airwindows/plugins/MacSignedAU/Texturize/Texturize.cpp
2022-11-21 09:20:21 -05:00

259 lines
11 KiB
C++

/*
* File: Texturize.cpp
*
* Version: 1.0
*
* Created: 3/12/22
*
* Copyright: Copyright © 2022 Airwindows, Airwindows uses the MIT license
*
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/*=============================================================================
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;
}
}