOneName = CFSTR("Console Type");
static const int kDark = 1;
static const int kRock = 2;
static const int kLush = 3;
static const int kVibe = 4;
static const int kHolo = 5;
static const int kPunch = 6;
static const int kSteel = 7;
static const int kTube = 8;
static const int kDefaultValue_ParamOne = kDark;
static CFStringRef kMenuItem_Rock = CFSTR ("Rock");
static CFStringRef kMenuItem_Lush = CFSTR ("Lush");
static CFStringRef kMenuItem_Punch = CFSTR ("Punch");
static CFStringRef kMenuItem_Tube = CFSTR ("Tube");
static CFStringRef kMenuItem_Holo = CFSTR ("Holo");
static CFStringRef kMenuItem_Dark = CFSTR ("Dark");
static CFStringRef kMenuItem_Steel = CFSTR ("Steel");
static CFStringRef kMenuItem_Vibe = CFSTR ("Vibe");
static const float kDefaultValue_ParamTwo = 0.0;
static const float kDefaultValue_ParamThree = 0.0;
static const float kDefaultValue_ParamFour = 1.0;
static CFStringRef kParameterTwoName = CFSTR("Input Trim");
static CFStringRef kParameterThreeName = CFSTR("Output Trim");
static CFStringRef kParameterFourName = CFSTR("Dry/Wet");
//Alter the name if desired, but using the plugin name is a start
enum {
kParam_One =0,
kParam_Two =1,
kParam_Three =2,
kParam_Four =3,
//Add your parameters here...
kNumberOfParameters=4
};
#pragma mark ____BussColors4
class BussColors4 : public AUEffectBase
{
public:
BussColors4(AudioUnit component);
#if AU_DEBUG_DISPATCHER
virtual ~BussColors4 () { delete mDebugDispatcher; }
#endif
virtual AUKernelBase * NewKernel() { return new BussColors4Kernel(this); }
virtual ComponentResult GetParameterValueStrings(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
CFArrayRef * outStrings);
virtual ComponentResult GetParameterInfo(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
AudioUnitParameterInfo &outParameterInfo);
virtual ComponentResult GetPropertyInfo(AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
UInt32 & outDataSize,
Boolean & outWritable );
virtual ComponentResult GetProperty(AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
void * outData);
virtual ComponentResult Initialize();
virtual bool SupportsTail () { return true; }
virtual Float64 GetTailTime() {return (1.0/GetSampleRate())*120.0;} //in SECONDS! gsr * a number = in samples
virtual Float64 GetLatency() {return (1.0/GetSampleRate())*0.0;} // in SECONDS! gsr * a number = in samples
/*! @method Version */
virtual ComponentResult Version() { return kBussColors4Version; }
protected:
class BussColors4Kernel : public AUKernelBase // most of the real work happens here
{
public:
BussColors4Kernel(AUEffectBase *inAudioUnit )
: AUKernelBase(inAudioUnit)
{
}
// *Required* overides for the process method for this effect
// processes one channel of interleaved samples
virtual void Process( const Float32 *inSourceP,
Float32 *inDestP,
UInt32 inFramesToProcess,
UInt32 inNumChannels,
bool &ioSilence);
virtual void Reset();
private:
Float64 b[175]; //full buffer for high sample rates. Scales to 192K
Float64 d[100]; //buffer for calculating sag as it relates to the dynamic impulse synthesis. To 192K.
int c[35]; //just the number of taps we use, doesn't have to scale
Float64 g[9]; //console model
Float64 outg[9]; //console model
Float64 control;
int gcount;
Float64 slowdyn;
long double fpNShape;
};
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#endif