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259 lines
11 KiB
C++
259 lines
11 KiB
C++
/*
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* File: Texturize.cpp
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*
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* Version: 1.0
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*
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* Created: 3/12/22
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*
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* Copyright: Copyright © 2022 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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Texturize.cpp
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=============================================================================*/
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#include "Texturize.h"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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AUDIOCOMPONENT_ENTRY(AUBaseFactory, Texturize)
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Texturize::Texturize
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Texturize::Texturize(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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SetParameter(kParam_Two, kDefaultValue_ParamTwo );
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SetParameter(kParam_Three, kDefaultValue_ParamThree );
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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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// Texturize::GetParameterValueStrings
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Texturize::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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// Texturize::GetParameterInfo
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Texturize::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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case kParam_Two:
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AUBase::FillInParameterName (outParameterInfo, kParameterTwoName, 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_ParamTwo;
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break;
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case kParam_Three:
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AUBase::FillInParameterName (outParameterInfo, kParameterThreeName, 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_ParamThree;
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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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// Texturize::GetPropertyInfo
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Texturize::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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// Texturize::GetProperty
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Texturize::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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// Texturize::Initialize
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Texturize::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 ____TexturizeEffectKernel
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Texturize::TexturizeKernel::Reset()
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void Texturize::TexturizeKernel::Reset()
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{
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polarity = false;
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lastSample = 0.0;
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iirSample = 0.0;
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noiseA = 0.0;
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noiseB = 0.0;
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noiseC = 0.0;
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flip = true;
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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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// Texturize::TexturizeKernel::Process
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void Texturize::TexturizeKernel::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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long double overallscale = 1.0;
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overallscale /= 44100.0;
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overallscale *= GetSampleRate();
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Float64 slewAmount = ((pow(GetParameter( kParam_One ),2.0)*4.0)+0.71)/overallscale;
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Float64 dynAmount = pow(GetParameter( kParam_Two ),2.0);
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Float64 wet = pow(GetParameter( kParam_Three ),5);
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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 drySample = inputSample;
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if (inputSample < 0) {
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if (polarity == true) {
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if (noiseA < 0) flip = true;
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else flip = false;
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}
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polarity = false;
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} else polarity = true;
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if (flip) noiseA += (double(fpd)/UINT32_MAX);
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else noiseA -= (double(fpd)/UINT32_MAX);
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//here's the guts of the random walk
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flip = !flip;
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if (inputSample > 1.0) inputSample = 1.0; if (inputSample < -1.0) inputSample = -1.0;
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if (dynAmount < 0.4999) inputSample = (inputSample*dynAmount*2.0) + (sin(inputSample)*(1.0-(dynAmount*2.0)));
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if (dynAmount > 0.5001) inputSample = (asin(inputSample)*((dynAmount*2.0)-1.0)) + (inputSample*(1.0-((dynAmount*2.0)-1.0)));
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//doing this in two steps means I get to not run an extra sin/asin function per sample
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noiseB = sin(noiseA*(0.2-(dynAmount*0.125))*fabs(inputSample));
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double slew = fabs(inputSample-lastSample)*slewAmount;
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lastSample = inputSample*(0.86-(dynAmount*0.125));
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if (slew > 1.0) slew = 1.0;
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double iirIntensity = slew;
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iirIntensity *= 2.472;
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iirIntensity *= iirIntensity;
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if (iirIntensity > 1.0) iirIntensity = 1.0;
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iirSample = (iirSample * (1.0 - iirIntensity)) + (noiseB * iirIntensity);
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noiseB = iirSample;
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noiseB = (noiseB * slew) + (noiseC * (1.0-slew));
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noiseC = noiseB;
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inputSample = (noiseC * wet) + (drySample * (1.0-wet));
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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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}
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