/* * File: Ensemble.cpp * * Version: 1.0 * * Created: 2/14/07 * * Copyright: Copyright © 2007 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. * */ /*============================================================================= Ensemble.h =============================================================================*/ #include "Ensemble.h" //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ COMPONENT_ENTRY(Ensemble) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Ensemble::Ensemble //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ensemble::Ensemble(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 ); #if AU_DEBUG_DISPATCHER mDebugDispatcher = new AUDebugDispatcher (this); #endif } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Ensemble::GetParameterValueStrings //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Ensemble::GetParameterValueStrings(AudioUnitScope inScope, AudioUnitParameterID inParameterID, CFArrayRef * outStrings) { return kAudioUnitErr_InvalidProperty; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Ensemble::GetParameterInfo //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Ensemble::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_CustomUnit; outParameterInfo.unitName = kParameterOneUnit; outParameterInfo.minValue = 2; outParameterInfo.maxValue = 48; 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; default: result = kAudioUnitErr_InvalidParameter; break; } } else { result = kAudioUnitErr_InvalidParameter; } return result; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Ensemble::GetPropertyInfo //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Ensemble::GetPropertyInfo (AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, UInt32 & outDataSize, Boolean & outWritable) { return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Ensemble::GetProperty //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Ensemble::GetProperty( AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, void * outData ) { return AUEffectBase::GetProperty (inID, inScope, inElement, outData); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Ensemble::Initialize //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Ensemble::Initialize() { ComponentResult result = AUEffectBase::Initialize(); if (result == noErr) Reset(kAudioUnitScope_Global, 0); return result; } #pragma mark ____EnsembleEffectKernel //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Ensemble::EnsembleKernel::Reset() //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void Ensemble::EnsembleKernel::Reset() { for(int count = 0; count < 65539; count++) {p[count] = 0;} for(int count = 0; count < 49; count++) {sweep[count] = 3.141592653589793238 / 2.0;} gcount = 0; airPrev = 0.0; airEven = 0.0; airOdd = 0.0; airFactor = 0.0; fpNShape = 0.0; fpFlip = true; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Ensemble::EnsembleKernel::Process //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void Ensemble::EnsembleKernel::Process( const Float32 *inSourceP, Float32 *inDestP, UInt32 inFramesToProcess, UInt32 inNumChannels, // for version 2 AudioUnits inNumChannels is always 1 bool &ioSilence ) { UInt32 nSampleFrames = inFramesToProcess; const Float32 *sourceP = inSourceP; Float32 *destP = inDestP; Float64 overallscale = 1.0; overallscale /= 44100.0; overallscale *= GetSampleRate(); Float64 spd = pow(0.4+(GetParameter( kParam_Two )/12),10); spd *= overallscale; Float64 depth = 0.002 / spd; Float64 tupi = 3.141592653589793238 * 2.0; Float64 taps = GetParameter( kParam_One ); Float64 brighten = GetParameter( kParam_Three ); Float64 wet = GetParameter( kParam_Four ); Float64 dry = 1.0 - wet; Float64 hapi = 3.141592653589793238 / taps; Float64 offset; Float64 floffset; Float64 start[49]; Float64 sinoffset[49]; Float64 speed[49]; int count; int ensemble; Float64 temp; long double inputSample; Float64 drySample; //now we'll precalculate some stuff that needn't be in every sample for(count = 1; count <= taps; count++) { start[count] = depth * count; sinoffset[count] = hapi * (count-1); speed[count] = spd / (1 + (count/taps)); } //that's for speeding up things in the sample-processing area 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. } drySample = inputSample; airFactor = airPrev - inputSample; if (fpFlip) {airEven += airFactor; airOdd -= airFactor; airFactor = airEven;} else {airOdd += airFactor; airEven -= airFactor; airFactor = airOdd;} airOdd = (airOdd - ((airOdd - airEven)/256.0)) / 1.0001; airEven = (airEven - ((airEven - airOdd)/256.0)) / 1.0001; airPrev = inputSample; inputSample += (airFactor*brighten); //air, compensates for loss of highs in flanger's interpolation if (gcount < 1 || gcount > 32767) {gcount = 32767;} count = gcount; p[count+32767] = p[count] = temp = inputSample; //double buffer for(ensemble = 1; ensemble <= taps; ensemble++) { offset = start[ensemble] + (depth * sin(sweep[ensemble]+sinoffset[ensemble])); floffset = offset-floor(offset); count = gcount + (int)floor(offset); temp += p[count] * (1-floffset); //less as value moves away from .0 temp += p[count+1]; //we can assume always using this in one way or another? temp += p[count+2] * floffset; //greater as value moves away from .0 temp -= ((p[count]-p[count+1])-(p[count+1]-p[count+2]))/50; //interpolation hacks 'r us sweep[ensemble] += speed[ensemble]; if (sweep[ensemble] > tupi){sweep[ensemble] -= tupi;} } gcount--; //still scrolling through the samples, remember inputSample = temp/(4.0*sqrt(taps)); if (wet !=1.0) { inputSample = (inputSample * wet) + (drySample * dry); } fpFlip = !fpFlip; //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; destP += inNumChannels; sourceP += inNumChannels; } }