/* * File: NaturalizeDither.cpp * * Version: 1.0 * * Created: 11/17/16 * * 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. * */ /*============================================================================= NaturalizeDither.cpp =============================================================================*/ #include "NaturalizeDither.h" //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ COMPONENT_ENTRY(NaturalizeDither) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // NaturalizeDither::NaturalizeDither //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NaturalizeDither::NaturalizeDither(AudioUnit component) : AUEffectBase(component) { CreateElements(); Globals()->UseIndexedParameters(kNumberOfParameters); #if AU_DEBUG_DISPATCHER mDebugDispatcher = new AUDebugDispatcher (this); #endif } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // NaturalizeDither::GetParameterValueStrings //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult NaturalizeDither::GetParameterValueStrings(AudioUnitScope inScope, AudioUnitParameterID inParameterID, CFArrayRef * outStrings) { return kAudioUnitErr_InvalidProperty; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // NaturalizeDither::GetParameterInfo //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult NaturalizeDither::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; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // NaturalizeDither::GetPropertyInfo //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult NaturalizeDither::GetPropertyInfo (AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, UInt32 & outDataSize, Boolean & outWritable) { return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // NaturalizeDither::GetProperty //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult NaturalizeDither::GetProperty( AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, void * outData ) { return AUEffectBase::GetProperty (inID, inScope, inElement, outData); } // NaturalizeDither::Initialize //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult NaturalizeDither::Initialize() { ComponentResult result = AUEffectBase::Initialize(); if (result == noErr) Reset(kAudioUnitScope_Global, 0); return result; } #pragma mark ____NaturalizeDitherEffectKernel //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // NaturalizeDither::NaturalizeDitherKernel::Reset() //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void NaturalizeDither::NaturalizeDitherKernel::Reset() { byn[0] = 1000; byn[1] = 301; byn[2] = 176; byn[3] = 125; byn[4] = 97; byn[5] = 79; byn[6] = 67; byn[7] = 58; byn[8] = 51; byn[9] = 46; byn[10] = 1000; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // NaturalizeDither::NaturalizeDitherKernel::Process //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void NaturalizeDither::NaturalizeDitherKernel::Process( const Float32 *inSourceP, Float32 *inDestP, UInt32 inFramesToProcess, UInt32 inNumChannels, bool &ioSilence ) { UInt32 nSampleFrames = inFramesToProcess; const Float32 *sourceP = inSourceP; Float32 *destP = inDestP; long double inputSample; Float64 benfordize; int hotbinA; int hotbinB; Float64 totalA; Float64 totalB; 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. } inputSample *= 8388608.0; //0-1 is now one bit, now we dither if (inputSample > 0) inputSample += (0.3333333333); if (inputSample < 0) inputSample -= (0.3333333333); inputSample += (rand()/(double)RAND_MAX)*0.6666666666; benfordize = floor(inputSample); while (benfordize >= 1.0) {benfordize /= 10;} if (benfordize < 1.0) {benfordize *= 10;} if (benfordize < 1.0) {benfordize *= 10;} hotbinA = floor(benfordize); //hotbin becomes the Benford bin value for this number floored totalA = 0; if ((hotbinA > 0) && (hotbinA < 10)) { byn[hotbinA] += 1; totalA += (301-byn[1]); totalA += (176-byn[2]); totalA += (125-byn[3]); totalA += (97-byn[4]); totalA += (79-byn[5]); totalA += (67-byn[6]); totalA += (58-byn[7]); totalA += (51-byn[8]); totalA += (46-byn[9]); byn[hotbinA] -= 1; } else {hotbinA = 10;} //produce total number- smaller is closer to Benford real benfordize = ceil(inputSample); while (benfordize >= 1.0) {benfordize /= 10;} if (benfordize < 1.0) {benfordize *= 10;} if (benfordize < 1.0) {benfordize *= 10;} hotbinB = floor(benfordize); //hotbin becomes the Benford bin value for this number ceiled totalB = 0; if ((hotbinB > 0) && (hotbinB < 10)) { byn[hotbinB] += 1; totalB += (301-byn[1]); totalB += (176-byn[2]); totalB += (125-byn[3]); totalB += (97-byn[4]); totalB += (79-byn[5]); totalB += (67-byn[6]); totalB += (58-byn[7]); totalB += (51-byn[8]); totalB += (46-byn[9]); byn[hotbinB] -= 1; } else {hotbinB = 10;} //produce total number- smaller is closer to Benford real if (totalA < totalB) { byn[hotbinA] += 1; inputSample = floor(inputSample); } else { byn[hotbinB] += 1; inputSample = ceil(inputSample); } //assign the relevant one to the delay line //and floor/ceil signal accordingly totalA = byn[1] + byn[2] + byn[3] + byn[4] + byn[5] + byn[6] + byn[7] + byn[8] + byn[9]; totalA /= 1000; if (totalA = 0) totalA = 1; byn[1] /= totalA; byn[2] /= totalA; byn[3] /= totalA; byn[4] /= totalA; byn[5] /= totalA; byn[6] /= totalA; byn[7] /= totalA; byn[8] /= totalA; byn[9] /= totalA; byn[10] /= 2; //catchall for garbage data inputSample /= 8388608.0; *destP = inputSample; sourceP += inNumChannels; destP += inNumChannels; } }