/*
* File: Energy.h
*
* Version: 1.0
*
* Created: 10/2/10
*
* Copyright: Copyright � 2010 Airwindows, All Rights Reserved
*
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#include "AUEffectBase.h"
#include "EnergyVersion.h"
#if AU_DEBUG_DISPATCHER
#include "AUDebugDispatcher.h"
#endif
#ifndef __Energy_h__
#define __Energy_h__
#pragma mark ____Energy Parameters
// parameters
static const float kDefaultValue_ParamOne = 0.0;
static const float kDefaultValue_ParamTwo = 0.0;
static const float kDefaultValue_ParamThree = 0.0;
static const float kDefaultValue_ParamFour = 0.0;
static const float kDefaultValue_ParamFive = 0.0;
static const float kDefaultValue_ParamSix = 0.0;
static const float kDefaultValue_ParamSeven = 0.0;
static const float kDefaultValue_ParamEight = 0.0;
static const float kDefaultValue_ParamNine = 1.0;
//let's assume we always have a default of 0.0, for no effect
static CFStringRef kParameterOneName = CFSTR("Hiss");
static CFStringRef kParameterTwoName = CFSTR("Glitter");
static CFStringRef kParameterThreeName = CFSTR("Rat");
static CFStringRef kParameterFourName = CFSTR("Fizz");
static CFStringRef kParameterFiveName = CFSTR("Scrape");
static CFStringRef kParameterSixName = CFSTR("Chug");
static CFStringRef kParameterSevenName = CFSTR("Yowr");
static CFStringRef kParameterEightName = CFSTR("Snarl");
static CFStringRef kParameterNineName = CFSTR("InvDryWet");
enum {
kParam_One =0,
kParam_Two =1,
kParam_Three =2,
kParam_Four =3,
kParam_Five =4,
kParam_Six =5,
kParam_Seven =6,
kParam_Eight =7,
kParam_Nine =8,
//Add your parameters here...
kNumberOfParameters=9
};
#pragma mark ____Energy
class Energy : public AUEffectBase
{
public:
Energy(AudioUnit component);
#if AU_DEBUG_DISPATCHER
virtual ~Energy () { delete mDebugDispatcher; }
#endif
virtual AUKernelBase * NewKernel() { return new EnergyKernel(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()*64.0;} //in SECONDS!
virtual Float64 GetLatency() {return 0.0;} // in SECONDS!
/*! @method Version */
virtual ComponentResult Version() { return kEnergyVersion; }
protected:
class EnergyKernel : public AUKernelBase // most of the real work happens here
{
public:
EnergyKernel(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 duoEven;
Float64 duoOdd;
Float64 duoFactor;
bool flip;
Float64 tripletA;
Float64 tripletB;
Float64 tripletC;
Float64 tripletFactor;
int countA;
Float64 quadA;
Float64 quadB;
Float64 quadC;
Float64 quadD;
Float64 quadFactor;
int countB;
Float64 quintA;
Float64 quintB;
Float64 quintC;
Float64 quintD;
Float64 quintE;
Float64 quintFactor;
int countC;
Float64 sextA;
Float64 sextB;
Float64 sextC;
Float64 sextD;
Float64 sextE;
Float64 sextF;
Float64 sextFactor;
int countD;
Float64 septA;
Float64 septB;
Float64 septC;
Float64 septD;
Float64 septE;
Float64 septF;
Float64 septG;
Float64 septFactor;
int countE;
Float64 octA;
Float64 octB;
Float64 octC;
Float64 octD;
Float64 octE;
Float64 octF;
Float64 octG;
Float64 octH;
Float64 octFactor;
int countF;
Float64 nintA;
Float64 nintB;
Float64 nintC;
Float64 nintD;
Float64 nintE;
Float64 nintF;
Float64 nintG;
Float64 nintH;
Float64 nintI;
Float64 nintFactor;
int countG;
Float64 PrevH;
Float64 PrevG;
Float64 PrevF;
Float64 PrevE;
Float64 PrevD;
Float64 PrevC;
Float64 PrevB;
Float64 PrevA;
long double fpNShape;
};
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#endif