/* * File: Console7Crunch.cpp * * Version: 1.0 * * Created: 1/28/22 * * Copyright: Copyright © 2022 Airwindows, Airwindows uses the MIT license * * 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. * */ /*============================================================================= Console7Crunch.cpp =============================================================================*/ #include "Console7Crunch.h" //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ COMPONENT_ENTRY(Console7Crunch) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Console7Crunch::Console7Crunch //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Console7Crunch::Console7Crunch(AudioUnit component) : AUEffectBase(component) { CreateElements(); Globals()->UseIndexedParameters(kNumberOfParameters); SetParameter(kParam_One, kDefaultValue_ParamOne ); #if AU_DEBUG_DISPATCHER mDebugDispatcher = new AUDebugDispatcher (this); #endif } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Console7Crunch::GetParameterValueStrings //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Console7Crunch::GetParameterValueStrings(AudioUnitScope inScope, AudioUnitParameterID inParameterID, CFArrayRef * outStrings) { return kAudioUnitErr_InvalidProperty; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Console7Crunch::GetParameterInfo //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Console7Crunch::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; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Console7Crunch::GetPropertyInfo //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Console7Crunch::GetPropertyInfo (AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, UInt32 & outDataSize, Boolean & outWritable) { return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Console7Crunch::GetProperty //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Console7Crunch::GetProperty( AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, void * outData ) { return AUEffectBase::GetProperty (inID, inScope, inElement, outData); } // Console7Crunch::Initialize //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Console7Crunch::Initialize() { ComponentResult result = AUEffectBase::Initialize(); if (result == noErr) Reset(kAudioUnitScope_Global, 0); return result; } #pragma mark ____Console7CrunchEffectKernel //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Console7Crunch::Console7CrunchKernel::Reset() //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void Console7Crunch::Console7CrunchKernel::Reset() { gainchase = -1.0; chasespeed = 64.0; for (int x = 0; x < 11; x++) {biquadA[x] = 0.0;biquadB[x] = 0.0;biquadC[x] = 0.0;biquadD[x] = 0.0;biquadE[x] = 0.0;} fpd = 1.0; while (fpd < 16386) fpd = rand()*UINT32_MAX; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Console7Crunch::Console7CrunchKernel::Process //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void Console7Crunch::Console7CrunchKernel::Process( const Float32 *inSourceP, Float32 *inDestP, UInt32 inFramesToProcess, UInt32 inNumChannels, bool &ioSilence ) { UInt32 nSampleFrames = inFramesToProcess; const Float32 *sourceP = inSourceP; Float32 *destP = inDestP; double inputgain = 1.0-(pow(1.0-GetParameter( kParam_One ),2)); //this happens to give us a boost factor where the track continues to get louder even //as it saturates and loses a bit of peak energy. Console7Channel channels go to 12! (.272,etc) //Neutral gain through the whole system with a full scale sine ia 0.772 on the gain knob if (gainchase != inputgain) chasespeed *= 2.0; if (chasespeed > inFramesToProcess) chasespeed = inFramesToProcess; if (gainchase < 0.0) gainchase = inputgain; biquadE[0] = biquadD[0] = biquadC[0] = biquadB[0] = biquadA[0] = 20000.0 / GetSampleRate(); biquadA[1] = 0.50623256; biquadB[1] = 0.56116312; biquadC[1] = 0.70710678; biquadD[1] = 1.10134463; //sharpens final stages biquadE[1] = 3.19622661; //tenth order Butterworth out of five biquads double K = tan(M_PI * biquadA[0]); //lowpass double norm = 1.0 / (1.0 + K / biquadA[1] + K * K); biquadA[2] = K * K * norm; biquadA[3] = 2.0 * biquadA[2]; biquadA[4] = biquadA[2]; biquadA[5] = 2.0 * (K * K - 1.0) * norm; biquadA[6] = (1.0 - K / biquadA[1] + K * K) * norm; K = tan(M_PI * biquadA[0]); norm = 1.0 / (1.0 + K / biquadB[1] + K * K); biquadB[2] = K * K * norm; biquadB[3] = 2.0 * biquadB[2]; biquadB[4] = biquadB[2]; biquadB[5] = 2.0 * (K * K - 1.0) * norm; biquadB[6] = (1.0 - K / biquadB[1] + K * K) * norm; K = tan(M_PI * biquadC[0]); norm = 1.0 / (1.0 + K / biquadC[1] + K * K); biquadC[2] = K * K * norm; biquadC[3] = 2.0 * biquadC[2]; biquadC[4] = biquadC[2]; biquadC[5] = 2.0 * (K * K - 1.0) * norm; biquadC[6] = (1.0 - K / biquadC[1] + K * K) * norm; K = tan(M_PI * biquadD[0]); norm = 1.0 / (1.0 + K / biquadD[1] + K * K); biquadD[2] = K * K * norm; biquadD[3] = 2.0 * biquadD[2]; biquadD[4] = biquadD[2]; biquadD[5] = 2.0 * (K * K - 1.0) * norm; biquadD[6] = (1.0 - K / biquadD[1] + K * K) * norm; K = tan(M_PI * biquadE[0]); norm = 1.0 / (1.0 + K / biquadE[1] + K * K); biquadE[2] = K * K * norm; biquadE[3] = 2.0 * biquadE[2]; biquadE[4] = biquadE[2]; biquadE[5] = 2.0 * (K * K - 1.0) * norm; biquadE[6] = (1.0 - K / biquadE[1] + K * K) * norm; while (nSampleFrames-- > 0) { double inputSample = *sourceP; if (fabs(inputSample)<1.18e-23) inputSample = fpd * 1.18e-17; double tempSample = biquadA[2]*inputSample+biquadA[3]*biquadA[7]+biquadA[4]*biquadA[8]-biquadA[5]*biquadA[9]-biquadA[6]*biquadA[10]; biquadA[8] = biquadA[7]; biquadA[7] = inputSample; inputSample = tempSample; biquadA[10] = biquadA[9]; biquadA[9] = inputSample; //DF1 chasespeed *= 0.9999; chasespeed -= 0.01; if (chasespeed < 64.0) chasespeed = 64.0; //we have our chase speed compensated for recent fader activity gainchase = (((gainchase*chasespeed)+inputgain)/(chasespeed+1.0)); //gainchase is chasing the target, as a simple multiply gain factor Float64 cascade = gainchase + (gainchase*0.62); if (1.0 != cascade) inputSample *= cascade; if (inputSample > 1.097) inputSample = 1.097; if (inputSample < -1.097) inputSample = -1.097; inputSample = ((sin(inputSample*fabs(inputSample))/((fabs(inputSample) == 0.0) ?1:fabs(inputSample)))*0.8)+(sin(inputSample)*0.2); //Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x tempSample = biquadB[2]*inputSample+biquadB[3]*biquadB[7]+biquadB[4]*biquadB[8]-biquadB[5]*biquadB[9]-biquadB[6]*biquadB[10]; biquadB[8] = biquadB[7]; biquadB[7] = inputSample; inputSample = tempSample; biquadB[10] = biquadB[9]; biquadB[9] = inputSample; //DF1 if (1.0 != cascade) inputSample *= cascade; if (inputSample > 1.097) inputSample = 1.097; if (inputSample < -1.097) inputSample = -1.097; inputSample = ((sin(inputSample*fabs(inputSample))/((fabs(inputSample) == 0.0) ?1:fabs(inputSample)))*0.8)+(sin(inputSample)*0.2); //Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x tempSample = biquadC[2]*inputSample+biquadC[3]*biquadC[7]+biquadC[4]*biquadC[8]-biquadC[5]*biquadC[9]-biquadC[6]*biquadC[10]; biquadC[8] = biquadC[7]; biquadC[7] = inputSample; inputSample = tempSample; biquadC[10] = biquadC[9]; biquadC[9] = inputSample; //DF1 if (1.0 != cascade) inputSample *= cascade; if (inputSample > 1.097) inputSample = 1.097; if (inputSample < -1.097) inputSample = -1.097; inputSample = ((sin(inputSample*fabs(inputSample))/((fabs(inputSample) == 0.0) ?1:fabs(inputSample)))*0.8)+(sin(inputSample)*0.2); //Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x tempSample = biquadD[2]*inputSample+biquadD[3]*biquadD[7]+biquadD[4]*biquadD[8]-biquadD[5]*biquadD[9]-biquadD[6]*biquadD[10]; biquadD[8] = biquadD[7]; biquadD[7] = inputSample; inputSample = tempSample; biquadD[10] = biquadD[9]; biquadD[9] = inputSample; //DF1 if (1.0 != cascade) inputSample *= cascade; if (inputSample > 1.097) inputSample = 1.097; if (inputSample < -1.097) inputSample = -1.097; inputSample = ((sin(inputSample*fabs(inputSample))/((fabs(inputSample) == 0.0) ?1:fabs(inputSample)))*0.8)+(sin(inputSample)*0.2); //Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x tempSample = biquadE[2]*inputSample+biquadE[3]*biquadE[7]+biquadE[4]*biquadE[8]-biquadE[5]*biquadE[9]-biquadE[6]*biquadE[10]; biquadE[8] = biquadE[7]; biquadE[7] = inputSample; inputSample = tempSample; biquadE[10] = biquadE[9]; biquadE[9] = inputSample; //DF1 if (1.0 != cascade) inputSample *= cascade; if (inputSample > 1.097) inputSample = 1.097; if (inputSample < -1.097) inputSample = -1.097; inputSample = ((sin(inputSample*fabs(inputSample))/((fabs(inputSample) == 0.0) ?1:fabs(inputSample)))*0.8)+(sin(inputSample)*0.2); //Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x if (cascade > 1.0) inputSample /= cascade; //we re-amplify after the distortion relative to how much we cut back previously. //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; } }