/*
* File: Crystal.cpp
*
* Version: 1.0
*
* Created: 12/9/18
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/*=============================================================================
Crystal.cpp
=============================================================================*/
#include "Crystal.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMPONENT_ENTRY(Crystal)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Crystal::Crystal
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Crystal::Crystal(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
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Crystal::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Crystal::GetParameterValueStrings(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
CFArrayRef * outStrings)
{
return kAudioUnitErr_InvalidProperty;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Crystal::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Crystal::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 = 0.0;
outParameterInfo.maxValue = 3.0;
outParameterInfo.defaultValue = kDefaultValue_ParamThree;
break;
case kParam_Four:
AUBase::FillInParameterName (outParameterInfo, kParameterFourName, false);
outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
outParameterInfo.minValue = 0.0;
outParameterInfo.maxValue = 1.0;
outParameterInfo.defaultValue = kDefaultValue_ParamFour;
break;
default:
result = kAudioUnitErr_InvalidParameter;
break;
}
} else {
result = kAudioUnitErr_InvalidParameter;
}
return result;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Crystal::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Crystal::GetPropertyInfo (AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
UInt32 & outDataSize,
Boolean & outWritable)
{
return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Crystal::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Crystal::GetProperty( AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
void * outData )
{
return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}
// Crystal::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Crystal::Initialize()
{
ComponentResult result = AUEffectBase::Initialize();
if (result == noErr)
Reset(kAudioUnitScope_Global, 0);
return result;
}
#pragma mark ____CrystalEffectKernel
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Crystal::CrystalKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void Crystal::CrystalKernel::Reset()
{
for(int count = 0; count < 34; count++) {b[count] = 0;}
lastSample = 0.0;
fpNShape = 0.0;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Crystal::CrystalKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void Crystal::CrystalKernel::Process( const Float32 *inSourceP,
Float32 *inDestP,
UInt32 inFramesToProcess,
UInt32 inNumChannels,
bool &ioSilence )
{
UInt32 nSampleFrames = inFramesToProcess;
const Float32 *sourceP = inSourceP;
Float32 *destP = inDestP;
Float64 threshold = GetParameter( kParam_One );
Float64 hardness;
Float64 breakup = (1.0-(threshold/2.0))*3.14159265358979;
Float64 bridgerectifier;
Float64 sqdrive = GetParameter( kParam_Two );
if (sqdrive > 1.0) sqdrive *= sqdrive;
sqdrive = sqrt(sqdrive);
Float64 indrive = GetParameter( kParam_Three );
if (indrive > 1.0) indrive *= indrive;
indrive *= (1.0-(0.1695*sqdrive));
//no gain loss of convolution for APIcolypse
//calibrate this to match noise level with character at 1.0
//you get for instance 0.819 and 1.0-0.819 is 0.181
Float64 randy;
Float64 outlevel = GetParameter( kParam_Four );
if (threshold < 1) hardness = 1.0 / (1.0-threshold);
else hardness = 999999999999999999999.0;
//set up hardness to exactly fill gap between threshold and 0db
//if threshold is literally 1 then hardness is infinite, so we make it very big
while (nSampleFrames-- > 0) {
long double inputSample = *sourceP;
static int noisesource = 0;
int residue;
double applyresidue;
noisesource = noisesource % 1700021; noisesource++;
residue = noisesource * noisesource;
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;
inputSample += applyresidue;
if (inputSample<1.2e-38 && -inputSample<1.2e-38) {
inputSample -= 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
inputSample *= indrive;
//calibrated to match gain through convolution and -0.3 correction
if (sqdrive > 0.0){
b[23] = b[22]; b[22] = b[21]; b[21] = b[20]; b[20] = b[19]; b[19] = b[18]; b[18] = b[17]; b[17] = b[16]; b[16] = b[15];
b[15] = b[14]; b[14] = b[13]; b[13] = b[12]; b[12] = b[11]; b[11] = b[10]; b[10] = b[9]; b[9] = b[8]; b[8] = b[7];
b[7] = b[6]; b[6] = b[5]; b[5] = b[4]; b[4] = b[3]; b[3] = b[2]; b[2] = b[1]; b[1] = b[0]; b[0] = inputSample * sqdrive;
inputSample += (b[1] * (0.38856694371895023 + (0.14001177830115491*fabs(b[1]))));
inputSample -= (b[2] * (0.17469488984546111 + (0.05204541941091459*fabs(b[2]))));
inputSample += (b[3] * (0.11643521461774288 - (0.01193121216518472*fabs(b[3]))));
inputSample -= (b[4] * (0.08874416268268183 - (0.05867502375036486*fabs(b[4]))));
inputSample += (b[5] * (0.07222999223073785 - (0.08519974113692971*fabs(b[5]))));
inputSample -= (b[6] * (0.06103207678880003 - (0.09230674983449150*fabs(b[6]))));
inputSample += (b[7] * (0.05277389277465404 - (0.08487342372497046*fabs(b[7]))));
inputSample -= (b[8] * (0.04631144388636078 - (0.06976851898821038*fabs(b[8]))));
inputSample += (b[9] * (0.04102721072495113 - (0.05337974329110802*fabs(b[9]))));
inputSample -= (b[10] * (0.03656047655964371 - (0.03990914278458497*fabs(b[10]))));
inputSample += (b[11] * (0.03268677450573373 - (0.03090433934018759*fabs(b[11]))));
inputSample -= (b[12] * (0.02926012259262895 - (0.02585223214266682*fabs(b[12]))));
inputSample += (b[13] * (0.02618257163789973 - (0.02326667039588473*fabs(b[13]))));
inputSample -= (b[14] * (0.02338568277879992 - (0.02167067760829789*fabs(b[14]))));
inputSample += (b[15] * (0.02082142324645262 - (0.02013392273267951*fabs(b[15]))));
inputSample -= (b[16] * (0.01845525966656259 - (0.01833038930966512*fabs(b[16]))));
inputSample += (b[17] * (0.01626113504980445 - (0.01631893218593511*fabs(b[17]))));
inputSample -= (b[18] * (0.01422084088669267 - (0.01427828125219885*fabs(b[18]))));
inputSample += (b[19] * (0.01231993595709338 - (0.01233991521342998*fabs(b[19]))));
inputSample -= (b[20] * (0.01054774630451013 - (0.01054774630542346*fabs(b[20]))));
inputSample += (b[21] * (0.00889548162355088 - (0.00889548162263755*fabs(b[21]))));
inputSample -= (b[22] * (0.00735749099304526 - (0.00735749099395860*fabs(b[22]))));
inputSample += (b[23] * (0.00592812350468000 - (0.00592812350376666*fabs(b[23]))));
} //the Character plugins as individual processors did this. BussColors applies an averaging factor to produce
// more of a consistent variation between soft and loud convolutions. For years I thought this code was a
//mistake and did nothing, but in fact what it's doing is producing slightly different curves for every single
//convolution kernel location: this will be true of the Character individual plugins as well.
if (fabs(inputSample) > threshold)
{
bridgerectifier = (fabs(inputSample)-threshold)*hardness;
//skip flat area if any, scale to distortion limit
if (bridgerectifier > breakup) bridgerectifier = breakup;
//max value for sine function, 'breakup' modeling for trashed console tone
//more hardness = more solidness behind breakup modeling. more softness, more 'grunge' and sag
bridgerectifier = sin(bridgerectifier)/hardness;
//do the sine factor, scale back to proper amount
if (inputSample > 0) inputSample = bridgerectifier+threshold;
else inputSample = -(bridgerectifier+threshold);
} //otherwise we leave it untouched by the overdrive stuff
//this is the notorious New Channel Density algorithm. It's much less popular than the original Density,
//because it introduces a point where the saturation 'curve' changes from straight to curved.
//People don't like these discontinuities, but you can use them for effect or to grit up the sound.
randy = ((rand()/(double)RAND_MAX)*0.022);
bridgerectifier = ((inputSample*(1-randy))+(lastSample*randy)) * outlevel;
lastSample = inputSample;
inputSample = bridgerectifier; //applies a tiny 'fuzz' to highs: from original Crystal.
//This is akin to the old Chrome Oxide plugin, applying a fuzz to only the slews. The noise only appears
//when current and old samples are different from each other, otherwise you can't tell it's there.
//This is not only during silence but the tops of low frequency waves: it scales down to affect lows more gently.
//32 bit dither, made small and tidy.
int expon; frexpf((Float32)inputSample, &expon);
long double dither = (rand()/(RAND_MAX*7.737125245533627e+25))*pow(2,expon+62);
inputSample += (dither-fpNShape); fpNShape = dither;
//end 32 bit dither
*destP = inputSample;
sourceP += inNumChannels; destP += inNumChannels;
}
}