/* * 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. 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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. * */ /*============================================================================= 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() { fpNShape = 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(); 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 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; sourceP += inNumChannels; destP += inNumChannels; } }