/*
* File: VoiceTrick.cpp
*
* Version: 1.0
*
* Created: 5/9/19
*
* Copyright: Copyright � 2019 Airwindows, All Rights Reserved
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/*=============================================================================
VoiceTrick.cpp
=============================================================================*/
#include "VoiceTrick.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMPONENT_ENTRY(VoiceTrick)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceTrick::VoiceTrick
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
VoiceTrick::VoiceTrick(AudioUnit component)
: AUEffectBase(component)
{
CreateElements();
Globals()->UseIndexedParameters(kNumberOfParameters);
SetParameter(kParam_One, kDefaultValue_ParamOne );
#if AU_DEBUG_DISPATCHER
mDebugDispatcher = new AUDebugDispatcher (this);
#endif
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceTrick::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VoiceTrick::GetParameterValueStrings(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
CFArrayRef * outStrings)
{
return kAudioUnitErr_InvalidProperty;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceTrick::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VoiceTrick::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;
default:
result = kAudioUnitErr_InvalidParameter;
break;
}
} else {
result = kAudioUnitErr_InvalidParameter;
}
return result;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceTrick::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VoiceTrick::GetPropertyInfo (AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
UInt32 & outDataSize,
Boolean & outWritable)
{
return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// state that plugin supports only stereo-in/stereo-out processing
UInt32 VoiceTrick::SupportedNumChannels(const AUChannelInfo ** outInfo)
{
if (outInfo != NULL)
{
static AUChannelInfo info;
info.inChannels = 2;
info.outChannels = 2;
*outInfo = &info;
}
return 1;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceTrick::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VoiceTrick::GetProperty( AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
void * outData )
{
return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}
// VoiceTrick::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VoiceTrick::Initialize()
{
ComponentResult result = AUEffectBase::Initialize();
if (result == noErr)
Reset(kAudioUnitScope_Global, 0);
return result;
}
#pragma mark ____VoiceTrickEffectKernel
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceTrick::VoiceTrickKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult VoiceTrick::Reset(AudioUnitScope inScope, AudioUnitElement inElement)
{
iirLowpassA = 0.0;
iirLowpassB = 0.0;
iirLowpassC = 0.0;
iirLowpassD = 0.0;
iirLowpassE = 0.0;
iirLowpassF = 0.0;
count = 0;
lowpassChase = 0.0;
lowpassAmount = 1.0;
lastLowpass = 1000.0;
fpd = 17;
return noErr;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// VoiceTrick::ProcessBufferLists
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OSStatus VoiceTrick::ProcessBufferLists(AudioUnitRenderActionFlags & ioActionFlags,
const AudioBufferList & inBuffer,
AudioBufferList & outBuffer,
UInt32 inFramesToProcess)
{
Float32 * inputL = (Float32*)(inBuffer.mBuffers[0].mData);
Float32 * inputR = (Float32*)(inBuffer.mBuffers[1].mData);
Float32 * outputL = (Float32*)(outBuffer.mBuffers[0].mData);
Float32 * outputR = (Float32*)(outBuffer.mBuffers[1].mData);
UInt32 nSampleFrames = inFramesToProcess;
lowpassChase = pow(GetParameter( kParam_One ),2);
//should not scale with sample rate, because values reaching 1 are important
//to its ability to bypass when set to max
Float64 lowpassSpeed = 300 / (fabs( lastLowpass - lowpassChase)+1.0);
lastLowpass = lowpassChase;
Float64 invLowpass;
while (nSampleFrames-- > 0) {
long double inputSampleL = *inputL;
long double inputSampleR = *inputR;
if (fabs(inputSampleL)<1.18e-37) inputSampleL = fpd * 1.18e-37;
if (fabs(inputSampleR)<1.18e-37) inputSampleR = fpd * 1.18e-37;
lowpassAmount = (((lowpassAmount*lowpassSpeed)+lowpassChase)/(lowpassSpeed + 1.0)); invLowpass = 1.0 - lowpassAmount;
//setting chase functionality of Capacitor Lowpass. I could just use this value directly from the control,
//but if I say it's the lowpass out of Capacitor it should literally be that in every behavior.
long double inputSample = (inputSampleL + inputSampleR) * 0.5;
//this is now our mono audio
count++; if (count > 5) count = 0; switch (count)
{
case 0:
iirLowpassA = (iirLowpassA * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassA;
iirLowpassB = (iirLowpassB * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassB;
iirLowpassD = (iirLowpassD * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassD;
break;
case 1:
iirLowpassA = (iirLowpassA * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassA;
iirLowpassC = (iirLowpassC * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassC;
iirLowpassE = (iirLowpassE * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassE;
break;
case 2:
iirLowpassA = (iirLowpassA * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassA;
iirLowpassB = (iirLowpassB * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassB;
iirLowpassF = (iirLowpassF * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassF;
break;
case 3:
iirLowpassA = (iirLowpassA * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassA;
iirLowpassC = (iirLowpassC * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassC;
iirLowpassD = (iirLowpassD * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassD;
break;
case 4:
iirLowpassA = (iirLowpassA * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassA;
iirLowpassB = (iirLowpassB * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassB;
iirLowpassE = (iirLowpassE * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassE;
break;
case 5:
iirLowpassA = (iirLowpassA * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassA;
iirLowpassC = (iirLowpassC * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassC;
iirLowpassF = (iirLowpassF * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassF;
break;
}
//Highpass Filter chunk. This is three poles of IIR highpass, with a 'gearbox' that progressively
//steepens the filter after minimizing artifacts.
inputSampleL = -inputSample;
inputSampleR = inputSample;
//and now the output is mono, maybe filtered, and phase flipped to cancel at the microphone.
//The purpose of all this is to allow for recording of lead vocals without use of headphones:
//or at least sealed headphones. You should be able to use this to record vocals with either
//open-back headphones, or literally speakers in the room so long as the mic is exactly
//equidistant from each speaker/headphone side.
//You'll probably want to not use voice monitoring: just mute the track being recorded, or monitor
//only reverb and echo for vibe. Direct sound is the singer's direct sound.
//The filtering is because, if you use open-back headphones and move your head, highs will
//bleed through first like a through-zero flange coming out of cancellation (which it is).
//Therefore, you can filter off highs until the bleed isn't annoying.
//Or just run with it, it shouldn't be that loud.
//Thanks to Peter Gabriel for many great examples of hit vocals recorded just like this :)
//begin 32 bit stereo floating point dither
int expon; frexpf((float)inputSampleL, &expon);
fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
inputSampleL += ((double(fpd)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
frexpf((float)inputSampleR, &expon);
fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
inputSampleR += ((double(fpd)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
//end 32 bit stereo floating point dither
*outputL = inputSampleL;
*outputR = inputSampleR;
//direct stereo out
inputL += 1;
inputR += 1;
outputL += 1;
outputR += 1;
}
return noErr;
}