/*
* File: Capacitor.h
*
* Version: 1.0
*
* Created: 2/1/17
*
* Copyright: Copyright � 2017 Airwindows, All Rights Reserved
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#include "AUEffectBase.h"
#include "CapacitorVersion.h"
#if AU_DEBUG_DISPATCHER
#include "AUDebugDispatcher.h"
#endif
#ifndef __Capacitor_h__
#define __Capacitor_h__
#pragma mark ____Capacitor Parameters
// parameters
static const float kDefaultValue_ParamOne = 1.0;
static const float kDefaultValue_ParamTwo = 0.0;
static const float kDefaultValue_ParamThree = 1.0;
static CFStringRef kParameterOneName = CFSTR("Lowpass");
static CFStringRef kParameterTwoName = CFSTR("Highpass");
static CFStringRef kParameterThreeName = 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,
//Add your parameters here...
kNumberOfParameters=3
};
#pragma mark ____Capacitor
class Capacitor : public AUEffectBase
{
public:
Capacitor(AudioUnit component);
#if AU_DEBUG_DISPATCHER
virtual ~Capacitor () { delete mDebugDispatcher; }
#endif
virtual AUKernelBase * NewKernel() { return new CapacitorKernel(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())*0.0;} //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 kCapacitorVersion; }
protected:
class CapacitorKernel : public AUKernelBase // most of the real work happens here
{
public:
CapacitorKernel(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 iirHighpassA;
Float64 iirHighpassB;
Float64 iirHighpassC;
Float64 iirHighpassD;
Float64 iirHighpassE;
Float64 iirHighpassF;
Float64 iirLowpassA;
Float64 iirLowpassB;
Float64 iirLowpassC;
Float64 iirLowpassD;
Float64 iirLowpassE;
Float64 iirLowpassF;
int count;
Float64 lowpassChase;
Float64 highpassChase;
Float64 wetChase;
Float64 lowpassAmount;
Float64 highpassAmount;
Float64 wet;
Float64 lastLowpass;
Float64 lastHighpass;
Float64 lastWet;
long double fpNShape;
};
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#endif