/* * File: VoiceTrick.cpp * * Version: 1.0 * * Created: 5/9/19 * * Copyright: Copyright © 2019 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. * */ /*============================================================================= VoiceTrick.cpp =============================================================================*/ #include "VoiceTrick.h" //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ COMPONENT_ENTRY(VoiceTrick) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // VoiceTrick::VoiceTrick //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VoiceTrick::VoiceTrick(AudioUnit component) : AUEffectBase(component) { CreateElements(); Globals()->UseIndexedParameters(kNumberOfParameters); SetParameter(kParam_One, kDefaultValue_ParamOne ); #if AU_DEBUG_DISPATCHER mDebugDispatcher = new AUDebugDispatcher (this); #endif } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // VoiceTrick::GetParameterValueStrings //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult VoiceTrick::GetParameterValueStrings(AudioUnitScope inScope, AudioUnitParameterID inParameterID, CFArrayRef * outStrings) { return kAudioUnitErr_InvalidProperty; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // VoiceTrick::GetParameterInfo //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult VoiceTrick::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; default: result = kAudioUnitErr_InvalidParameter; break; } } else { result = kAudioUnitErr_InvalidParameter; } return result; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // VoiceTrick::GetPropertyInfo //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult VoiceTrick::GetPropertyInfo (AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, UInt32 & outDataSize, Boolean & outWritable) { return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // state that plugin supports only stereo-in/stereo-out processing UInt32 VoiceTrick::SupportedNumChannels(const AUChannelInfo ** outInfo) { if (outInfo != NULL) { static AUChannelInfo info; info.inChannels = 2; info.outChannels = 2; *outInfo = &info; } return 1; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // VoiceTrick::GetProperty //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult VoiceTrick::GetProperty( AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, void * outData ) { return AUEffectBase::GetProperty (inID, inScope, inElement, outData); } // VoiceTrick::Initialize //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult VoiceTrick::Initialize() { ComponentResult result = AUEffectBase::Initialize(); if (result == noErr) Reset(kAudioUnitScope_Global, 0); return result; } #pragma mark ____VoiceTrickEffectKernel //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // VoiceTrick::VoiceTrickKernel::Reset() //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult VoiceTrick::Reset(AudioUnitScope inScope, AudioUnitElement inElement) { iirLowpassA = 0.0; iirLowpassB = 0.0; iirLowpassC = 0.0; iirLowpassD = 0.0; iirLowpassE = 0.0; iirLowpassF = 0.0; count = 0; lowpassChase = 0.0; lowpassAmount = 1.0; lastLowpass = 1000.0; fpd = 17; return noErr; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // VoiceTrick::ProcessBufferLists //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OSStatus VoiceTrick::ProcessBufferLists(AudioUnitRenderActionFlags & ioActionFlags, const AudioBufferList & inBuffer, AudioBufferList & outBuffer, UInt32 inFramesToProcess) { Float32 * inputL = (Float32*)(inBuffer.mBuffers[0].mData); Float32 * inputR = (Float32*)(inBuffer.mBuffers[1].mData); Float32 * outputL = (Float32*)(outBuffer.mBuffers[0].mData); Float32 * outputR = (Float32*)(outBuffer.mBuffers[1].mData); UInt32 nSampleFrames = inFramesToProcess; lowpassChase = pow(GetParameter( kParam_One ),2); //should not scale with sample rate, because values reaching 1 are important //to its ability to bypass when set to max Float64 lowpassSpeed = 300 / (fabs( lastLowpass - lowpassChase)+1.0); lastLowpass = lowpassChase; Float64 invLowpass; while (nSampleFrames-- > 0) { long double inputSampleL = *inputL; long double inputSampleR = *inputR; if (fabs(inputSampleL)<1.18e-37) inputSampleL = fpd * 1.18e-37; if (fabs(inputSampleR)<1.18e-37) inputSampleR = fpd * 1.18e-37; lowpassAmount = (((lowpassAmount*lowpassSpeed)+lowpassChase)/(lowpassSpeed + 1.0)); invLowpass = 1.0 - lowpassAmount; //setting chase functionality of Capacitor Lowpass. I could just use this value directly from the control, //but if I say it's the lowpass out of Capacitor it should literally be that in every behavior. long double inputSample = (inputSampleL + inputSampleR) * 0.5; //this is now our mono audio count++; if (count > 5) count = 0; switch (count) { case 0: iirLowpassA = (iirLowpassA * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassA; iirLowpassB = (iirLowpassB * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassB; iirLowpassD = (iirLowpassD * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassD; break; case 1: iirLowpassA = (iirLowpassA * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassA; iirLowpassC = (iirLowpassC * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassC; iirLowpassE = (iirLowpassE * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassE; break; case 2: iirLowpassA = (iirLowpassA * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassA; iirLowpassB = (iirLowpassB * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassB; iirLowpassF = (iirLowpassF * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassF; break; case 3: iirLowpassA = (iirLowpassA * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassA; iirLowpassC = (iirLowpassC * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassC; iirLowpassD = (iirLowpassD * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassD; break; case 4: iirLowpassA = (iirLowpassA * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassA; iirLowpassB = (iirLowpassB * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassB; iirLowpassE = (iirLowpassE * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassE; break; case 5: iirLowpassA = (iirLowpassA * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassA; iirLowpassC = (iirLowpassC * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassC; iirLowpassF = (iirLowpassF * invLowpass) + (inputSample * lowpassAmount); inputSample = iirLowpassF; break; } //Highpass Filter chunk. This is three poles of IIR highpass, with a 'gearbox' that progressively //steepens the filter after minimizing artifacts. inputSampleL = -inputSample; inputSampleR = inputSample; //and now the output is mono, maybe filtered, and phase flipped to cancel at the microphone. //The purpose of all this is to allow for recording of lead vocals without use of headphones: //or at least sealed headphones. You should be able to use this to record vocals with either //open-back headphones, or literally speakers in the room so long as the mic is exactly //equidistant from each speaker/headphone side. //You'll probably want to not use voice monitoring: just mute the track being recorded, or monitor //only reverb and echo for vibe. Direct sound is the singer's direct sound. //The filtering is because, if you use open-back headphones and move your head, highs will //bleed through first like a through-zero flange coming out of cancellation (which it is). //Therefore, you can filter off highs until the bleed isn't annoying. //Or just run with it, it shouldn't be that loud. //Thanks to Peter Gabriel for many great examples of hit vocals recorded just like this :) //begin 32 bit stereo floating point dither int expon; frexpf((float)inputSampleL, &expon); fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5; inputSampleL += ((double(fpd)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62)); frexpf((float)inputSampleR, &expon); fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5; inputSampleR += ((double(fpd)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62)); //end 32 bit stereo floating point dither *outputL = inputSampleL; *outputR = inputSampleR; //direct stereo out inputL += 1; inputR += 1; outputL += 1; outputR += 1; } return noErr; }