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author | Chris Johnson <jinx6568@sover.net> | 2018-07-08 19:30:08 -0400 |
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committer | Chris Johnson <jinx6568@sover.net> | 2018-07-08 19:30:08 -0400 |
commit | 6dd0cc75eef5294133c324ca225275247923cccd (patch) | |
tree | 36adae747e33f75862f594ea675f94608a6ae787 /plugins/MacAU/DrumSlam/DrumSlam.cpp | |
parent | 31d06ef1a29836dbc357a004cb422563c698c88e (diff) | |
download | airwindows-lv2-port-6dd0cc75eef5294133c324ca225275247923cccd.tar.gz airwindows-lv2-port-6dd0cc75eef5294133c324ca225275247923cccd.tar.bz2 airwindows-lv2-port-6dd0cc75eef5294133c324ca225275247923cccd.zip |
DrumSlam
Diffstat (limited to 'plugins/MacAU/DrumSlam/DrumSlam.cpp')
-rwxr-xr-x | plugins/MacAU/DrumSlam/DrumSlam.cpp | 344 |
1 files changed, 344 insertions, 0 deletions
diff --git a/plugins/MacAU/DrumSlam/DrumSlam.cpp b/plugins/MacAU/DrumSlam/DrumSlam.cpp new file mode 100755 index 0000000..50053f3 --- /dev/null +++ b/plugins/MacAU/DrumSlam/DrumSlam.cpp @@ -0,0 +1,344 @@ +/* +* File: DrumSlam.cpp +* +* Version: 1.0 +* +* Created: 3/12/08 +* +* Copyright: Copyright © 2008 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. +* +*/ +/*============================================================================= + DrumSlam.h + +=============================================================================*/ +#include "DrumSlam.h" + + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +COMPONENT_ENTRY(DrumSlam) + + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// DrumSlam::DrumSlam +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +DrumSlam::DrumSlam(AudioUnit component) + : AUEffectBase(component) +{ + CreateElements(); + Globals()->UseIndexedParameters(kNumberOfParameters); + SetParameter(kParam_One, kDefaultValue_ParamOne ); + SetParameter(kParam_Two, kDefaultValue_ParamTwo ); + SetParameter(kParam_Three, kDefaultValue_ParamThree ); + +#if AU_DEBUG_DISPATCHER + mDebugDispatcher = new AUDebugDispatcher (this); +#endif + +} + + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// DrumSlam::GetParameterValueStrings +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +ComponentResult DrumSlam::GetParameterValueStrings(AudioUnitScope inScope, + AudioUnitParameterID inParameterID, + CFArrayRef * outStrings) +{ + + return kAudioUnitErr_InvalidProperty; +} + + + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// DrumSlam::GetParameterInfo +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +ComponentResult DrumSlam::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 = 1.0; + outParameterInfo.maxValue = 4.0; + 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; + default: + result = kAudioUnitErr_InvalidParameter; + break; + } + } else { + result = kAudioUnitErr_InvalidParameter; + } + + + + return result; +} + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// DrumSlam::GetPropertyInfo +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +ComponentResult DrumSlam::GetPropertyInfo (AudioUnitPropertyID inID, + AudioUnitScope inScope, + AudioUnitElement inElement, + UInt32 & outDataSize, + Boolean & outWritable) +{ + return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable); +} + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// DrumSlam::GetProperty +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +ComponentResult DrumSlam::GetProperty( AudioUnitPropertyID inID, + AudioUnitScope inScope, + AudioUnitElement inElement, + void * outData ) +{ + return AUEffectBase::GetProperty (inID, inScope, inElement, outData); +} + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// DrumSlam::Initialize +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +ComponentResult DrumSlam::Initialize() +{ + ComponentResult result = AUEffectBase::Initialize(); + if (result == noErr) + Reset(kAudioUnitScope_Global, 0); + return result; +} + +#pragma mark ____DrumSlamEffectKernel + + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// DrumSlam::DrumSlamKernel::Reset() +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +void DrumSlam::DrumSlamKernel::Reset() +{ + iirSampleA = 0.0; + iirSampleB = 0.0; + iirSampleC = 0.0; + iirSampleD = 0.0; + iirSampleE = 0.0; + iirSampleF = 0.0; + iirSampleG = 0.0; + iirSampleH = 0.0; + lastSample = 0.0; + fpNShapeA = 0.0; + fpNShapeB = 0.0; + fpFlip = true; +} + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// DrumSlam::DrumSlamKernel::Process +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +void DrumSlam::DrumSlamKernel::Process( const Float32 *inSourceP, + Float32 *inDestP, + UInt32 inFramesToProcess, + UInt32 inNumChannels, // for version 2 AudioUnits inNumChannels is always 1 + 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 overallscale = 1.0; + overallscale /= 44100.0; + overallscale *= GetSampleRate(); + Float64 iirAmountL = 0.0819; + iirAmountL /= overallscale; + Float64 iirAmountH = 0.377933067; + iirAmountH /= overallscale; + Float64 drive = GetParameter( kParam_One ); + Float64 out = GetParameter( kParam_Two ); + Float64 wet = GetParameter( kParam_Three ); + Float64 dry = 1.0 - wet; + long double fpOld = 0.618033988749894848204586; //golden ratio! + long double fpNew = 1.0 - fpOld; + + while (nSampleFrames-- > 0) { + long double 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. + } + long double drySample = inputSample; + long double lowSample; + long double midSample; + long double highSample; + + inputSample *= drive; + if (fpFlip) + { + iirSampleA = (iirSampleA * (1 - iirAmountL)) + (inputSample * iirAmountL); + iirSampleB = (iirSampleB * (1 - iirAmountL)) + (iirSampleA * iirAmountL); + lowSample = iirSampleB; + iirSampleE = (iirSampleE * (1 - iirAmountH)) + (inputSample * iirAmountH); + iirSampleF = (iirSampleF * (1 - iirAmountH)) + (iirSampleE * iirAmountH); + midSample = iirSampleF - iirSampleB; + highSample = inputSample - iirSampleF; + } + else + { + iirSampleC = (iirSampleC * (1 - iirAmountL)) + (inputSample * iirAmountL); + iirSampleD = (iirSampleD * (1 - iirAmountL)) + (iirSampleC * iirAmountL); + lowSample = iirSampleD; + iirSampleG = (iirSampleG * (1 - iirAmountH)) + (inputSample * iirAmountH); + iirSampleH = (iirSampleH * (1 - iirAmountH)) + (iirSampleG * iirAmountH); + midSample = iirSampleH - iirSampleD; + highSample = inputSample - iirSampleH; + } + //generate the tone bands we're using + if (lowSample > 1.0) {lowSample = 1.0;} + if (lowSample < -1.0) {lowSample = -1.0;} + lowSample -= (lowSample * (fabs(lowSample) * 0.448) * (fabs(lowSample) * 0.448) ); + lowSample *= drive; + + if (highSample > 1.0) {highSample = 1.0;} + if (highSample < -1.0) {highSample = -1.0;} + highSample -= (highSample * (fabs(highSample) * 0.599) * (fabs(highSample) * 0.599) ); + highSample *= drive; + + midSample = midSample * drive; + long double skew = (midSample - lastSample); + lastSample = midSample; + //skew will be direction/angle + long double bridgerectifier = fabs(skew); + if (bridgerectifier > 3.1415926) bridgerectifier = 3.1415926; + //for skew we want it to go to zero effect again, so we use full range of the sine + bridgerectifier = sin(bridgerectifier); + if (skew > 0) skew = bridgerectifier*3.1415926; + else skew = -bridgerectifier*3.1415926; + //skew is now sined and clamped and then re-amplified again + skew *= midSample; + //cools off sparkliness and crossover distortion + skew *= 1.557079633; + //crank up the gain on this so we can make it sing + bridgerectifier = fabs(midSample); + bridgerectifier += skew; + if (bridgerectifier > 1.57079633) bridgerectifier = 1.57079633; + bridgerectifier = sin(bridgerectifier); + bridgerectifier *= drive; + bridgerectifier += skew; + if (bridgerectifier > 1.57079633) bridgerectifier = 1.57079633; + bridgerectifier = sin(bridgerectifier); + if (midSample > 0) + { + midSample = bridgerectifier; //(midSample*(1-1.557079633+skew))+((bridgerectifier)*(1.557079633+skew)); + } + else + { + midSample = -bridgerectifier; //(midSample*(1-1.557079633+skew))-((bridgerectifier)*(1.557079633+skew)); + } + //blend according to positive and negative controls + + inputSample = ((lowSample + midSample + highSample)/drive)*out; + + if (wet < 1.0) { + inputSample = (drySample * dry)+(inputSample*wet); + } + + //noise shaping to 32-bit floating point + Float32 fpTemp; + if (fpFlip) { + fpTemp = inputSample; + fpNShapeA = (fpNShapeA*fpOld)+((inputSample-fpTemp)*fpNew); + inputSample += fpNShapeA; + } + else { + fpTemp = inputSample; + fpNShapeB = (fpNShapeB*fpOld)+((inputSample-fpTemp)*fpNew); + inputSample += fpNShapeB; + } + fpFlip = !fpFlip; + //end noise shaping on 32 bit output + + *destP = inputSample; + sourceP += inNumChannels; + destP += inNumChannels; + } +} + |