/*
* File: VariMu.cpp
*
* Version: 1.0
*
* Created: 10/2/10
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/*=============================================================================
VariMu.h
=============================================================================*/
#include "VariMu.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMPONENT_ENTRY(VariMu)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VariMu::VariMu
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
VariMu::VariMu(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
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VariMu::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VariMu::GetParameterValueStrings(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
CFArrayRef * outStrings)
{
return kAudioUnitErr_InvalidProperty;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VariMu::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VariMu::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 = 0.0;
outParameterInfo.maxValue = 1.0;
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;
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;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VariMu::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VariMu::GetPropertyInfo (AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
UInt32 & outDataSize,
Boolean & outWritable)
{
return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VariMu::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VariMu::GetProperty( AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
void * outData )
{
return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VariMu::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VariMu::Initialize()
{
ComponentResult result = AUEffectBase::Initialize();
if (result == noErr)
Reset(kAudioUnitScope_Global, 0);
return result;
}
#pragma mark ____VariMuEffectKernel
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VariMu::VariMuKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void VariMu::VariMuKernel::Reset()
{
muSpeedA = 10000;
muSpeedB = 10000;
muCoefficientA = 1;
muCoefficientB = 1;
muVary = 1;
flip = false;
previous = 0.0;
fpNShape = 0.0;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VariMu::VariMuKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void VariMu::VariMuKernel::Process( const Float32 *inSourceP,
Float32 *inDestP,
UInt32 inFramesToProcess,
UInt32 inNumChannels,
bool &ioSilence )
{
UInt32 nSampleFrames = inFramesToProcess;
const Float32 *sourceP = inSourceP;
Float32 *destP = inDestP;
Float64 overallscale = 2.0;
overallscale /= 44100.0;
overallscale *= GetSampleRate();
Float64 threshold = 1.001 - (1.0-pow(1.0-GetParameter( kParam_One ),3));
Float64 muMakeupGain = sqrt(1.0 / threshold);
muMakeupGain = (muMakeupGain + sqrt(muMakeupGain))/2.0;
muMakeupGain = sqrt(muMakeupGain);
Float64 outGain = sqrt(muMakeupGain);
//gain settings around threshold
Float64 release = pow((1.15-GetParameter( kParam_Two )),5)*32768.0;
release /= overallscale;
Float64 fastest = sqrt(release);
//speed settings around release
Float64 coefficient;
Float64 output = outGain * GetParameter( kParam_Three );
Float64 wet = GetParameter( kParam_Four );
long double squaredSample;
// � � � � � � � � � � � � is the kitten song o/~
while (nSampleFrames-- > 0) {
long double inputSample = *sourceP;
static int noisesource = 0;
int residue;
double applyresidue;
noisesource = noisesource % 1700021; noisesource++;
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;
applyresidue = residue;
applyresidue *= 0.00000001;
applyresidue *= 0.00000001;
inputSample += applyresidue;
if (inputSample<1.2e-38 && -inputSample<1.2e-38) {
inputSample -= applyresidue;
}
//for live air, we always apply the dither noise. Then, if our result is
//effectively digital black, we'll subtract it again. We want a 'air' hiss
long double drySample = inputSample;
if (fabs(inputSample) > fabs(previous)) squaredSample = previous * previous;
else squaredSample = inputSample * inputSample;
previous = inputSample;
inputSample *= muMakeupGain;
if (flip)
{
if (fabs(squaredSample) > threshold)
{
muVary = threshold / fabs(squaredSample);
muAttack = sqrt(fabs(muSpeedA));
muCoefficientA = muCoefficientA * (muAttack-1.0);
if (muVary < threshold)
{
muCoefficientA = muCoefficientA + threshold;
}
else
{
muCoefficientA = muCoefficientA + muVary;
}
muCoefficientA = muCoefficientA / muAttack;
}
else
{
muCoefficientA = muCoefficientA * ((muSpeedA * muSpeedA)-1.0);
muCoefficientA = muCoefficientA + 1.0;
muCoefficientA = muCoefficientA / (muSpeedA * muSpeedA);
}
muNewSpeed = muSpeedA * (muSpeedA-1);
muNewSpeed = muNewSpeed + fabs(squaredSample*release)+fastest;
muSpeedA = muNewSpeed / muSpeedA;
}
else
{
if (fabs(squaredSample) > threshold)
{
muVary = threshold / fabs(squaredSample);
muAttack = sqrt(fabs(muSpeedB));
muCoefficientB = muCoefficientB * (muAttack-1);
if (muVary < threshold)
{
muCoefficientB = muCoefficientB + threshold;
}
else
{
muCoefficientB = muCoefficientB + muVary;
}
muCoefficientB = muCoefficientB / muAttack;
}
else
{
muCoefficientB = muCoefficientB * ((muSpeedB * muSpeedB)-1.0);
muCoefficientB = muCoefficientB + 1.0;
muCoefficientB = muCoefficientB / (muSpeedB * muSpeedB);
}
muNewSpeed = muSpeedB * (muSpeedB-1);
muNewSpeed = muNewSpeed + fabs(squaredSample*release)+fastest;
muSpeedB = muNewSpeed / muSpeedB;
}
//got coefficients, adjusted speeds
if (flip)
{
coefficient = (muCoefficientA + pow(muCoefficientA,2))/2.0;
inputSample *= coefficient;
}
else
{
coefficient = (muCoefficientB + pow(muCoefficientB,2))/2.0;
inputSample *= coefficient;
}
//applied compression with vari-vari-�-�-�-�-�-�-is-the-kitten-song o/~
//applied gain correction to control output level- tends to constrain sound rather than inflate it
flip = !flip;
if (output < 1.0) {
inputSample *= output;
}
if (wet < 1.0) {
inputSample = (drySample * (1.0-wet)) + (inputSample * wet);
}
//nice little output stage template: if we have another scale of floating point
//number, we really don't want to meaninglessly multiply that by 1.0.
//noise shaping to 32-bit floating point
Float32 fpTemp = inputSample;
fpNShape += (inputSample-fpTemp);
inputSample += fpNShape;
//for deeper space and warmth, we try a non-oscillating noise shaping
//that is kind of ruthless: it will forever retain the rounding errors
//except we'll dial it back a hair at the end of every buffer processed
//end noise shaping on 32 bit output
*destP = inputSample;
sourceP += inNumChannels; destP += inNumChannels;
}
}