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308 lines
No EOL
14 KiB
C++
Executable file
308 lines
No EOL
14 KiB
C++
Executable file
/*
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* File: Console7Cascade.cpp
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*
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* Version: 1.0
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*
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* Created: 12/10/20
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*
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* Copyright: Copyright © 2020 Airwindows, Airwindows uses the MIT license
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*
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* Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc. ("Apple") in
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* consideration of your agreement to the following terms, and your use, installation, modification
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* or redistribution of this Apple software constitutes acceptance of these terms. If you do
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* not agree with these terms, please do not use, install, modify or redistribute this Apple
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* software.
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*
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* In consideration of your agreement to abide by the following terms, and subject to these terms,
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* Apple grants you a personal, non-exclusive license, under Apple's copyrights in this
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* original Apple software (the "Apple Software"), to use, reproduce, modify and redistribute the
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* Apple Software, with or without modifications, in source and/or binary forms; provided that if you
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* redistribute the Apple Software in its entirety and without modifications, you must retain this
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* notice and the following text and disclaimers in all such redistributions of the Apple Software.
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* Neither the name, trademarks, service marks or logos of Apple Computer, Inc. may be used to
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* endorse or promote products derived from the Apple Software without specific prior written
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* permission from Apple. Except as expressly stated in this notice, no other rights or
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* licenses, express or implied, are granted by Apple herein, including but not limited to any
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* patent rights that may be infringed by your derivative works or by other works in which the
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* Apple Software may be incorporated.
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*
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* The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO WARRANTIES, EXPRESS OR
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* IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY
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* AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE
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* OR IN COMBINATION WITH YOUR PRODUCTS.
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*
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* IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
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* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE,
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* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER
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* UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN
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* IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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/*=============================================================================
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Console7Cascade.cpp
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=============================================================================*/
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#include "Console7Cascade.h"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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COMPONENT_ENTRY(Console7Cascade)
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Console7Cascade::Console7Cascade
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Console7Cascade::Console7Cascade(AudioUnit component)
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: AUEffectBase(component)
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{
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CreateElements();
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Globals()->UseIndexedParameters(kNumberOfParameters);
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SetParameter(kParam_One, kDefaultValue_ParamOne );
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#if AU_DEBUG_DISPATCHER
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mDebugDispatcher = new AUDebugDispatcher (this);
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#endif
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Console7Cascade::GetParameterValueStrings
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Console7Cascade::GetParameterValueStrings(AudioUnitScope inScope,
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AudioUnitParameterID inParameterID,
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CFArrayRef * outStrings)
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{
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return kAudioUnitErr_InvalidProperty;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Console7Cascade::GetParameterInfo
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Console7Cascade::GetParameterInfo(AudioUnitScope inScope,
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AudioUnitParameterID inParameterID,
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AudioUnitParameterInfo &outParameterInfo )
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{
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ComponentResult result = noErr;
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outParameterInfo.flags = kAudioUnitParameterFlag_IsWritable
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| kAudioUnitParameterFlag_IsReadable;
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if (inScope == kAudioUnitScope_Global) {
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switch(inParameterID)
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{
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case kParam_One:
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AUBase::FillInParameterName (outParameterInfo, kParameterOneName, false);
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outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
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outParameterInfo.minValue = 0.0;
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outParameterInfo.maxValue = 1.0;
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outParameterInfo.defaultValue = kDefaultValue_ParamOne;
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break;
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default:
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result = kAudioUnitErr_InvalidParameter;
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break;
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}
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} else {
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result = kAudioUnitErr_InvalidParameter;
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}
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return result;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Console7Cascade::GetPropertyInfo
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Console7Cascade::GetPropertyInfo (AudioUnitPropertyID inID,
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AudioUnitScope inScope,
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AudioUnitElement inElement,
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UInt32 & outDataSize,
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Boolean & outWritable)
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{
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return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Console7Cascade::GetProperty
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Console7Cascade::GetProperty( AudioUnitPropertyID inID,
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AudioUnitScope inScope,
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AudioUnitElement inElement,
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void * outData )
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{
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return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
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}
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// Console7Cascade::Initialize
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Console7Cascade::Initialize()
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{
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ComponentResult result = AUEffectBase::Initialize();
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if (result == noErr)
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Reset(kAudioUnitScope_Global, 0);
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return result;
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}
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#pragma mark ____Console7CascadeEffectKernel
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Console7Cascade::Console7CascadeKernel::Reset()
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void Console7Cascade::Console7CascadeKernel::Reset()
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{
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gainchase = -1.0;
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chasespeed = 64.0;
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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;}
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fpd = 1.0; while (fpd < 16386) fpd = rand()*UINT32_MAX;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Console7Cascade::Console7CascadeKernel::Process
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void Console7Cascade::Console7CascadeKernel::Process( const Float32 *inSourceP,
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Float32 *inDestP,
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UInt32 inFramesToProcess,
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UInt32 inNumChannels,
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bool &ioSilence )
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{
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UInt32 nSampleFrames = inFramesToProcess;
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const Float32 *sourceP = inSourceP;
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Float32 *destP = inDestP;
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double inputgain = 1.0-(pow(1.0-GetParameter( kParam_One ),2));
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//this happens to give us a boost factor where the track continues to get louder even
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//as it saturates and loses a bit of peak energy. Console7Channel channels go to 12! (.272,etc)
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//Neutral gain through the whole system with a full scale sine ia 0.772 on the gain knob
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if (gainchase != inputgain) chasespeed *= 2.0;
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if (chasespeed > inFramesToProcess) chasespeed = inFramesToProcess;
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if (gainchase < 0.0) gainchase = inputgain;
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biquadE[0] = biquadD[0] = biquadC[0] = biquadB[0] = biquadA[0] = 20000.0 / GetSampleRate();
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biquadA[1] = 3.19622661; //tenth order Butterworth out of five biquads
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biquadB[1] = 1.10134463; //the sharpness of the initial filter will produce more
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biquadC[1] = 0.70710678; //edge on initial stages of clipping
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biquadD[1] = 0.56116312;
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biquadE[1] = 0.50623256;
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double K = tan(M_PI * biquadA[0]); //lowpass
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double norm = 1.0 / (1.0 + K / biquadA[1] + K * K);
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biquadA[2] = K * K * norm;
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biquadA[3] = 2.0 * biquadA[2];
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biquadA[4] = biquadA[2];
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biquadA[5] = 2.0 * (K * K - 1.0) * norm;
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biquadA[6] = (1.0 - K / biquadA[1] + K * K) * norm;
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K = tan(M_PI * biquadA[0]);
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norm = 1.0 / (1.0 + K / biquadB[1] + K * K);
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biquadB[2] = K * K * norm;
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biquadB[3] = 2.0 * biquadB[2];
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biquadB[4] = biquadB[2];
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biquadB[5] = 2.0 * (K * K - 1.0) * norm;
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biquadB[6] = (1.0 - K / biquadB[1] + K * K) * norm;
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K = tan(M_PI * biquadC[0]);
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norm = 1.0 / (1.0 + K / biquadC[1] + K * K);
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biquadC[2] = K * K * norm;
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biquadC[3] = 2.0 * biquadC[2];
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biquadC[4] = biquadC[2];
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biquadC[5] = 2.0 * (K * K - 1.0) * norm;
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biquadC[6] = (1.0 - K / biquadC[1] + K * K) * norm;
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K = tan(M_PI * biquadD[0]);
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norm = 1.0 / (1.0 + K / biquadD[1] + K * K);
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biquadD[2] = K * K * norm;
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biquadD[3] = 2.0 * biquadD[2];
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biquadD[4] = biquadD[2];
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biquadD[5] = 2.0 * (K * K - 1.0) * norm;
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biquadD[6] = (1.0 - K / biquadD[1] + K * K) * norm;
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K = tan(M_PI * biquadE[0]);
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norm = 1.0 / (1.0 + K / biquadE[1] + K * K);
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biquadE[2] = K * K * norm;
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biquadE[3] = 2.0 * biquadE[2];
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biquadE[4] = biquadE[2];
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biquadE[5] = 2.0 * (K * K - 1.0) * norm;
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biquadE[6] = (1.0 - K / biquadE[1] + K * K) * norm;
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while (nSampleFrames-- > 0) {
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double inputSample = *sourceP;
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if (fabs(inputSample)<1.18e-23) inputSample = fpd * 1.18e-17;
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double tempSample = biquadA[2]*inputSample+biquadA[3]*biquadA[7]+biquadA[4]*biquadA[8]-biquadA[5]*biquadA[9]-biquadA[6]*biquadA[10];
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biquadA[8] = biquadA[7]; biquadA[7] = inputSample; inputSample = tempSample;
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biquadA[10] = biquadA[9]; biquadA[9] = inputSample; //DF1
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chasespeed *= 0.9999; chasespeed -= 0.01; if (chasespeed < 64.0) chasespeed = 64.0;
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//we have our chase speed compensated for recent fader activity
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gainchase = (((gainchase*chasespeed)+inputgain)/(chasespeed+1.0));
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//gainchase is chasing the target, as a simple multiply gain factor
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Float64 cascade = gainchase + (gainchase*0.62);
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if (1.0 != cascade) inputSample *= cascade;
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if (inputSample > 1.097) inputSample = 1.097;
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if (inputSample < -1.097) inputSample = -1.097;
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inputSample = ((sin(inputSample*fabs(inputSample))/((fabs(inputSample) == 0.0) ?1:fabs(inputSample)))*0.8)+(sin(inputSample)*0.2);
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//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
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tempSample = biquadB[2]*inputSample+biquadB[3]*biquadB[7]+biquadB[4]*biquadB[8]-biquadB[5]*biquadB[9]-biquadB[6]*biquadB[10];
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biquadB[8] = biquadB[7]; biquadB[7] = inputSample; inputSample = tempSample;
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biquadB[10] = biquadB[9]; biquadB[9] = inputSample; //DF1
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if (1.0 != cascade) inputSample *= cascade;
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if (inputSample > 1.097) inputSample = 1.097;
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if (inputSample < -1.097) inputSample = -1.097;
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inputSample = ((sin(inputSample*fabs(inputSample))/((fabs(inputSample) == 0.0) ?1:fabs(inputSample)))*0.8)+(sin(inputSample)*0.2);
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//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
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tempSample = biquadC[2]*inputSample+biquadC[3]*biquadC[7]+biquadC[4]*biquadC[8]-biquadC[5]*biquadC[9]-biquadC[6]*biquadC[10];
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biquadC[8] = biquadC[7]; biquadC[7] = inputSample; inputSample = tempSample;
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biquadC[10] = biquadC[9]; biquadC[9] = inputSample; //DF1
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if (1.0 != cascade) inputSample *= cascade;
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if (inputSample > 1.097) inputSample = 1.097;
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if (inputSample < -1.097) inputSample = -1.097;
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inputSample = ((sin(inputSample*fabs(inputSample))/((fabs(inputSample) == 0.0) ?1:fabs(inputSample)))*0.8)+(sin(inputSample)*0.2);
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//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
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tempSample = biquadD[2]*inputSample+biquadD[3]*biquadD[7]+biquadD[4]*biquadD[8]-biquadD[5]*biquadD[9]-biquadD[6]*biquadD[10];
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biquadD[8] = biquadD[7]; biquadD[7] = inputSample; inputSample = tempSample;
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biquadD[10] = biquadD[9]; biquadD[9] = inputSample; //DF1
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if (1.0 != cascade) inputSample *= cascade;
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if (inputSample > 1.097) inputSample = 1.097;
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if (inputSample < -1.097) inputSample = -1.097;
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inputSample = ((sin(inputSample*fabs(inputSample))/((fabs(inputSample) == 0.0) ?1:fabs(inputSample)))*0.8)+(sin(inputSample)*0.2);
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//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
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tempSample = biquadE[2]*inputSample+biquadE[3]*biquadE[7]+biquadE[4]*biquadE[8]-biquadE[5]*biquadE[9]-biquadE[6]*biquadE[10];
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biquadE[8] = biquadE[7]; biquadE[7] = inputSample; inputSample = tempSample;
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biquadE[10] = biquadE[9]; biquadE[9] = inputSample; //DF1
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if (1.0 != cascade) inputSample *= cascade;
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if (inputSample > 1.097) inputSample = 1.097;
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if (inputSample < -1.097) inputSample = -1.097;
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inputSample = ((sin(inputSample*fabs(inputSample))/((fabs(inputSample) == 0.0) ?1:fabs(inputSample)))*0.8)+(sin(inputSample)*0.2);
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//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
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if (cascade > 1.0) inputSample /= cascade;
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//we re-amplify after the distortion relative to how much we cut back previously.
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//begin 32 bit floating point dither
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int expon; frexpf((float)inputSample, &expon);
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fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
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inputSample += ((double(fpd)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
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//end 32 bit floating point dither
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*destP = inputSample;
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sourceP += inNumChannels; destP += inNumChannels;
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}
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} |