airwindows/plugins/MacAU/Console4Channel/Console4Channel.cpp
2022-11-21 09:20:21 -05:00

228 lines
9.5 KiB
C++
Executable file

/*
* File: Console4Channel.cpp
*
* Version: 1.0
*
* Created: 6/14/16
*
* Copyright: Copyright © 2016 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. 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
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* endorse or promote products derived from the Apple Software without specific prior written
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*
* 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
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*
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*/
/*=============================================================================
Console4Channel.cpp
=============================================================================*/
#include "Console4Channel.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMPONENT_ENTRY(Console4Channel)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Console4Channel::Console4Channel
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Console4Channel::Console4Channel(AudioUnit component)
: AUEffectBase(component)
{
CreateElements();
Globals()->UseIndexedParameters(kNumberOfParameters);
SetParameter(kParam_One, kDefaultValue_ParamOne );
#if AU_DEBUG_DISPATCHER
mDebugDispatcher = new AUDebugDispatcher (this);
#endif
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Console4Channel::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Console4Channel::GetParameterValueStrings(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
CFArrayRef * outStrings)
{
return kAudioUnitErr_InvalidProperty;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Console4Channel::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Console4Channel::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;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Console4Channel::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Console4Channel::GetPropertyInfo (AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
UInt32 & outDataSize,
Boolean & outWritable)
{
return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Console4Channel::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Console4Channel::GetProperty( AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
void * outData )
{
return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}
// Console4Channel::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Console4Channel::Initialize()
{
ComponentResult result = AUEffectBase::Initialize();
if (result == noErr)
Reset(kAudioUnitScope_Global, 0);
return result;
}
#pragma mark ____Console4ChannelEffectKernel
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Console4Channel::Console4ChannelKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void Console4Channel::Console4ChannelKernel::Reset()
{
gainchase = -90.0;
settingchase = -90.0;
chasespeed = 350.0;
fpd = 1.0; while (fpd < 16386) fpd = rand()*UINT32_MAX;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Console4Channel::Console4ChannelKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void Console4Channel::Console4ChannelKernel::Process( const Float32 *inSourceP,
Float32 *inDestP,
UInt32 inFramesToProcess,
UInt32 inNumChannels,
bool &ioSilence )
{
UInt32 nSampleFrames = inFramesToProcess;
const Float32 *sourceP = inSourceP;
Float32 *destP = inDestP;
double inputSample;
double half;
double falf;
Float64 inputgain = GetParameter( kParam_One );
if (settingchase != inputgain) {
chasespeed *= 2.0;
settingchase = inputgain;
}
if (chasespeed > 2500.0) chasespeed = 2500.0;
if (gainchase < 0.0) gainchase = inputgain;
while (nSampleFrames-- > 0) {
inputSample = *sourceP;
if (fabs(inputSample)<1.18e-23) inputSample = fpd * 1.18e-17;
//if we're going to do a gain, we must apply it to everything here
chasespeed *= 0.9999;
chasespeed -= 0.01;
if (chasespeed < 350.0) chasespeed = 350.0;
//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
if (1.0 != gainchase) inputSample *= gainchase;
//done with trim control
half = inputSample;
falf = fabs(half);
half *= falf;
half *= falf;
inputSample -= half;
//entire audio code. kthxbai!
//this is part of the Purest line: stuff that is on every track
//needs to be DAMN LOW ON MATH srsly guys
//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;
//force 80 bit into 32 bit output
sourceP += inNumChannels; destP += inNumChannels;
}
}