/* * File: Texturize.cpp * * Version: 1.0 * * Created: 3/12/22 * * 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. * */ /*============================================================================= Texturize.cpp =============================================================================*/ #include "Texturize.h" //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AUDIOCOMPONENT_ENTRY(AUBaseFactory, Texturize) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Texturize::Texturize //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Texturize::Texturize(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 } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Texturize::GetParameterValueStrings //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Texturize::GetParameterValueStrings(AudioUnitScope inScope, AudioUnitParameterID inParameterID, CFArrayRef * outStrings) { return kAudioUnitErr_InvalidProperty; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Texturize::GetParameterInfo //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Texturize::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; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Texturize::GetPropertyInfo //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Texturize::GetPropertyInfo (AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, UInt32 & outDataSize, Boolean & outWritable) { return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Texturize::GetProperty //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Texturize::GetProperty( AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, void * outData ) { return AUEffectBase::GetProperty (inID, inScope, inElement, outData); } // Texturize::Initialize //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ComponentResult Texturize::Initialize() { ComponentResult result = AUEffectBase::Initialize(); if (result == noErr) Reset(kAudioUnitScope_Global, 0); return result; } #pragma mark ____TexturizeEffectKernel //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Texturize::TexturizeKernel::Reset() //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void Texturize::TexturizeKernel::Reset() { polarity = false; lastSample = 0.0; iirSample = 0.0; noiseA = 0.0; noiseB = 0.0; noiseC = 0.0; flip = true; fpd = 1.0; while (fpd < 16386) fpd = rand()*UINT32_MAX; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Texturize::TexturizeKernel::Process //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void Texturize::TexturizeKernel::Process( const Float32 *inSourceP, Float32 *inDestP, UInt32 inFramesToProcess, UInt32 inNumChannels, bool &ioSilence ) { UInt32 nSampleFrames = inFramesToProcess; const Float32 *sourceP = inSourceP; Float32 *destP = inDestP; long double overallscale = 1.0; overallscale /= 44100.0; overallscale *= GetSampleRate(); Float64 slewAmount = ((pow(GetParameter( kParam_One ),2.0)*4.0)+0.71)/overallscale; Float64 dynAmount = pow(GetParameter( kParam_Two ),2.0); Float64 wet = pow(GetParameter( kParam_Three ),5); while (nSampleFrames-- > 0) { double inputSample = *sourceP; if (fabs(inputSample)<1.18e-23) inputSample = fpd * 1.18e-17; double drySample = inputSample; if (inputSample < 0) { if (polarity == true) { if (noiseA < 0) flip = true; else flip = false; } polarity = false; } else polarity = true; if (flip) noiseA += (double(fpd)/UINT32_MAX); else noiseA -= (double(fpd)/UINT32_MAX); //here's the guts of the random walk flip = !flip; if (inputSample > 1.0) inputSample = 1.0; if (inputSample < -1.0) inputSample = -1.0; if (dynAmount < 0.4999) inputSample = (inputSample*dynAmount*2.0) + (sin(inputSample)*(1.0-(dynAmount*2.0))); if (dynAmount > 0.5001) inputSample = (asin(inputSample)*((dynAmount*2.0)-1.0)) + (inputSample*(1.0-((dynAmount*2.0)-1.0))); //doing this in two steps means I get to not run an extra sin/asin function per sample noiseB = sin(noiseA*(0.2-(dynAmount*0.125))*fabs(inputSample)); double slew = fabs(inputSample-lastSample)*slewAmount; lastSample = inputSample*(0.86-(dynAmount*0.125)); if (slew > 1.0) slew = 1.0; double iirIntensity = slew; iirIntensity *= 2.472; iirIntensity *= iirIntensity; if (iirIntensity > 1.0) iirIntensity = 1.0; iirSample = (iirSample * (1.0 - iirIntensity)) + (noiseB * iirIntensity); noiseB = iirSample; noiseB = (noiseB * slew) + (noiseC * (1.0-slew)); noiseC = noiseB; inputSample = (noiseC * wet) + (drySample * (1.0-wet)); //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; } }