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/*
*	File:		DrumSlam.cpp
*	
*	Version:	1.0
* 
*	Created:	3/12/08
*	
*	Copyright:  Copyright � 2008 Airwindows, All Rights Reserved
* 
*	Disclaimer:	IMPORTANT:  This Apple software is supplied to you by Apple Computer, Inc. ("Apple") in 
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*				software.
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*				licenses, express or implied, are granted by Apple herein, including but not limited to any 
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*				Apple Software may be incorporated.
*
*				The Apple Software is provided by Apple on an "AS IS" basis.  APPLE MAKES NO WARRANTIES, EXPRESS OR 
*				IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY 
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*/
/*=============================================================================
	DrumSlam.h
	
=============================================================================*/
#include "DrumSlam.h"


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

COMPONENT_ENTRY(DrumSlam)


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DrumSlam::DrumSlam
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DrumSlam::DrumSlam(AudioUnit component)
	: AUEffectBase(component)
{
	CreateElements();
	Globals()->UseIndexedParameters(kNumberOfParameters);
	SetParameter(kParam_One, kDefaultValue_ParamOne );
	SetParameter(kParam_Two, kDefaultValue_ParamTwo );
	SetParameter(kParam_Three, kDefaultValue_ParamThree );
        
#if AU_DEBUG_DISPATCHER
	mDebugDispatcher = new AUDebugDispatcher (this);
#endif
	
}


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DrumSlam::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult		DrumSlam::GetParameterValueStrings(AudioUnitScope		inScope,
                                                                AudioUnitParameterID	inParameterID,
                                                                CFArrayRef *		outStrings)
{
        
    return kAudioUnitErr_InvalidProperty;
}



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DrumSlam::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult		DrumSlam::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 = 1.0;
                outParameterInfo.maxValue = 4.0;
                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 = 1.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamThree;
                break;
            default:
                result = kAudioUnitErr_InvalidParameter;
                break;
            }
	} else {
        result = kAudioUnitErr_InvalidParameter;
    }
    


	return result;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DrumSlam::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult		DrumSlam::GetPropertyInfo (AudioUnitPropertyID	inID,
                                                        AudioUnitScope		inScope,
                                                        AudioUnitElement	inElement,
                                                        UInt32 &		outDataSize,
                                                        Boolean &		outWritable)
{
	return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DrumSlam::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult		DrumSlam::GetProperty(	AudioUnitPropertyID inID,
                                                        AudioUnitScope 		inScope,
                                                        AudioUnitElement 	inElement,
                                                        void *			outData )
{
	return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DrumSlam::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult DrumSlam::Initialize()
{
    ComponentResult result = AUEffectBase::Initialize();
    if (result == noErr)
        Reset(kAudioUnitScope_Global, 0);
    return result;
}

#pragma mark ____DrumSlamEffectKernel


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DrumSlam::DrumSlamKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		DrumSlam::DrumSlamKernel::Reset()
{
	iirSampleA = 0.0;
	iirSampleB = 0.0;
	iirSampleC = 0.0;
	iirSampleD = 0.0;
	iirSampleE = 0.0;
	iirSampleF = 0.0;
	iirSampleG = 0.0;
	iirSampleH = 0.0;
	lastSample = 0.0;
	fpNShape = 0.0;
	fpFlip = false;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	DrumSlam::DrumSlamKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		DrumSlam::DrumSlamKernel::Process(	const Float32 	*inSourceP,
                                                    Float32		 	*inDestP,
                                                    UInt32 			inFramesToProcess,
                                                    UInt32			inNumChannels, // for version 2 AudioUnits inNumChannels is always 1
                                                    bool			&ioSilence )
{

	//This code will pass-thru the audio data.
	//This is where you want to process data to produce an effect.

	
	UInt32 nSampleFrames = inFramesToProcess;
	const Float32 *sourceP = inSourceP;
	Float32 *destP = inDestP;
	Float64 overallscale = 1.0;
	overallscale /= 44100.0;
	overallscale *= GetSampleRate();
	Float64 iirAmountL = 0.0819;
	iirAmountL /= overallscale;
	Float64 iirAmountH = 0.377933067;
	iirAmountH /= overallscale;
	Float64 drive = GetParameter( kParam_One );
	Float64 out = GetParameter( kParam_Two );
	Float64 wet = GetParameter( kParam_Three );
	Float64 dry = 1.0 - wet;
	
	while (nSampleFrames-- > 0) {
		long double inputSample = *sourceP;
		if (inputSample<1.2e-38 && -inputSample<1.2e-38) {
			static int noisesource = 0;
			//this declares a variable before anything else is compiled. It won't keep assigning
			//it to 0 for every sample, it's as if the declaration doesn't exist in this context,
			//but it lets me add this denormalization fix in a single place rather than updating
			//it in three different locations. The variable isn't thread-safe but this is only
			//a random seed and we can share it with whatever.
			noisesource = noisesource % 1700021; noisesource++;
			int 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;
			double applyresidue = residue;
			applyresidue *= 0.00000001;
			applyresidue *= 0.00000001;
			inputSample = applyresidue;
			//this denormalization routine produces a white noise at -300 dB which the noise
			//shaping will interact with to produce a bipolar output, but the noise is actually
			//all positive. That should stop any variables from going denormal, and the routine
			//only kicks in if digital black is input. As a final touch, if you save to 24-bit
			//the silence will return to being digital black again.
		}
		long double drySample = inputSample;
		long double lowSample;
		long double midSample;
		long double highSample;
		
		inputSample *= drive;
		if (fpFlip)
			{
			iirSampleA = (iirSampleA * (1 - iirAmountL)) + (inputSample * iirAmountL);
			iirSampleB = (iirSampleB * (1 - iirAmountL)) + (iirSampleA * iirAmountL);
			lowSample = iirSampleB;
			iirSampleE = (iirSampleE * (1 - iirAmountH)) + (inputSample * iirAmountH);
			iirSampleF = (iirSampleF * (1 - iirAmountH)) + (iirSampleE * iirAmountH);
			midSample = iirSampleF - iirSampleB;
			highSample = inputSample - iirSampleF;
			}
		else
			{
			iirSampleC = (iirSampleC * (1 - iirAmountL)) + (inputSample * iirAmountL);
			iirSampleD = (iirSampleD * (1 - iirAmountL)) + (iirSampleC * iirAmountL);
			lowSample = iirSampleD;
			iirSampleG = (iirSampleG * (1 - iirAmountH)) + (inputSample * iirAmountH);
			iirSampleH = (iirSampleH * (1 - iirAmountH)) + (iirSampleG * iirAmountH);
			midSample = iirSampleH - iirSampleD;
			highSample = inputSample - iirSampleH;
			}
		//generate the tone bands we're using
		if (lowSample > 1.0) {lowSample = 1.0;}
		if (lowSample < -1.0) {lowSample = -1.0;}
		lowSample -= (lowSample * (fabs(lowSample) * 0.448) * (fabs(lowSample) * 0.448) );
		lowSample *= drive;

		if (highSample > 1.0) {highSample = 1.0;}
		if (highSample < -1.0) {highSample = -1.0;}
		highSample -= (highSample * (fabs(highSample) * 0.599) * (fabs(highSample) * 0.599) );
		highSample *= drive;

		midSample = midSample * drive;
		long double skew = (midSample - lastSample);
		lastSample = midSample;
		//skew will be direction/angle
		long double bridgerectifier = fabs(skew);
		if (bridgerectifier > 3.1415926) bridgerectifier = 3.1415926;
		//for skew we want it to go to zero effect again, so we use full range of the sine
		bridgerectifier = sin(bridgerectifier);
		if (skew > 0) skew = bridgerectifier*3.1415926;
		else skew = -bridgerectifier*3.1415926;
		//skew is now sined and clamped and then re-amplified again
		skew *= midSample;
		//cools off sparkliness and crossover distortion
		skew *= 1.557079633;
		//crank up the gain on this so we can make it sing
		bridgerectifier = fabs(midSample);
		bridgerectifier += skew;
		if (bridgerectifier > 1.57079633) bridgerectifier = 1.57079633;
		bridgerectifier = sin(bridgerectifier);
		bridgerectifier *= drive;
		bridgerectifier += skew;
		if (bridgerectifier > 1.57079633) bridgerectifier = 1.57079633;
		bridgerectifier = sin(bridgerectifier);
		if (midSample > 0)
				{
				midSample = bridgerectifier; //(midSample*(1-1.557079633+skew))+((bridgerectifier)*(1.557079633+skew));
				}
			else
				{
				midSample = -bridgerectifier; //(midSample*(1-1.557079633+skew))-((bridgerectifier)*(1.557079633+skew));
				}
		//blend according to positive and negative controls
		
		inputSample = ((lowSample + midSample + highSample)/drive)*out;
		
		if (wet < 1.0) {
			inputSample = (drySample * dry)+(inputSample*wet);
		}
		fpFlip = !fpFlip;
		
		//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;
	}
}