/*
* File: GuitarConditioner.cpp
*
* Version: 1.0
*
* Created: 8/18/16
*
* Copyright: Copyright � 2016 Airwindows, All Rights Reserved
*
* Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc. ("Apple") in
* consideration of your agreement to the following terms, and your use, installation, modification
* or redistribution of this Apple software constitutes acceptance of these terms. If you do
* not agree with these terms, please do not use, install, modify or redistribute this Apple
* software.
*
* In consideration of your agreement to abide by the following terms, and subject to these terms,
* Apple grants you a personal, non-exclusive license, under Apple's copyrights in this
* original Apple software (the "Apple Software"), to use, reproduce, modify and redistribute the
* Apple Software, with or without modifications, in source and/or binary forms; provided that if you
* redistribute the Apple Software in its entirety and without modifications, you must retain this
* notice and the following text and disclaimers in all such redistributions of the Apple Software.
* Neither the name, trademarks, service marks or logos of Apple Computer, Inc. may be used to
* endorse or promote products derived from the Apple Software without specific prior written
* permission from Apple. Except as expressly stated in this notice, no other rights or
* licenses, express or implied, are granted by Apple herein, including but not limited to any
* patent rights that may be infringed by your derivative works or by other works in which the
* 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
* AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE
* OR IN COMBINATION WITH YOUR PRODUCTS.
*
* IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE,
* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER
* UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN
* IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
/*=============================================================================
GuitarConditioner.cpp
=============================================================================*/
#include "GuitarConditioner.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMPONENT_ENTRY(GuitarConditioner)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// GuitarConditioner::GuitarConditioner
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GuitarConditioner::GuitarConditioner(AudioUnit component)
: AUEffectBase(component)
{
CreateElements();
Globals()->UseIndexedParameters(kNumberOfParameters);
#if AU_DEBUG_DISPATCHER
mDebugDispatcher = new AUDebugDispatcher (this);
#endif
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// GuitarConditioner::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult GuitarConditioner::GetParameterValueStrings(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
CFArrayRef * outStrings)
{
return kAudioUnitErr_InvalidProperty;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// GuitarConditioner::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult GuitarConditioner::GetParameterInfo(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
AudioUnitParameterInfo &outParameterInfo )
{
ComponentResult result = noErr;
outParameterInfo.flags = kAudioUnitParameterFlag_IsWritable
| kAudioUnitParameterFlag_IsReadable;
if (inScope == kAudioUnitScope_Global) {
switch(inParameterID)
{
default:
result = kAudioUnitErr_InvalidParameter;
break;
}
} else {
result = kAudioUnitErr_InvalidParameter;
}
return result;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// GuitarConditioner::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult GuitarConditioner::GetPropertyInfo (AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
UInt32 & outDataSize,
Boolean & outWritable)
{
return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// GuitarConditioner::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult GuitarConditioner::GetProperty( AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
void * outData )
{
return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}
// GuitarConditioner::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult GuitarConditioner::Initialize()
{
ComponentResult result = AUEffectBase::Initialize();
if (result == noErr)
Reset(kAudioUnitScope_Global, 0);
return result;
}
#pragma mark ____GuitarConditionerEffectKernel
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// GuitarConditioner::GuitarConditionerKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void GuitarConditioner::GuitarConditionerKernel::Reset()
{
fpNShape = 0.0;
fpFlip = true;
lastSampleT = 0.0;
lastSampleB = 0.0; //for Slews. T for treble, B for bass
iirSampleTA = 0.0;
iirSampleTB = 0.0;
iirSampleBA = 0.0;
iirSampleBB = 0.0; //for Highpasses
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// GuitarConditioner::GuitarConditionerKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void GuitarConditioner::GuitarConditionerKernel::Process( const Float32 *inSourceP,
Float32 *inDestP,
UInt32 inFramesToProcess,
UInt32 inNumChannels,
bool &ioSilence )
{
UInt32 nSampleFrames = inFramesToProcess;
const Float32 *sourceP = inSourceP;
Float32 *destP = inDestP;
long double overallscale = 1.0;
overallscale /= 44100.0;
overallscale *= GetSampleRate();
long double inputSample;
long double treble;
long double bass;
Float64 iirTreble = 0.287496/overallscale; //tight is -1
Float64 iirBass = 0.085184/overallscale; //tight is 1
iirTreble += iirTreble;
iirBass += iirBass; //simple double when tight is -1 or 1
Float64 tightBass = 0.6666666666;
Float64 tightTreble = -0.3333333333;
Float64 offset;
Float64 clamp;
Float64 threshTreble = 0.0081/overallscale;
Float64 threshBass = 0.0256/overallscale;
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.
}
treble = bass = inputSample;
treble += treble; //+3dB on treble as the highpass is higher
offset = (1 + tightTreble) + ((1-fabs(treble))*tightTreble); //treble HP
if (offset < 0) offset = 0;
if (offset > 1) offset = 1; //made offset for HP
if (fpFlip) {
iirSampleTA = (iirSampleTA * (1 - (offset * iirTreble))) + (treble * (offset * iirTreble));
treble = treble - iirSampleTA;
} else {
iirSampleTB = (iirSampleTB * (1 - (offset * iirTreble))) + (treble * (offset * iirTreble));
treble = treble - iirSampleTB;
} //done treble HP
offset = (1 - tightBass) + (fabs(bass)*tightBass); //bass HP
if (offset < 0) offset = 0;
if (offset > 1) offset = 1;
if (fpFlip) {
iirSampleBA = (iirSampleBA * (1 - (offset * iirBass))) + (bass * (offset * iirBass));
bass = bass - iirSampleBA;
} else {
iirSampleBB = (iirSampleBB * (1 - (offset * iirBass))) + (bass * (offset * iirBass));
bass = bass - iirSampleBB;
} //done bass HP
inputSample = treble;
clamp = inputSample - lastSampleT;
if (clamp > threshTreble)
treble = lastSampleT + threshTreble;
if (-clamp > threshTreble)
treble = lastSampleT - threshTreble;
lastSampleT = treble; //treble slew
inputSample = bass;
clamp = inputSample - lastSampleB;
if (clamp > threshBass)
bass = lastSampleB + threshBass;
if (-clamp > threshBass)
bass = lastSampleB - threshBass;
lastSampleB = bass; //bass slew
inputSample = treble + bass; //final merge
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;
}
}