/*
* File: DrumSlam.cpp
*
* Version: 1.0
*
* Created: 3/12/08
*
* Copyright: Copyright � 2008 Airwindows, All Rights Reserved
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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;
}
}