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+/*
+* File: GuitarConditioner.cpp
+*
+* Version: 1.0
+*
+* Created: 8/18/16
+*
+* Copyright: Copyright © 2016 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.
+*
+*/
+/*=============================================================================
+ GuitarConditioner.cpp
+
+=============================================================================*/
+#include "GuitarConditioner.h"
+
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+COMPONENT_ENTRY(GuitarConditioner)
+
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+// GuitarConditioner::GuitarConditioner
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+GuitarConditioner::GuitarConditioner(AudioUnit component)
+ : AUEffectBase(component)
+{
+ CreateElements();
+ Globals()->UseIndexedParameters(kNumberOfParameters);
+
+#if AU_DEBUG_DISPATCHER
+ mDebugDispatcher = new AUDebugDispatcher (this);
+#endif
+
+}
+
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+// GuitarConditioner::GetParameterValueStrings
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ComponentResult GuitarConditioner::GetParameterValueStrings(AudioUnitScope inScope,
+ AudioUnitParameterID inParameterID,
+ CFArrayRef * outStrings)
+{
+
+ return kAudioUnitErr_InvalidProperty;
+}
+
+
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+// GuitarConditioner::GetParameterInfo
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ComponentResult GuitarConditioner::GetParameterInfo(AudioUnitScope inScope,
+ AudioUnitParameterID inParameterID,
+ AudioUnitParameterInfo &outParameterInfo )
+{
+ ComponentResult result = noErr;
+
+ outParameterInfo.flags = kAudioUnitParameterFlag_IsWritable
+ | kAudioUnitParameterFlag_IsReadable;
+
+ if (inScope == kAudioUnitScope_Global) {
+ switch(inParameterID)
+ {
+ default:
+ result = kAudioUnitErr_InvalidParameter;
+ break;
+ }
+ } else {
+ result = kAudioUnitErr_InvalidParameter;
+ }
+
+
+
+ return result;
+}
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+// GuitarConditioner::GetPropertyInfo
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ComponentResult GuitarConditioner::GetPropertyInfo (AudioUnitPropertyID inID,
+ AudioUnitScope inScope,
+ AudioUnitElement inElement,
+ UInt32 & outDataSize,
+ Boolean & outWritable)
+{
+ return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
+}
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+// GuitarConditioner::GetProperty
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ComponentResult GuitarConditioner::GetProperty( AudioUnitPropertyID inID,
+ AudioUnitScope inScope,
+ AudioUnitElement inElement,
+ void * outData )
+{
+ return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
+}
+
+// GuitarConditioner::Initialize
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ComponentResult GuitarConditioner::Initialize()
+{
+ ComponentResult result = AUEffectBase::Initialize();
+ if (result == noErr)
+ Reset(kAudioUnitScope_Global, 0);
+ return result;
+}
+
+#pragma mark ____GuitarConditionerEffectKernel
+
+
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+// GuitarConditioner::GuitarConditionerKernel::Reset()
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+void GuitarConditioner::GuitarConditionerKernel::Reset()
+{
+ fpNShapeA = 0.0;
+ fpNShapeB = 0.0;
+ fpFlip = true;
+ lastSampleT = 0.0;
+ lastSampleB = 0.0; //for Slews. T for treble, B for bass
+ iirSampleTA = 0.0;
+ iirSampleTB = 0.0;
+ iirSampleBA = 0.0;
+ iirSampleBB = 0.0; //for Highpasses
+}
+
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+// GuitarConditioner::GuitarConditionerKernel::Process
+//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+void GuitarConditioner::GuitarConditionerKernel::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();
+ Float32 fpTemp;
+ long double fpOld = 0.618033988749894848204586; //golden ratio!
+ long double fpNew = 1.0 - fpOld;
+ long double inputSample;
+ long double treble;
+ long double bass;
+ Float64 iirTreble = 0.287496/overallscale; //tight is -1
+ Float64 iirBass = 0.085184/overallscale; //tight is 1
+ iirTreble += iirTreble;
+ iirBass += iirBass; //simple double when tight is -1 or 1
+ Float64 tightBass = 0.6666666666;
+ Float64 tightTreble = -0.3333333333;
+ Float64 offset;
+ Float64 clamp;
+ Float64 threshTreble = 0.0081/overallscale;
+ Float64 threshBass = 0.0256/overallscale;
+
+
+ while (nSampleFrames-- > 0) {
+ 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.
+ }
+
+
+ treble = bass = inputSample;
+ treble += treble; //+3dB on treble as the highpass is higher
+
+ offset = (1 + tightTreble) + ((1-fabs(treble))*tightTreble); //treble HP
+ if (offset < 0) offset = 0;
+ if (offset > 1) offset = 1; //made offset for HP
+ if (fpFlip) {
+ iirSampleTA = (iirSampleTA * (1 - (offset * iirTreble))) + (treble * (offset * iirTreble));
+ treble = treble - iirSampleTA;
+ } else {
+ iirSampleTB = (iirSampleTB * (1 - (offset * iirTreble))) + (treble * (offset * iirTreble));
+ treble = treble - iirSampleTB;
+ } //done treble HP
+
+ offset = (1 - tightBass) + (fabs(bass)*tightBass); //bass HP
+ if (offset < 0) offset = 0;
+ if (offset > 1) offset = 1;
+ if (fpFlip) {
+ iirSampleBA = (iirSampleBA * (1 - (offset * iirBass))) + (bass * (offset * iirBass));
+ bass = bass - iirSampleBA;
+ } else {
+ iirSampleBB = (iirSampleBB * (1 - (offset * iirBass))) + (bass * (offset * iirBass));
+ bass = bass - iirSampleBB;
+ } //done bass HP
+
+ inputSample = treble;
+ clamp = inputSample - lastSampleT;
+ if (clamp > threshTreble)
+ treble = lastSampleT + threshTreble;
+ if (-clamp > threshTreble)
+ treble = lastSampleT - threshTreble;
+ lastSampleT = treble; //treble slew
+
+ inputSample = bass;
+ clamp = inputSample - lastSampleB;
+ if (clamp > threshBass)
+ bass = lastSampleB + threshBass;
+ if (-clamp > threshBass)
+ bass = lastSampleB - threshBass;
+ lastSampleB = bass; //bass slew
+
+ inputSample = treble + bass; //final merge
+
+
+ //noise shaping to 32-bit floating point
+ if (fpFlip) {
+ fpTemp = inputSample;
+ fpNShapeA = (fpNShapeA*fpOld)+((inputSample-fpTemp)*fpNew);
+ inputSample += fpNShapeA;
+ }
+ else {
+ fpTemp = inputSample;
+ fpNShapeB = (fpNShapeB*fpOld)+((inputSample-fpTemp)*fpNew);
+ inputSample += fpNShapeB;
+ }
+ fpFlip = not fpFlip;
+ //end noise shaping on 32 bit output
+ *destP = inputSample;
+ sourceP += inNumChannels; destP += inNumChannels;
+ }
+}
+