airwindows/plugins/MacAU/ConsoleLABuss/ConsoleLABuss.cpp
Christopher Johnson 5ee0c5711f ZOutputStage
2023-12-16 18:20:00 -05:00

320 lines
13 KiB
C++
Executable file

/*
* File: ConsoleLABuss.cpp
*
* Version: 1.0
*
* Created: 12/4/23
*
* Copyright: Copyright © 2023 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
* Apple Software, with or without modifications, in source and/or binary forms; provided that if you
* redistribute the Apple Software in its entirety and without modifications, you must retain this
* notice and the following text and disclaimers in all such redistributions of the Apple Software.
* Neither the name, trademarks, service marks or logos of Apple Computer, Inc. may be used to
* endorse or promote products derived from the Apple Software without specific prior written
* permission from Apple. Except as expressly stated in this notice, no other rights or
* licenses, express or implied, are granted by Apple herein, including but not limited to any
* patent rights that may be infringed by your derivative works or by other works in which the
* Apple Software may be incorporated.
*
* 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
* AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE
* OR IN COMBINATION WITH YOUR PRODUCTS.
*
* IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE,
* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER
* UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN
* IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
/*=============================================================================
ConsoleLABuss.cpp
=============================================================================*/
#include "ConsoleLABuss.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMPONENT_ENTRY(ConsoleLABuss)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// ConsoleLABuss::ConsoleLABuss
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ConsoleLABuss::ConsoleLABuss(AudioUnit component)
: AUEffectBase(component)
{
CreateElements();
Globals()->UseIndexedParameters(kNumberOfParameters);
SetParameter(kParam_One, kDefaultValue_ParamOne );
#if AU_DEBUG_DISPATCHER
mDebugDispatcher = new AUDebugDispatcher (this);
#endif
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// ConsoleLABuss::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult ConsoleLABuss::GetParameterValueStrings(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
CFArrayRef * outStrings)
{
return kAudioUnitErr_InvalidProperty;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// ConsoleLABuss::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult ConsoleLABuss::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;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// ConsoleLABuss::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult ConsoleLABuss::GetPropertyInfo (AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
UInt32 & outDataSize,
Boolean & outWritable)
{
return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// state that plugin supports only stereo-in/stereo-out processing
UInt32 ConsoleLABuss::SupportedNumChannels(const AUChannelInfo ** outInfo)
{
if (outInfo != NULL)
{
static AUChannelInfo info;
info.inChannels = 2;
info.outChannels = 2;
*outInfo = &info;
}
return 1;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// ConsoleLABuss::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult ConsoleLABuss::GetProperty( AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
void * outData )
{
return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}
// ConsoleLABuss::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult ConsoleLABuss::Initialize()
{
ComponentResult result = AUEffectBase::Initialize();
if (result == noErr)
Reset(kAudioUnitScope_Global, 0);
return result;
}
#pragma mark ____ConsoleLABussEffectKernel
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// ConsoleLABuss::ConsoleLABussKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult ConsoleLABuss::Reset(AudioUnitScope inScope, AudioUnitElement inElement)
{
lastSinewL = lastSinewR = 0.0;
subAL = subAR = subBL = subBR = subCL = subCR = 0.0;
gainA = gainB = 1.0;
fpdL = 1.0; while (fpdL < 16386) fpdL = rand()*UINT32_MAX;
fpdR = 1.0; while (fpdR < 16386) fpdR = rand()*UINT32_MAX;
return noErr;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// ConsoleLABuss::ProcessBufferLists
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OSStatus ConsoleLABuss::ProcessBufferLists(AudioUnitRenderActionFlags & ioActionFlags,
const AudioBufferList & inBuffer,
AudioBufferList & outBuffer,
UInt32 inFramesToProcess)
{
Float32 * inputL = (Float32*)(inBuffer.mBuffers[0].mData);
Float32 * inputR = (Float32*)(inBuffer.mBuffers[1].mData);
Float32 * outputL = (Float32*)(outBuffer.mBuffers[0].mData);
Float32 * outputR = (Float32*)(outBuffer.mBuffers[1].mData);
UInt32 nSampleFrames = inFramesToProcess;
double overallscale = 1.0;
overallscale /= 44100.0;
overallscale *= GetSampleRate();
gainA = gainB;
gainB = sqrt(GetParameter( kParam_One )); //smoothed master fader from Z2 filters
//this will be applied three times: this is to make the various tone alterations
//hit differently at different master fader drive levels.
//in particular, backing off the master fader tightens the super lows
//but opens up the modified Sinew, because more of the attentuation happens before
//you even get to slew clipping :) and if the fader is not active, it bypasses completely.
double threshSinew = 0.718/overallscale;
double subTrim = 0.0011 / overallscale;
while (nSampleFrames-- > 0) {
double inputSampleL = *inputL;
double inputSampleR = *inputR;
if (fabs(inputSampleL)<1.18e-23) inputSampleL = fpdL * 1.18e-17;
if (fabs(inputSampleR)<1.18e-23) inputSampleR = fpdR * 1.18e-17;
double temp = (double)nSampleFrames/inFramesToProcess;
double gain = (gainA*temp)+(gainB*(1.0-temp));
//setting up smoothed master fader
//begin SubTight section
double subSampleL = inputSampleL * subTrim;
double subSampleR = inputSampleR * subTrim;
double scale = 0.5+fabs(subSampleL*0.5);
subSampleL = (subAL+(sin(subAL-subSampleL)*scale));
subAL = subSampleL*scale;
scale = 0.5+fabs(subSampleR*0.5);
subSampleR = (subAR+(sin(subAR-subSampleR)*scale));
subAR = subSampleR*scale;
scale = 0.5+fabs(subSampleL*0.5);
subSampleL = (subBL+(sin(subBL-subSampleL)*scale));
subBL = subSampleL*scale;
scale = 0.5+fabs(subSampleR*0.5);
subSampleR = (subBR+(sin(subBR-subSampleR)*scale));
subBR = subSampleR*scale;
scale = 0.5+fabs(subSampleL*0.5);
subSampleL = (subCL+(sin(subCL-subSampleL)*scale));
subCL = subSampleL*scale;
scale = 0.5+fabs(subSampleR*0.5);
subSampleR = (subCR+(sin(subCR-subSampleR)*scale));
subCR = subSampleR*scale;
if (subSampleL > 0.25) subSampleL = 0.25;
if (subSampleL < -0.25) subSampleL = -0.25;
if (subSampleR > 0.25) subSampleR = 0.25;
if (subSampleR < -0.25) subSampleR = -0.25;
inputSampleL -= (subSampleL*16.0);
inputSampleR -= (subSampleR*16.0);
//end SubTight section
if (gain < 1.0) {
inputSampleL *= gain;
inputSampleR *= gain;
} //if using the master fader, we are going to attenuate three places.
//subtight is always fully engaged: tighten response when restraining full console
//begin ConsoleZeroBuss which is the one we choose for ConsoleLA
if (inputSampleL > 2.8) inputSampleL = 2.8;
if (inputSampleL < -2.8) inputSampleL = -2.8;
if (inputSampleL > 0.0) inputSampleL = (inputSampleL*2.0)/(3.0-inputSampleL);
else inputSampleL = -(inputSampleL*-2.0)/(3.0+inputSampleL);
if (inputSampleR > 2.8) inputSampleR = 2.8;
if (inputSampleR < -2.8) inputSampleR = -2.8;
if (inputSampleR > 0.0) inputSampleR = (inputSampleR*2.0)/(3.0-inputSampleR);
else inputSampleR = -(inputSampleR*-2.0)/(3.0+inputSampleR);
//ConsoleZero Buss
if (gain < 1.0) {
inputSampleL *= gain;
inputSampleR *= gain;
} //if using the master fader, we are going to attenuate three places.
//after C0Buss but before EverySlew: allow highs to come out a bit more
//when pulling back master fader. Less drive equals more open
temp = inputSampleL;
double clamp = inputSampleL - lastSinewL;
if (lastSinewL > 1.0) lastSinewL = 1.0;
if (lastSinewL < -1.0) lastSinewL = -1.0;
double sinew = threshSinew * cos(lastSinewL);
if (clamp > sinew) temp = lastSinewL + sinew;
if (-clamp > sinew) temp = lastSinewL - sinew;
inputSampleL = lastSinewL = temp;
temp = inputSampleR;
clamp = inputSampleR - lastSinewR;
if (lastSinewR > 1.0) lastSinewR = 1.0;
if (lastSinewR < -1.0) lastSinewR = -1.0;
sinew = threshSinew * cos(lastSinewR);
if (clamp > sinew) temp = lastSinewR + sinew;
if (-clamp > sinew) temp = lastSinewR - sinew;
inputSampleR = lastSinewR = temp;
if (gain < 1.0) {
inputSampleL *= gain;
inputSampleR *= gain;
} //if using the master fader, we are going to attenuate three places.
//after EverySlew fades the total output sound: least change in tone here.
//begin 32 bit stereo floating point dither
int expon; frexpf((float)inputSampleL, &expon);
fpdL ^= fpdL << 13; fpdL ^= fpdL >> 17; fpdL ^= fpdL << 5;
inputSampleL += ((double(fpdL)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
frexpf((float)inputSampleR, &expon);
fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5;
inputSampleR += ((double(fpdR)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
//end 32 bit stereo floating point dither
*outputL = inputSampleL;
*outputR = inputSampleR;
//direct stereo out
inputL += 1;
inputR += 1;
outputL += 1;
outputR += 1;
}
return noErr;
}