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author | Chris Johnson <jinx6568@sover.net> | 2018-09-16 19:23:16 -0400 |
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committer | Chris Johnson <jinx6568@sover.net> | 2018-09-16 19:23:16 -0400 |
commit | 5d63025311019c9e47e2a49ec82bde1585afd5c5 (patch) | |
tree | 6ef13551eb9329e7c966278aa21d4b781410dd46 /plugins/MacAU/Pop/Pop.cpp | |
parent | 9ecd9a8c01bea3c02f6e94cf67dd7c4ad12d1e34 (diff) | |
download | airwindows-lv2-port-5d63025311019c9e47e2a49ec82bde1585afd5c5.tar.gz airwindows-lv2-port-5d63025311019c9e47e2a49ec82bde1585afd5c5.tar.bz2 airwindows-lv2-port-5d63025311019c9e47e2a49ec82bde1585afd5c5.zip |
Pop
Diffstat (limited to 'plugins/MacAU/Pop/Pop.cpp')
-rwxr-xr-x | plugins/MacAU/Pop/Pop.cpp | 363 |
1 files changed, 363 insertions, 0 deletions
diff --git a/plugins/MacAU/Pop/Pop.cpp b/plugins/MacAU/Pop/Pop.cpp new file mode 100755 index 0000000..62acd34 --- /dev/null +++ b/plugins/MacAU/Pop/Pop.cpp @@ -0,0 +1,363 @@ +/* +* File: Pop.cpp +* +* Version: 1.0 +* +* Created: 10/9/10 +* +* Copyright: Copyright © 2010 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. +* +*/ +/*============================================================================= + Pop.h + +=============================================================================*/ +#include "Pop.h" + + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +COMPONENT_ENTRY(Pop) + + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// Pop::Pop +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +Pop::Pop(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 + +} + + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// Pop::GetParameterValueStrings +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +ComponentResult Pop::GetParameterValueStrings(AudioUnitScope inScope, + AudioUnitParameterID inParameterID, + CFArrayRef * outStrings) +{ + + return kAudioUnitErr_InvalidProperty; +} + + + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// Pop::GetParameterInfo +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +ComponentResult Pop::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; + default: + result = kAudioUnitErr_InvalidParameter; + break; + } + } else { + result = kAudioUnitErr_InvalidParameter; + } + + + + return result; +} + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// Pop::GetPropertyInfo +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +ComponentResult Pop::GetPropertyInfo (AudioUnitPropertyID inID, + AudioUnitScope inScope, + AudioUnitElement inElement, + UInt32 & outDataSize, + Boolean & outWritable) +{ + return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable); +} + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// Pop::GetProperty +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +ComponentResult Pop::GetProperty( AudioUnitPropertyID inID, + AudioUnitScope inScope, + AudioUnitElement inElement, + void * outData ) +{ + return AUEffectBase::GetProperty (inID, inScope, inElement, outData); +} + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// Pop::Initialize +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +ComponentResult Pop::Initialize() +{ + ComponentResult result = AUEffectBase::Initialize(); + if (result == noErr) + Reset(kAudioUnitScope_Global, 0); + return result; +} + +#pragma mark ____PopEffectKernel + + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// Pop::PopKernel::Reset() +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +void Pop::PopKernel::Reset() +{ + for(int count = 0; count < 10000; count++) {d[count] = 0;} + delay = 0; + muSpeedA = 10000; + muSpeedB = 10000; + muCoefficientA = 1; + muCoefficientB = 1; + thicken = 1; + muVary = 1; + flip = false; + previous = 0.0; + previous2 = 0.0; + previous3 = 0.0; + previous4 = 0.0; + previous5 = 0.0; + fpNShape = 0.0; +} + +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// Pop::PopKernel::Process +//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +void Pop::PopKernel::Process( const Float32 *inSourceP, + Float32 *inDestP, + UInt32 inFramesToProcess, + UInt32 inNumChannels, + bool &ioSilence ) +{ + UInt32 nSampleFrames = inFramesToProcess; + const Float32 *sourceP = inSourceP; + Float32 *destP = inDestP; + Float64 overallscale = 1.0; + overallscale /= 44100.0; + overallscale *= GetSampleRate(); + + Float64 highGainOffset = pow(GetParameter( kParam_One ),2)*0.023; + Float64 threshold = 1.001 - (1.0-pow(1.0-GetParameter( kParam_One ),5)); + Float64 muMakeupGain = sqrt(1.0 / threshold); + //gain settings around threshold + Float64 release = (GetParameter( kParam_One )*100000.0) + 300000.0; + int maxdelay = (int)(1450.0 * overallscale); + if (maxdelay > 9999) maxdelay = 9999; + release /= overallscale; + Float64 fastest = sqrt(release); + //speed settings around release + Float64 output = GetParameter( kParam_Two ); + Float64 wet = GetParameter( kParam_Three ); + // µ µ µ µ µ µ µ µ µ µ µ µ 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; + + d[delay] = inputSample; + delay--; + if (delay < 0 || delay > maxdelay) {delay = maxdelay;} + //yes this is a second bounds check. it's cheap, check EVERY time + inputSample = (inputSample * thicken) + (d[delay] * (1.0-thicken)); + + long double lowestSample = inputSample; + if (fabs(inputSample) > fabs(previous)) lowestSample = previous; + if (fabs(lowestSample) > fabs(previous2)) lowestSample = (lowestSample + previous2) / 1.99; + if (fabs(lowestSample) > fabs(previous3)) lowestSample = (lowestSample + previous3) / 1.98; + if (fabs(lowestSample) > fabs(previous4)) lowestSample = (lowestSample + previous4) / 1.97; + if (fabs(lowestSample) > fabs(previous5)) lowestSample = (lowestSample + previous5) / 1.96; + previous5 = previous4; + previous4 = previous3; + previous3 = previous2; + previous2 = previous; + previous = inputSample; + inputSample *= muMakeupGain; + Float64 punchiness = 0.95-fabs(inputSample*0.08); + if (punchiness < 0.65) punchiness = 0.65; + + + if (flip) + { + if (fabs(lowestSample) > threshold) + { + muVary = threshold / fabs(lowestSample); + 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(lowestSample*release)+fastest; + muSpeedA = muNewSpeed / muSpeedA; + } + else + { + if (fabs(lowestSample) > threshold) + { + muVary = threshold / fabs(lowestSample); + 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(lowestSample*release)+fastest; + muSpeedB = muNewSpeed / muSpeedB; + } + //got coefficients, adjusted speeds + long double coefficient = highGainOffset; + if (flip) coefficient += pow(muCoefficientA,2); + else coefficient += pow(muCoefficientB,2); + inputSample *= coefficient; + thicken = (coefficient/5)+punchiness;//0.80; + thicken = (1.0-wet)+(wet*thicken); + //applied compression with vari-vari-µ-µ-µ-µ-µ-µ-is-the-kitten-song o/~ + //applied gain correction to control output level- tends to constrain sound rather than inflate it + + long double bridgerectifier = fabs(inputSample); + if (bridgerectifier > 1.2533141373155) bridgerectifier = 1.2533141373155; + bridgerectifier = sin(bridgerectifier * fabs(bridgerectifier)) / ((bridgerectifier == 0.0) ?1:fabs(bridgerectifier)); + //using Spiral instead of Density algorithm + if (inputSample > 0) inputSample = (inputSample*coefficient)+(bridgerectifier*(1-coefficient)); + else inputSample = (inputSample*coefficient)-(bridgerectifier*(1-coefficient)); + //second stage of overdrive to prevent overs and allow bloody loud extremeness + flip = !flip; + + if (output < 1.0) inputSample *= output; + if (wet<1.0) inputSample = (drySample*(1.0-wet))+(inputSample*wet); + + //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; + } + fpNShape *= 0.999999; + //we will just delicately dial back the FP noise shaping, not even every sample + //this is a good place to put subtle 'no runaway' calculations, though bear in mind + //that it will be called more often when you use shorter sample buffers in the DAW. + //So, very low latency operation will call these calculations more often. +} + |