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/*
*	File:		ADT.cpp
*	
*	Version:	1.0
* 
*	Created:	9/28/18
*	
*	Copyright:  Copyright � 2018 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.  If you do 
*				not agree with these terms, please do not use, install, modify or redistribute this Apple 
*				software.
*
*				In consideration of your agreement to abide by the following terms, and subject to these terms, 
*				Apple grants you a personal, non-exclusive license, under Apple's copyrights in this 
*				original Apple software (the "Apple Software"), to use, reproduce, modify and redistribute the 
*				Apple Software, with or without modifications, in source and/or binary forms; provided that if you 
*				redistribute the Apple Software in its entirety and without modifications, you must retain this 
*				notice and the following text and disclaimers in all such redistributions of the Apple Software. 
*				Neither the name, trademarks, service marks or logos of Apple Computer, Inc. may be used to 
*				endorse or promote products derived from the Apple Software without specific prior written 
*				permission from Apple.  Except as expressly stated in this notice, no other rights or 
*				licenses, express or implied, are granted by Apple herein, including but not limited to any 
*				patent rights that may be infringed by your derivative works or by other works in which the 
*				Apple Software may be incorporated.
*
*				The Apple Software is provided by Apple on an "AS IS" basis.  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.
*
*/
/*=============================================================================
	ADT.cpp
	
=============================================================================*/
#include "ADT.h"


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

COMPONENT_ENTRY(ADT)


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	ADT::ADT
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ADT::ADT(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 );
	SetParameter(kParam_Five, kDefaultValue_ParamFive );
	SetParameter(kParam_Six, kDefaultValue_ParamSix );
         
#if AU_DEBUG_DISPATCHER
	mDebugDispatcher = new AUDebugDispatcher (this);
#endif
	
}


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	ADT::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			ADT::GetParameterValueStrings(AudioUnitScope		inScope,
                                                                AudioUnitParameterID	inParameterID,
                                                                CFArrayRef *		outStrings)
{
        
    return kAudioUnitErr_InvalidProperty;
}



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	ADT::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			ADT::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 = 2.0;
                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 = -1.0;
                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;
            case kParam_Five:
                AUBase::FillInParameterName (outParameterInfo, kParameterFiveName, false);
                outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
                outParameterInfo.minValue = -1.0;
                outParameterInfo.maxValue = 1.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamFive;
                break;
            case kParam_Six:
                AUBase::FillInParameterName (outParameterInfo, kParameterSixName, false);
                outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
                outParameterInfo.minValue = 0.0;
                outParameterInfo.maxValue = 2.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamSix;
                break;
			default:
                result = kAudioUnitErr_InvalidParameter;
                break;
            }
	} else {
        result = kAudioUnitErr_InvalidParameter;
    }
    


	return result;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	ADT::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			ADT::GetPropertyInfo (AudioUnitPropertyID	inID,
                                                        AudioUnitScope		inScope,
                                                        AudioUnitElement	inElement,
                                                        UInt32 &		outDataSize,
                                                        Boolean &		outWritable)
{
	return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	ADT::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			ADT::GetProperty(	AudioUnitPropertyID inID,
                                                        AudioUnitScope 		inScope,
                                                        AudioUnitElement 	inElement,
                                                        void *			outData )
{
	return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}

//	ADT::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult ADT::Initialize()
{
    ComponentResult result = AUEffectBase::Initialize();
    if (result == noErr)
        Reset(kAudioUnitScope_Global, 0);
    return result;
}

#pragma mark ____ADTEffectKernel



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	ADT::ADTKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		ADT::ADTKernel::Reset()
{
	for(int count = 0; count < 9999; count++) {p[count] = 0;}
	offsetA = 9001;
	offsetB = 9001;  //  :D
	gcount = 0;
	fpNShape = 0.0;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	ADT::ADTKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		ADT::ADTKernel::Process(	const Float32 	*inSourceP,
                                                    Float32		 	*inDestP,
                                                    UInt32 			inFramesToProcess,
                                                    UInt32			inNumChannels, 
                                                    bool			&ioSilence )
{
	UInt32 nSampleFrames = inFramesToProcess;
	const Float32 *sourceP = inSourceP;
	Float32 *destP = inDestP;
	
	Float64 gain = GetParameter( kParam_One ) * 0.636;
	Float64 targetA = pow(GetParameter( kParam_Two ),4) * 4790.0;
	Float64 fractionA;
	Float64 minusA;
	Float64 intensityA = GetParameter( kParam_Three ) / 2.0;
	//first delay
	Float64 targetB = (pow(GetParameter( kParam_Four ),4) * 4790.0);
	Float64 fractionB;
	Float64 minusB;
	Float64 intensityB = GetParameter( kParam_Five ) / 2.0;
	//second delay
	Float64 output = GetParameter( kParam_Six );
	Float64 total;
	int count;
	Float64 temp;
	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
		
		
		if (fabs(offsetA - targetA) > 1000) offsetA = targetA;
		offsetA = ((offsetA*999.0)+targetA)/1000.0;
		fractionA = offsetA - floor(offsetA);
		minusA = 1.0 - fractionA;
		
		if (fabs(offsetB - targetB) > 1000) offsetB = targetB;
		offsetB = ((offsetB*999.0)+targetB)/1000.0;
		fractionB = offsetB - floor(offsetB);
		minusB = 1.0 - fractionB;
		//chase delay taps for smooth action
		
		if (gain > 0) inputSample /= gain;
		
		if (inputSample > 1.2533141373155) inputSample = 1.2533141373155;
		if (inputSample < -1.2533141373155) inputSample = -1.2533141373155;
		inputSample = sin(inputSample * fabs(inputSample)) / ((inputSample == 0.0) ?1:fabs(inputSample));
		//Spiral: lean out the sound a little when decoded by ConsoleBuss
		
		if (gcount < 1 || gcount > 4800) {gcount = 4800;}
		count = gcount;
		total = 0.0;
		p[count+4800] = p[count] = inputSample;
		//double buffer
		
		if (intensityA != 0.0)
		{
			count = (int)(gcount+floor(offsetA));
			temp = (p[count] * minusA); //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] * fractionA); //greater as value moves away from .0
			temp -= (((p[count]-p[count+1])-(p[count+1]-p[count+2]))/50); //interpolation hacks 'r us
			total += (temp * intensityA);
		}
		
		if (intensityB != 0.0)
		{
			count = (int)(gcount+floor(offsetB));
			temp = (p[count] * minusB); //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] * fractionB); //greater as value moves away from .0
			temp -= (((p[count]-p[count+1])-(p[count+1]-p[count+2]))/50); //interpolation hacks 'r us
			total += (temp * intensityB);
		}
		
		gcount--;
		//still scrolling through the samples, remember
		
		inputSample += total;
		
		if (inputSample > 1.0) inputSample = 1.0;
		if (inputSample < -1.0) inputSample = -1.0;
		//without this, you can get a NaN condition where it spits out DC offset at full blast!
		
		inputSample = asin(inputSample);
		//amplitude aspect
		
		inputSample *= gain;
		
		if (output < 1.0) inputSample *= output;
		
		//noise shaping to 32-bit floating point
		Float32 fpTemp = inputSample;
		fpNShape += (inputSample-fpTemp);
		inputSample += fpNShape;
		//for deeper space and warmth, we try a non-oscillating noise shaping
		//that is kind of ruthless: it will forever retain the rounding errors
		//except we'll dial it back a hair at the end of every buffer processed
		//end noise shaping on 32 bit output
		
		*destP = inputSample;
		
		sourceP += inNumChannels; destP += inNumChannels;
	}
	fpNShape *= 0.999999;
	//we will just delicately dial back the FP noise shaping, not even every sample
	//this is a good place to put subtle 'no runaway' calculations, though bear in mind
	//that it will be called more often when you use shorter sample buffers in the DAW.
	//So, very low latency operation will call these calculations more often.
}