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+/*
+* File: Gatelope.cpp
+*
+* Version: 1.0
+*
+* Created: 11/29/18
+*
+* Copyright: Copyright © 2018 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.
+*
+*/
+/*=============================================================================
+ Gatelope.cpp
+
+=============================================================================*/
+#include "Gatelope.h"
+
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+COMPONENT_ENTRY(Gatelope)
+
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+// Gatelope::Gatelope
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+Gatelope::Gatelope(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 );
+ SetParameter(kParam_Five, kDefaultValue_ParamFive );
+
+#if AU_DEBUG_DISPATCHER
+ mDebugDispatcher = new AUDebugDispatcher (this);
+#endif
+
+}
+
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+// Gatelope::GetParameterValueStrings
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ComponentResult Gatelope::GetParameterValueStrings(AudioUnitScope inScope,
+ AudioUnitParameterID inParameterID,
+ CFArrayRef * outStrings)
+{
+
+ return kAudioUnitErr_InvalidProperty;
+}
+
+
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+// Gatelope::GetParameterInfo
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ComponentResult Gatelope::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;
+ case kParam_Five:
+ AUBase::FillInParameterName (outParameterInfo, kParameterFiveName, false);
+ outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
+ outParameterInfo.minValue = 0.0;
+ outParameterInfo.maxValue = 1.0;
+ outParameterInfo.defaultValue = kDefaultValue_ParamFive;
+ break;
+ default:
+ result = kAudioUnitErr_InvalidParameter;
+ break;
+ }
+ } else {
+ result = kAudioUnitErr_InvalidParameter;
+ }
+
+
+
+ return result;
+}
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+// Gatelope::GetPropertyInfo
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ComponentResult Gatelope::GetPropertyInfo (AudioUnitPropertyID inID,
+ AudioUnitScope inScope,
+ AudioUnitElement inElement,
+ UInt32 & outDataSize,
+ Boolean & outWritable)
+{
+ return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
+}
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+// Gatelope::GetProperty
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ComponentResult Gatelope::GetProperty( AudioUnitPropertyID inID,
+ AudioUnitScope inScope,
+ AudioUnitElement inElement,
+ void * outData )
+{
+ return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
+}
+
+// Gatelope::Initialize
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ComponentResult Gatelope::Initialize()
+{
+ ComponentResult result = AUEffectBase::Initialize();
+ if (result == noErr)
+ Reset(kAudioUnitScope_Global, 0);
+ return result;
+}
+
+#pragma mark ____GatelopeEffectKernel
+
+
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+// Gatelope::GatelopeKernel::Reset()
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+void Gatelope::GatelopeKernel::Reset()
+{
+ iirLowpassA = 0.0;
+ iirLowpassB = 0.0;
+ iirHighpassA = 0.0;
+ iirHighpassB = 0.0;
+ treblefreq = 1.0;
+ bassfreq = 0.0;
+ flip = false;
+ fpNShape = 0.0;
+}
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+// Gatelope::GatelopeKernel::Process
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+void Gatelope::GatelopeKernel::Process( const Float32 *inSourceP,
+ Float32 *inDestP,
+ UInt32 inFramesToProcess,
+ UInt32 inNumChannels,
+ bool &ioSilence )
+{
+ UInt32 nSampleFrames = inFramesToProcess;
+ const Float32 *sourceP = inSourceP;
+ Float32 *destP = inDestP;
+ long double overallscale = 1.0;
+ overallscale /= 44100.0;
+ overallscale *= GetSampleRate();
+ //speed settings around release
+ Float64 threshold = pow(GetParameter( kParam_One ),2);
+ //gain settings around threshold
+ Float64 trebledecay = pow(1.0-GetParameter( kParam_Two ),2)/4196.0;
+ Float64 bassdecay = pow(1.0-GetParameter( kParam_Three ),2)/8192.0;
+ Float64 slowAttack = (pow(GetParameter( kParam_Four ),3)*3)+0.003;
+ Float64 wet = GetParameter( kParam_Five );
+ slowAttack /= overallscale;
+ trebledecay /= overallscale;
+ bassdecay /= overallscale;
+ trebledecay += 1.0;
+ bassdecay += 1.0;
+ Float64 attackSpeed;
+
+ 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
+ double drySample = inputSample;
+
+ attackSpeed = slowAttack - (fabs(inputSample)*slowAttack*0.5);
+
+ if (attackSpeed < 0.0) attackSpeed = 0.0;
+ //softening onset click depending on how hard we're getting it
+
+ if (flip)
+ {
+ if (fabs(inputSample) > threshold)
+ {
+ treblefreq += attackSpeed;
+ if (treblefreq > 1.0) treblefreq = 1.0;
+ bassfreq -= attackSpeed;
+ bassfreq -= attackSpeed;
+ if (bassfreq < 0.0) bassfreq = 0.0;
+ iirLowpassA = inputSample;
+ iirLowpassB = inputSample;
+ iirHighpassA = 0.0;
+ iirHighpassB = 0.0;
+ }
+ else
+ {
+ treblefreq -= bassfreq;
+ treblefreq /= trebledecay;
+ treblefreq += bassfreq;
+ bassfreq -= treblefreq;
+ bassfreq /= bassdecay;
+ bassfreq += treblefreq;
+ }
+
+ if (treblefreq >= 1.0) iirLowpassA = inputSample;
+ else iirLowpassA = (iirLowpassA * (1.0 - treblefreq)) + (inputSample * treblefreq);
+
+
+ if (bassfreq > 0.0) iirHighpassA = (iirHighpassA * (1.0 - bassfreq)) + (inputSample * bassfreq);
+ else iirHighpassA = 0.0;
+
+ if (treblefreq > bassfreq) inputSample = (iirLowpassA - iirHighpassA);
+ else inputSample = 0.0;
+ }
+ else
+ {
+ if (fabs(inputSample) > threshold)
+ {
+ treblefreq += attackSpeed;
+ if (treblefreq > 1.0) treblefreq = 1.0;
+ bassfreq -= attackSpeed;
+ bassfreq -= attackSpeed;
+ if (bassfreq < 0.0) bassfreq = 0.0;
+ iirLowpassA = inputSample;
+ iirLowpassB = inputSample;
+ iirHighpassA = 0.0;
+ iirHighpassB = 0.0;
+ }
+ else
+ {
+ treblefreq -= bassfreq;
+ treblefreq /= trebledecay;
+ treblefreq += bassfreq;
+ bassfreq -= treblefreq;
+ bassfreq /= bassdecay;
+ bassfreq += treblefreq;
+ }
+
+ if (treblefreq >= 1.0) iirLowpassB = inputSample;
+ else iirLowpassB = (iirLowpassB * (1.0 - treblefreq)) + (inputSample * treblefreq);
+
+ if (bassfreq > 0.0) iirHighpassB = (iirHighpassB * (1.0 - bassfreq)) + (inputSample * bassfreq);
+ else iirHighpassB = 0.0;
+
+ if (treblefreq > bassfreq) inputSample = (iirLowpassB - iirHighpassB);
+ else inputSample = 0.0;
+ }
+ //done full gated envelope filtered effect
+ inputSample = ((1-wet)*drySample)+(wet*inputSample);
+ //we're going to set up a dry/wet control instead of a min. threshold
+
+ flip = !flip;
+
+ //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.
+}
+