/* * File: DeRez.cpp * * Version: 1.0 * * Created: 10/4/08 * * 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. 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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. * */ /*============================================================================= DeRez.h =============================================================================*/ #include "DeRez.h" //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ COMPONENT_ENTRY(DeRez) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // DeRez::DeRez //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DeRez::DeRez(AudioUnit component) : AUEffectBase(component) { CreateElements(); Globals()->UseIndexedParameters(kNumberOfParameters); SetParameter(kParam_One, kDefaultValue_ParamOne ); SetParameter(kParam_Two, kDefaultValue_ParamTwo ); #if AU_DEBUG_DISPATCHER mDebugDispatcher = new AUDebugDispatcher (this); #endif } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // DeRez::GetParameterValueStrings //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult DeRez::GetParameterValueStrings(AudioUnitScope inScope, AudioUnitParameterID inParameterID, CFArrayRef * outStrings) { return kAudioUnitErr_InvalidProperty; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // DeRez::GetParameterInfo //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult DeRez::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; default: result = kAudioUnitErr_InvalidParameter; break; } } else { result = kAudioUnitErr_InvalidParameter; } return result; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // DeRez::GetPropertyInfo //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult DeRez::GetPropertyInfo (AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, UInt32 & outDataSize, Boolean & outWritable) { return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // DeRez::GetProperty //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult DeRez::GetProperty( AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, void * outData ) { return AUEffectBase::GetProperty (inID, inScope, inElement, outData); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // DeRez::Initialize //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult DeRez::Initialize() { ComponentResult result = AUEffectBase::Initialize(); if (result == noErr) Reset(kAudioUnitScope_Global, 0); return result; } #pragma mark ____DeRezEffectKernel //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // DeRez::DeRezKernel::Reset() //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void DeRez::DeRezKernel::Reset() { lastSample = 0.0; heldSample = 0.0; position = 0.0; incrementA = 0.0; incrementB = 0.0; fpNShape = 0.0; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // DeRez::DeRezKernel::Process //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void DeRez::DeRezKernel::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 targetA = pow(GetParameter( kParam_One ),3)+0.0005; if (targetA > 1.0) targetA = 1.0; Float64 soften = (1.0 + targetA)/2; Float64 targetB = pow(1.0-GetParameter( kParam_Two ),3) / 3; Float64 overallscale = 1.0; overallscale /= 44100.0; overallscale *= GetSampleRate(); targetA /= overallscale; while (nSampleFrames-- > 0) { long double inputSample = *sourceP; if (inputSample<1.2e-38 && -inputSample<1.2e-38 && (targetB == 0)) { 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; incrementA = ((incrementA*999.0)+targetA)/1000.0; incrementB = ((incrementB*999.0)+targetB)/1000.0; //incrementA is the frequency derez //incrementB is the bit depth derez position += incrementA; long double outputSample = heldSample; if (position > 1.0) { position -= 1.0; heldSample = (lastSample * position) + (inputSample * (1-position)); outputSample = (outputSample * (1-soften)) + (heldSample * soften); //softens the edge of the derez } inputSample = outputSample; long double offset = inputSample; if (incrementB > 0.0005) { if (inputSample > 0) { while (offset > 0) {offset -= incrementB;} inputSample -= offset; //it's below 0 so subtracting adds the remainder } if (inputSample < 0) { while (offset < 0) {offset += incrementB;} inputSample -= offset; //it's above 0 so subtracting subtracts the remainder } inputSample *= (1.0 - incrementB); } //32 bit dither, made small and tidy. int expon; frexpf((Float32)inputSample, &expon); long double dither = (rand()/(RAND_MAX*7.737125245533627e+25))*pow(2,expon+62); inputSample += (dither-fpNShape); fpNShape = dither; //end 32 bit dither *destP = inputSample; lastSample = drySample; sourceP += inNumChannels; destP += inNumChannels; } }