/* * File: Smooth.cpp * * Version: 1.0 * * Created: 11/3/08 * * 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. * */ /*============================================================================= Smooth.h =============================================================================*/ #include "Smooth.h" //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ COMPONENT_ENTRY(Smooth) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Smooth::Smooth //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Smooth::Smooth(AudioUnit component) : AUEffectBase(component) { CreateElements(); Globals()->UseIndexedParameters(kNumberOfParameters); SetParameter(kParam_One, kDefaultValue_ParamOne ); SetParameter(kParam_Two, kDefaultValue_ParamTwo ); SetParameter(kParam_Three, kDefaultValue_ParamThree ); #if AU_DEBUG_DISPATCHER mDebugDispatcher = new AUDebugDispatcher (this); #endif } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Smooth::GetParameterValueStrings //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Smooth::GetParameterValueStrings(AudioUnitScope inScope, AudioUnitParameterID inParameterID, CFArrayRef * outStrings) { return kAudioUnitErr_InvalidProperty; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Smooth::GetParameterInfo //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Smooth::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; 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; default: result = kAudioUnitErr_InvalidParameter; break; } } else { result = kAudioUnitErr_InvalidParameter; } return result; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Smooth::GetPropertyInfo //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Smooth::GetPropertyInfo (AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, UInt32 & outDataSize, Boolean & outWritable) { return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Smooth::GetProperty //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Smooth::GetProperty( AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, void * outData ) { return AUEffectBase::GetProperty (inID, inScope, inElement, outData); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Smooth::Initialize //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Smooth::Initialize() { ComponentResult result = AUEffectBase::Initialize(); if (result == noErr) Reset(kAudioUnitScope_Global, 0); return result; } #pragma mark ____SmoothEffectKernel //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Smooth::SmoothKernel::Reset() //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void Smooth::SmoothKernel::Reset() { lastSampleA = 0.0; gainA = 1.0; lastSampleB = 0.0; gainB = 1.0; lastSampleC = 0.0; gainC = 1.0; lastSampleD = 0.0; gainD = 1.0; lastSampleE = 0.0; gainE = 1.0; fpd = 17; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Smooth::SmoothKernel::Process //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void Smooth::SmoothKernel::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 clamp; Float64 chase = pow(GetParameter( kParam_One ),2); Float64 makeup = (1.0+(chase*1.6)) * GetParameter( kParam_Two ); Float64 ratio = chase * 24.0; chase /= overallscale; chase *= 0.083; // set up the ratio of new val to old Float64 wet = GetParameter( kParam_Three ); while (nSampleFrames-- > 0) { long double inputSample = *sourceP; static int noisesource = 0; int residue; double applyresidue; noisesource = noisesource % 1700021; noisesource++; 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; applyresidue = residue; applyresidue *= 0.00000001; applyresidue *= 0.00000001; inputSample += applyresidue; if (inputSample<1.2e-38 && -inputSample<1.2e-38) { inputSample -= applyresidue; } //for live air, we always apply the dither noise. Then, if our result is //effectively digital black, we'll subtract it again. We want a 'air' hiss long double drySample = inputSample; clamp = fabs(inputSample - lastSampleA); clamp = sin(clamp*ratio); lastSampleA = inputSample; gainA *= (1.0 - chase); gainA += ((1.0-clamp) * chase); if (gainA > 1.0) gainA = 1.0; if (gainA < 0.0) gainA = 0.0; if (gainA != 1.0) inputSample *= gainA; clamp = fabs(inputSample - lastSampleB); clamp = sin(clamp*ratio); lastSampleB = inputSample; gainB *= (1.0 - chase); gainB += ((1.0-clamp) * chase); if (gainB > 1.0) gainB = 1.0; if (gainB < 0.0) gainB = 0.0; if (gainB != 1.0) inputSample *= gainB; clamp = fabs(inputSample - lastSampleC); clamp = sin(clamp*ratio); lastSampleC = inputSample; gainC *= (1.0 - chase); gainC += ((1.0-clamp) * chase); if (gainC > 1.0) gainC = 1.0; if (gainC < 0.0) gainC = 0.0; if (gainC != 1.0) inputSample *= gainC; clamp = fabs(inputSample - lastSampleD); clamp = sin(clamp*ratio); lastSampleD = inputSample; gainD *= (1.0 - chase); gainD += ((1.0-clamp) * chase); if (gainD > 1.0) gainD = 1.0; if (gainD < 0.0) gainD = 0.0; if (gainD != 1.0) inputSample *= gainD; clamp = fabs(inputSample - lastSampleE); clamp = sin(clamp*ratio); lastSampleE = inputSample; gainE *= (1.0 - chase); gainE += ((1.0-clamp) * chase); if (gainE > 1.0) gainE = 1.0; if (gainE < 0.0) gainE = 0.0; if (gainE != 1.0) inputSample *= gainE; if (makeup !=1.0) { inputSample *= makeup; } if (wet !=1.0) { inputSample = (inputSample * wet) + (drySample * (1.0-wet)); } //Dry/Wet control, defaults to the last slider //begin 32 bit floating point dither int expon; frexpf((float)inputSample, &expon); fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5; inputSample += ((double(fpd)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62)); //end 32 bit floating point dither *destP = inputSample; sourceP += inNumChannels; destP += inNumChannels; } }