/*
* File: VoiceOfTheStarship.cpp
*
* Version: 1.0
*
* Created: 10/12/10
*
* Copyright: Copyright � 2010 Airwindows, All Rights Reserved
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/*=============================================================================
VoiceOfTheStarship.h
=============================================================================*/
#include "VoiceOfTheStarship.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMPONENT_ENTRY(VoiceOfTheStarship)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceOfTheStarship::VoiceOfTheStarship
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
VoiceOfTheStarship::VoiceOfTheStarship(AudioUnit component)
: AUEffectBase(component)
{
CreateElements();
Globals()->UseIndexedParameters(kNumberOfParameters);
SetParameter(kParam_One, kDefaultValue_ParamOne );
SetParameter(kParam_Two, kDefaultValue_ParamTwo );
#if AU_DEBUG_DISPATCHER
mDebugDispatcher = new AUDebugDispatcher (this);
#endif
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceOfTheStarship::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VoiceOfTheStarship::GetParameterValueStrings(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
CFArrayRef * outStrings)
{
return kAudioUnitErr_InvalidProperty;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceOfTheStarship::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VoiceOfTheStarship::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_Indexed;
outParameterInfo.minValue = 0;
outParameterInfo.maxValue = 16;
outParameterInfo.defaultValue = kDefaultValue_ParamTwo;
break;
default:
result = kAudioUnitErr_InvalidParameter;
break;
}
} else {
result = kAudioUnitErr_InvalidParameter;
}
return result;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceOfTheStarship::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VoiceOfTheStarship::GetPropertyInfo (AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
UInt32 & outDataSize,
Boolean & outWritable)
{
return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceOfTheStarship::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VoiceOfTheStarship::GetProperty( AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
void * outData )
{
return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceOfTheStarship::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VoiceOfTheStarship::Initialize()
{
ComponentResult result = AUEffectBase::Initialize();
if (result == noErr)
Reset(kAudioUnitScope_Global, 0);
return result;
}
#pragma mark ____VoiceOfTheStarshipEffectKernel
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceOfTheStarship::VoiceOfTheStarshipKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void VoiceOfTheStarship::VoiceOfTheStarshipKernel::Reset()
{
position = 99999999;
quadratic = 0;
noiseA = 0.0;
noiseB = 0.0;
noiseC = 0.0;
flip = false;
filterflip = false;
for(int count = 0; count < 11; count++) {b[count] = 0.0; f[count] = 0.0;}
lastAlgorithm = 0;
fpNShape = 0.0;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceOfTheStarship::VoiceOfTheStarshipKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void VoiceOfTheStarship::VoiceOfTheStarshipKernel::Process( const Float32 *inSourceP,
Float32 *inDestP,
UInt32 inFramesToProcess,
UInt32 inNumChannels,
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 cutoff = pow((GetParameter( kParam_One )*0.89)+0.1,3);
if (cutoff > 1.0) cutoff = 1.0;
Float64 invcutoff = 1.0 - cutoff;
//this is the lowpass
Float64 overallscale = ((1.0-GetParameter( kParam_One ))*9.0)+1.0;
Float64 gain = overallscale;
if (gain > 1.0) {f[0] = 1.0; gain -= 1.0;} else {f[0] = gain; gain = 0.0;}
if (gain > 1.0) {f[1] = 1.0; gain -= 1.0;} else {f[1] = gain; gain = 0.0;}
if (gain > 1.0) {f[2] = 1.0; gain -= 1.0;} else {f[2] = gain; gain = 0.0;}
if (gain > 1.0) {f[3] = 1.0; gain -= 1.0;} else {f[3] = gain; gain = 0.0;}
if (gain > 1.0) {f[4] = 1.0; gain -= 1.0;} else {f[4] = gain; gain = 0.0;}
if (gain > 1.0) {f[5] = 1.0; gain -= 1.0;} else {f[5] = gain; gain = 0.0;}
if (gain > 1.0) {f[6] = 1.0; gain -= 1.0;} else {f[6] = gain; gain = 0.0;}
if (gain > 1.0) {f[7] = 1.0; gain -= 1.0;} else {f[7] = gain; gain = 0.0;}
if (gain > 1.0) {f[8] = 1.0; gain -= 1.0;} else {f[8] = gain; gain = 0.0;}
if (gain > 1.0) {f[9] = 1.0; gain -= 1.0;} else {f[9] = gain; gain = 0.0;}
//this is the moving average with remainders
if (overallscale < 1.0) overallscale = 1.0;
f[0] /= overallscale;
f[1] /= overallscale;
f[2] /= overallscale;
f[3] /= overallscale;
f[4] /= overallscale;
f[5] /= overallscale;
f[6] /= overallscale;
f[7] /= overallscale;
f[8] /= overallscale;
f[9] /= overallscale;
//and now it's neatly scaled, too
int lowcut = GetParameter( kParam_Two );
if (lastAlgorithm != lowcut) {
noiseA = 0.0; noiseB = 0.0; noiseC = 0.0;
for(int count = 0; count < 11; count++) {b[count] = 0.0;}
lastAlgorithm = lowcut;
}
//cuts the noise back to 0 if we are changing algorithms,
//because that also changes gains and can make loud pops.
//We still get pops, but they'd be even worse
int dcut;
if (lowcut > 15) {lowcut = 1151; dcut= 11517;}
if (lowcut == 15) {lowcut = 113; dcut= 1151;}
if (lowcut == 14) {lowcut = 71; dcut= 719;}
if (lowcut == 13) {lowcut = 53; dcut= 541;}
if (lowcut == 12) {lowcut = 31; dcut= 311;}
if (lowcut == 11) {lowcut = 23; dcut= 233;}
if (lowcut == 10) {lowcut = 19; dcut= 191;}
if (lowcut == 9) {lowcut = 17; dcut= 173;}
if (lowcut == 8) {lowcut = 13; dcut= 131;}
if (lowcut == 7) {lowcut = 11; dcut= 113;}
if (lowcut == 6) {lowcut = 7; dcut= 79;}
if (lowcut == 5) {lowcut = 6; dcut= 67;}
if (lowcut == 4) {lowcut = 5; dcut= 59;}
if (lowcut == 3) {lowcut = 4; dcut= 43;}
if (lowcut == 2) {lowcut = 3; dcut= 37;}
if (lowcut == 1) {lowcut = 2; dcut= 23;}
if (lowcut < 1) {lowcut = 1; dcut= 11;}
//this is the mechanism for cutting back subs without filtering
Float64 rumbletrim = sqrt(lowcut);
//this among other things is just to give volume compensation
Float64 inputSample;
while (nSampleFrames-- > 0) {
inputSample = *sourceP;
//we then ignore this!
quadratic -= 1;
if (quadratic < 0)
{
position += 1;
quadratic = position * position;
quadratic = quadratic % 170003; //% is C++ mod operator
quadratic *= quadratic;
quadratic = quadratic % 17011; //% is C++ mod operator
quadratic *= quadratic;
quadratic = quadratic % 1709; //% is C++ mod operator
quadratic *= quadratic;
quadratic = quadratic % dcut; //% is C++ mod operator
quadratic *= quadratic;
quadratic = quadratic % lowcut;
//sets density of the centering force
if (noiseA < 0) {flip = true;}
else {flip = false;}
//every time we come here, we force the random walk to be
//toward the center of the waveform. Without this,
//it's a pure random walk that will generate DC.
}
if (flip) noiseA += (rand()/(double)RAND_MAX);
else noiseA -= (rand()/(double)RAND_MAX);
//here's the guts of the random walk
if (filterflip)
{noiseB *= invcutoff; noiseB += (noiseA*cutoff); inputSample = noiseB;}
else
{noiseC *= invcutoff; noiseC += (noiseA*cutoff); inputSample = noiseC;}
//now we have the output of the filter as inputSample.
//this filter is shallower than a straight IIR: it's interleaved
b[9] = b[8]; b[8] = b[7]; b[7] = b[6]; b[6] = b[5];
b[5] = b[4]; b[4] = b[3]; b[3] = b[2]; b[2] = b[1];
b[1] = b[0]; b[0] = inputSample;
inputSample *= f[0];
inputSample += (b[1] * f[1]);
inputSample += (b[2] * f[2]);
inputSample += (b[3] * f[3]);
inputSample += (b[4] * f[4]);
inputSample += (b[5] * f[5]);
inputSample += (b[6] * f[6]);
inputSample += (b[7] * f[7]);
inputSample += (b[8] * f[8]);
inputSample += (b[9] * f[9]);
inputSample *= 0.1;
inputSample *= invcutoff;
inputSample /= rumbletrim;
flip = !flip;
filterflip = !filterflip;
//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;
}
}