/*
* File: Ensemble.cpp
*
* Version: 1.0
*
* Created: 2/14/07
*
* Copyright: Copyright � 2007 Airwindows, All Rights Reserved
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/*=============================================================================
Ensemble.h
=============================================================================*/
#include "Ensemble.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMPONENT_ENTRY(Ensemble)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Ensemble::Ensemble
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ensemble::Ensemble(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
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Ensemble::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Ensemble::GetParameterValueStrings(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
CFArrayRef * outStrings)
{
return kAudioUnitErr_InvalidProperty;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Ensemble::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Ensemble::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_CustomUnit;
outParameterInfo.unitName = kParameterOneUnit;
outParameterInfo.minValue = 2;
outParameterInfo.maxValue = 48;
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;
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;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Ensemble::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Ensemble::GetPropertyInfo (AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
UInt32 & outDataSize,
Boolean & outWritable)
{
return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Ensemble::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Ensemble::GetProperty( AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
void * outData )
{
return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Ensemble::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Ensemble::Initialize()
{
ComponentResult result = AUEffectBase::Initialize();
if (result == noErr)
Reset(kAudioUnitScope_Global, 0);
return result;
}
#pragma mark ____EnsembleEffectKernel
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Ensemble::EnsembleKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void Ensemble::EnsembleKernel::Reset()
{
for(int count = 0; count < 65539; count++) {p[count] = 0;}
for(int count = 0; count < 49; count++) {sweep[count] = 3.141592653589793238 / 2.0;}
gcount = 0;
airPrev = 0.0;
airEven = 0.0;
airOdd = 0.0;
airFactor = 0.0;
fpNShape = 0.0;
fpFlip = true;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Ensemble::EnsembleKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void Ensemble::EnsembleKernel::Process( const Float32 *inSourceP,
Float32 *inDestP,
UInt32 inFramesToProcess,
UInt32 inNumChannels, // for version 2 AudioUnits inNumChannels is always 1
bool &ioSilence )
{
UInt32 nSampleFrames = inFramesToProcess;
const Float32 *sourceP = inSourceP;
Float32 *destP = inDestP;
Float64 overallscale = 1.0;
overallscale /= 44100.0;
overallscale *= GetSampleRate();
Float64 spd = pow(0.4+(GetParameter( kParam_Two )/12),10);
spd *= overallscale;
Float64 depth = 0.002 / spd;
Float64 tupi = 3.141592653589793238 * 2.0;
Float64 taps = GetParameter( kParam_One );
Float64 brighten = GetParameter( kParam_Three );
Float64 wet = GetParameter( kParam_Four );
Float64 dry = 1.0 - wet;
Float64 hapi = 3.141592653589793238 / taps;
Float64 offset;
Float64 floffset;
Float64 start[49];
Float64 sinoffset[49];
Float64 speed[49];
int count;
int ensemble;
Float64 temp;
long double inputSample;
Float64 drySample;
//now we'll precalculate some stuff that needn't be in every sample
for(count = 1; count <= taps; count++)
{
start[count] = depth * count;
sinoffset[count] = hapi * (count-1);
speed[count] = spd / (1 + (count/taps));
}
//that's for speeding up things in the sample-processing area
while (nSampleFrames-- > 0) {
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.
}
drySample = inputSample;
airFactor = airPrev - inputSample;
if (fpFlip) {airEven += airFactor; airOdd -= airFactor; airFactor = airEven;}
else {airOdd += airFactor; airEven -= airFactor; airFactor = airOdd;}
airOdd = (airOdd - ((airOdd - airEven)/256.0)) / 1.0001;
airEven = (airEven - ((airEven - airOdd)/256.0)) / 1.0001;
airPrev = inputSample;
inputSample += (airFactor*brighten);
//air, compensates for loss of highs in flanger's interpolation
if (gcount < 1 || gcount > 32767) {gcount = 32767;}
count = gcount;
p[count+32767] = p[count] = temp = inputSample;
//double buffer
for(ensemble = 1; ensemble <= taps; ensemble++)
{
offset = start[ensemble] + (depth * sin(sweep[ensemble]+sinoffset[ensemble]));
floffset = offset-floor(offset);
count = gcount + (int)floor(offset);
temp += p[count] * (1-floffset); //less as value moves away from .0
temp += p[count+1]; //we can assume always using this in one way or another?
temp += p[count+2] * floffset; //greater as value moves away from .0
temp -= ((p[count]-p[count+1])-(p[count+1]-p[count+2]))/50; //interpolation hacks 'r us
sweep[ensemble] += speed[ensemble];
if (sweep[ensemble] > tupi){sweep[ensemble] -= tupi;}
}
gcount--;
//still scrolling through the samples, remember
inputSample = temp/(4.0*sqrt(taps));
if (wet !=1.0) {
inputSample = (inputSample * wet) + (drySample * dry);
}
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;
destP += inNumChannels;
sourceP += inNumChannels;
}
}