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

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/*
* File: Reverb.cpp
*
* Version: 1.0
*
* Created: 12/8/20
*
* Copyright: Copyright © 2020 Airwindows, Airwindows uses the MIT license
*
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/*=============================================================================
Reverb.cpp
=============================================================================*/
#include "Reverb.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMPONENT_ENTRY(Reverb)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Reverb::Reverb
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Reverb::Reverb(AudioUnit component)
: AUEffectBase(component)
{
CreateElements();
Globals()->UseIndexedParameters(kNumberOfParameters);
SetParameter(kParam_One, kDefaultValue_ParamOne );
SetParameter(kParam_Two, kDefaultValue_ParamTwo );
#if AU_DEBUG_DISPATCHER
mDebugDispatcher = new AUDebugDispatcher (this);
#endif
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Reverb::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Reverb::GetParameterValueStrings(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
CFArrayRef * outStrings)
{
return kAudioUnitErr_InvalidProperty;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Reverb::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Reverb::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;
default:
result = kAudioUnitErr_InvalidParameter;
break;
}
} else {
result = kAudioUnitErr_InvalidParameter;
}
return result;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Reverb::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Reverb::GetPropertyInfo (AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
UInt32 & outDataSize,
Boolean & outWritable)
{
return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Reverb::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Reverb::GetProperty( AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
void * outData )
{
return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}
// Reverb::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Reverb::Initialize()
{
ComponentResult result = AUEffectBase::Initialize();
if (result == noErr)
Reset(kAudioUnitScope_Global, 0);
return result;
}
#pragma mark ____ReverbEffectKernel
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Reverb::ReverbKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void Reverb::ReverbKernel::Reset()
{
for (int x = 0; x < 11; x++) {biquadA[x] = 0.0;biquadB[x] = 0.0;biquadC[x] = 0.0;}
feedbackA = 0.0;
feedbackB = 0.0;
feedbackC = 0.0;
feedbackD = 0.0;
feedbackE = 0.0;
feedbackF = 0.0;
feedbackG = 0.0;
feedbackH = 0.0;
int count;
for(count = 0; count < 8110; count++) {aA[count] = 0.0;}
for(count = 0; count < 7510; count++) {aB[count] = 0.0;}
for(count = 0; count < 7310; count++) {aC[count] = 0.0;}
for(count = 0; count < 6910; count++) {aD[count] = 0.0;}
for(count = 0; count < 6310; count++) {aE[count] = 0.0;}
for(count = 0; count < 6110; count++) {aF[count] = 0.0;}
for(count = 0; count < 5510; count++) {aG[count] = 0.0;}
for(count = 0; count < 4910; count++) {aH[count] = 0.0;}
//maximum value needed will be delay * 100, plus 206 (absolute max vibrato depth)
for(count = 0; count < 4510; count++) {aI[count] = 0.0;}
for(count = 0; count < 4310; count++) {aJ[count] = 0.0;}
for(count = 0; count < 3910; count++) {aK[count] = 0.0;}
for(count = 0; count < 3310; count++) {aL[count] = 0.0;}
//maximum value will be delay * 100
for(count = 0; count < 3110; count++) {aM[count] = 0.0;}
//maximum value will be delay * 100
countA = 1; delayA = 79;
countB = 1; delayB = 73;
countC = 1; delayC = 71;
countD = 1; delayD = 67;
countE = 1; delayE = 61;
countF = 1; delayF = 59;
countG = 1; delayG = 53;
countH = 1; delayH = 47;
//the householder matrices
countI = 1; delayI = 43;
countJ = 1; delayJ = 41;
countK = 1; delayK = 37;
countL = 1; delayL = 31;
//the allpasses
countM = 1; delayM = 29;
//the predelay
depthA = 0.003251;
depthB = 0.002999;
depthC = 0.002917;
depthD = 0.002749;
depthE = 0.002503;
depthF = 0.002423;
depthG = 0.002146;
depthH = 0.002088;
//the individual vibrato rates for the delays
vibA = rand()*-2147483647;
vibB = rand()*-2147483647;
vibC = rand()*-2147483647;
vibD = rand()*-2147483647;
vibE = rand()*-2147483647;
vibF = rand()*-2147483647;
vibG = rand()*-2147483647;
vibH = rand()*-2147483647;
fpd = 1.0; while (fpd < 16386) fpd = rand()*UINT32_MAX;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Reverb::ReverbKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void Reverb::ReverbKernel::Process( const Float32 *inSourceP,
Float32 *inDestP,
UInt32 inFramesToProcess,
UInt32 inNumChannels,
bool &ioSilence )
{
UInt32 nSampleFrames = inFramesToProcess;
const Float32 *sourceP = inSourceP;
Float32 *destP = inDestP;
Float64 big = GetParameter( kParam_One );
Float64 wet = GetParameter( kParam_Two );
Float64 vibSpeed = 0.1;
Float64 vibDepth = 7.0;
Float64 size = (pow(big,2)*75.0)+25.0;
Float64 depthFactor = 1.0-pow((1.0-(0.82-(((1.0-big)*0.7)+(size*0.002)))),4);
Float64 blend = 0.955-(size*0.007);
Float64 regen = depthFactor * 0.5;
delayA = 79*size;
delayB = 73*size;
delayC = 71*size;
delayD = 67*size;
delayE = 61*size;
delayF = 59*size;
delayG = 53*size;
delayH = 47*size;
delayI = 43*size;
delayJ = 41*size;
delayK = 37*size;
delayL = 31*size;
delayM = 29*size;
biquadC[0] = biquadB[0] = biquadA[0] = (10000.0-(big*wet*3000.0))/GetSampleRate();
biquadA[1] = 1.618033988749894848204586;
biquadB[1] = 0.618033988749894848204586;
biquadC[1] = 0.5;
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;
while (nSampleFrames-- > 0) {
double inputSample = *sourceP;
if (fabs(inputSample)<1.18e-23) inputSample = fpd * 1.18e-17;
double drySample = inputSample;
aM[countM] = inputSample;
countM++; if (countM < 0 || countM > delayM) {countM = 0;}
inputSample = aM[countM];
//predelay
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
inputSample *= wet;
//we're going to use this as a kind of balance since the reverb buildup can be so large
inputSample = sin(inputSample);
double allpassI = inputSample;
double allpassJ = inputSample;
double allpassK = inputSample;
double allpassL = inputSample;
int allpasstemp = countI + 1;
if (allpasstemp < 0 || allpasstemp > delayI) {allpasstemp = 0;}
allpassI -= aI[allpasstemp]*0.5;
aI[countI] = allpassI;
allpassI *= 0.5;
countI++; if (countI < 0 || countI > delayI) {countI = 0;}
allpassI += (aI[countI]);
allpasstemp = countJ + 1;
if (allpasstemp < 0 || allpasstemp > delayJ) {allpasstemp = 0;}
allpassJ -= aJ[allpasstemp]*0.5;
aJ[countJ] = allpassJ;
allpassJ *= 0.5;
countJ++; if (countJ < 0 || countJ > delayJ) {countJ = 0;}
allpassJ += (aJ[countJ]);
allpasstemp = countK + 1;
if (allpasstemp < 0 || allpasstemp > delayK) {allpasstemp = 0;}
allpassK -= aK[allpasstemp]*0.5;
aK[countK] = allpassK;
allpassK *= 0.5;
countK++; if (countK < 0 || countK > delayK) {countK = 0;}
allpassK += (aK[countK]);
allpasstemp = countL + 1;
if (allpasstemp < 0 || allpasstemp > delayL) {allpasstemp = 0;}
allpassL -= aL[allpasstemp]*0.5;
aL[countL] = allpassL;
allpassL *= 0.5;
countL++; if (countL < 0 || countL > delayL) {countL = 0;}
allpassL += (aL[countL]);
//the big allpass in front of everything
aA[countA] = allpassL + feedbackA;
aB[countB] = allpassK + feedbackB;
aC[countC] = allpassJ + feedbackC;
aD[countD] = allpassI + feedbackD;
aE[countE] = allpassI + feedbackE;
aF[countF] = allpassJ + feedbackF;
aG[countG] = allpassK + feedbackG;
aH[countH] = allpassL + feedbackH;
countA++; if (countA < 0 || countA > delayA) {countA = 0;}
countB++; if (countB < 0 || countB > delayB) {countB = 0;}
countC++; if (countC < 0 || countC > delayC) {countC = 0;}
countD++; if (countD < 0 || countD > delayD) {countD = 0;}
countE++; if (countE < 0 || countE > delayE) {countE = 0;}
countF++; if (countF < 0 || countF > delayF) {countF = 0;}
countG++; if (countG < 0 || countG > delayG) {countG = 0;}
countH++; if (countH < 0 || countH > delayH) {countH = 0;}
//the Householder matrices
vibA += (depthA * vibSpeed);
vibB += (depthB * vibSpeed);
vibC += (depthC * vibSpeed);
vibD += (depthD * vibSpeed);
vibE += (depthE * vibSpeed);
vibF += (depthF * vibSpeed);
vibG += (depthG * vibSpeed);
vibH += (depthH * vibSpeed);
Float64 offsetA = (sin(vibA)+1.0)*vibDepth;
Float64 offsetB = (sin(vibB)+1.0)*vibDepth;
Float64 offsetC = (sin(vibC)+1.0)*vibDepth;
Float64 offsetD = (sin(vibD)+1.0)*vibDepth;
Float64 offsetE = (sin(vibE)+1.0)*vibDepth;
Float64 offsetF = (sin(vibF)+1.0)*vibDepth;
Float64 offsetG = (sin(vibG)+1.0)*vibDepth;
Float64 offsetH = (sin(vibH)+1.0)*vibDepth;
int workingA = countA + offsetA;
int workingB = countB + offsetB;
int workingC = countC + offsetC;
int workingD = countD + offsetD;
int workingE = countE + offsetE;
int workingF = countF + offsetF;
int workingG = countG + offsetG;
int workingH = countH + offsetH;
Float64 interpolA = (aA[workingA-((workingA > delayA)?delayA+1:0)] * (1-(offsetA-floor(offsetA))) );
interpolA += (aA[workingA+1-((workingA+1 > delayA)?delayA+1:0)] * ((offsetA-floor(offsetA))) );
Float64 interpolB = (aB[workingB-((workingB > delayB)?delayB+1:0)] * (1-(offsetB-floor(offsetB))) );
interpolB += (aB[workingB+1-((workingB+1 > delayB)?delayB+1:0)] * ((offsetB-floor(offsetB))) );
Float64 interpolC = (aC[workingC-((workingC > delayC)?delayC+1:0)] * (1-(offsetC-floor(offsetC))) );
interpolC += (aC[workingC+1-((workingC+1 > delayC)?delayC+1:0)] * ((offsetC-floor(offsetC))) );
Float64 interpolD = (aD[workingD-((workingD > delayD)?delayD+1:0)] * (1-(offsetD-floor(offsetD))) );
interpolD += (aD[workingD+1-((workingD+1 > delayD)?delayD+1:0)] * ((offsetD-floor(offsetD))) );
Float64 interpolE = (aE[workingE-((workingE > delayE)?delayE+1:0)] * (1-(offsetE-floor(offsetE))) );
interpolE += (aE[workingE+1-((workingE+1 > delayE)?delayE+1:0)] * ((offsetE-floor(offsetE))) );
Float64 interpolF = (aF[workingF-((workingF > delayF)?delayF+1:0)] * (1-(offsetF-floor(offsetF))) );
interpolF += (aF[workingF+1-((workingF+1 > delayF)?delayF+1:0)] * ((offsetF-floor(offsetF))) );
Float64 interpolG = (aG[workingG-((workingG > delayG)?delayG+1:0)] * (1-(offsetG-floor(offsetG))) );
interpolG += (aG[workingG+1-((workingG+1 > delayG)?delayG+1:0)] * ((offsetG-floor(offsetG))) );
Float64 interpolH = (aH[workingH-((workingH > delayH)?delayH+1:0)] * (1-(offsetH-floor(offsetH))) );
interpolH += (aH[workingH+1-((workingH+1 > delayH)?delayH+1:0)] * ((offsetH-floor(offsetH))) );
interpolA = ((1.0-blend)*interpolA)+(aA[workingA-((workingA > delayA)?delayA+1:0)]*blend);
interpolB = ((1.0-blend)*interpolB)+(aB[workingB-((workingB > delayB)?delayB+1:0)]*blend);
interpolC = ((1.0-blend)*interpolC)+(aC[workingC-((workingC > delayC)?delayC+1:0)]*blend);
interpolD = ((1.0-blend)*interpolD)+(aD[workingD-((workingD > delayD)?delayD+1:0)]*blend);
interpolE = ((1.0-blend)*interpolE)+(aE[workingE-((workingE > delayE)?delayE+1:0)]*blend);
interpolF = ((1.0-blend)*interpolF)+(aF[workingF-((workingF > delayF)?delayF+1:0)]*blend);
interpolG = ((1.0-blend)*interpolG)+(aG[workingG-((workingG > delayG)?delayG+1:0)]*blend);
interpolH = ((1.0-blend)*interpolH)+(aH[workingH-((workingH > delayH)?delayH+1:0)]*blend);
feedbackA = (interpolA - (interpolB + interpolC + interpolD)) * regen;
feedbackB = (interpolB - (interpolA + interpolC + interpolD)) * regen;
feedbackC = (interpolC - (interpolA + interpolB + interpolD)) * regen;
feedbackD = (interpolD - (interpolA + interpolB + interpolC)) * regen;
feedbackE = (interpolE - (interpolF + interpolG + interpolH)) * regen;
feedbackF = (interpolF - (interpolE + interpolG + interpolH)) * regen;
feedbackG = (interpolG - (interpolE + interpolF + interpolH)) * regen;
feedbackH = (interpolH - (interpolE + interpolF + interpolG)) * regen;
inputSample = (interpolA + interpolB + interpolC + interpolD + interpolE + interpolF + interpolG + interpolH)/8.0;
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 (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);
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 (wet !=1.0) {
inputSample += (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;
}
}