airwindows/plugins/MacSignedAU/GalacticVibe/GalacticVibe.cpp
Christopher Johnson 286adaedda kPlateD
2023-04-23 18:39:01 -04:00

273 lines
11 KiB
C++
Executable file

/*
* File: GalacticVibe.cpp
*
* Version: 1.0
*
* Created: 3/13/23
*
* Copyright: Copyright © 2023 Airwindows, Airwindows uses the MIT license
*
* Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc. ("Apple") in
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* software.
*
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/*=============================================================================
GalacticVibe.cpp
=============================================================================*/
#include "GalacticVibe.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
AUDIOCOMPONENT_ENTRY(AUBaseFactory, GalacticVibe)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// GalacticVibe::GalacticVibe
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GalacticVibe::GalacticVibe(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
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// GalacticVibe::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult GalacticVibe::GetParameterValueStrings(AudioUnitScope inScope,
AudioUnitParameterID inParameterID,
CFArrayRef * outStrings)
{
return kAudioUnitErr_InvalidProperty;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// GalacticVibe::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult GalacticVibe::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;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// GalacticVibe::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult GalacticVibe::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 GalacticVibe::SupportedNumChannels(const AUChannelInfo ** outInfo)
{
if (outInfo != NULL)
{
static AUChannelInfo info;
info.inChannels = 2;
info.outChannels = 2;
*outInfo = &info;
}
return 1;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// GalacticVibe::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult GalacticVibe::GetProperty( AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
void * outData )
{
return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}
// GalacticVibe::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult GalacticVibe::Initialize()
{
ComponentResult result = AUEffectBase::Initialize();
if (result == noErr)
Reset(kAudioUnitScope_Global, 0);
return result;
}
#pragma mark ____GalacticVibeEffectKernel
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// GalacticVibe::GalacticVibeKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult GalacticVibe::Reset(AudioUnitScope inScope, AudioUnitElement inElement)
{
for(int count = 0; count < 3110; count++) {aML[count] = aMR[count] = 0.0;}
vibM = 3.0;
vibML = vibMR = depthM = 0.0;
oldfpd = 429496.7295;
countM = 1;
fpdL = 1.0; while (fpdL < 16386) fpdL = rand()*UINT32_MAX;
fpdR = 1.0; while (fpdR < 16386) fpdR = rand()*UINT32_MAX;
return noErr;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// GalacticVibe::ProcessBufferLists
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OSStatus GalacticVibe::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();
double drift = pow(GetParameter( kParam_One ),3)*0.001;
double wet = GetParameter( kParam_Two );
int delayM = 256;
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 drySampleL = inputSampleL;
double drySampleR = inputSampleR;
vibM += (oldfpd*drift);
if (vibM > (3.141592653589793238*2.0)) {
vibM = 0.0;
oldfpd = 0.4294967295+(fpdL*0.0000000000618);
}
aML[countM] = inputSampleL;
aMR[countM] = inputSampleR;
countM++; if (countM < 0 || countM > delayM) countM = 0;
double offsetML = (sin(vibM)+1.0)*127;
double offsetMR = (sin(vibM+(3.141592653589793238/2.0))+1.0)*127;
int workingML = countM + offsetML;
int workingMR = countM + offsetMR;
double interpolML = (aML[workingML-((workingML > delayM)?delayM+1:0)] * (1-(offsetML-floor(offsetML))));
interpolML += (aML[workingML+1-((workingML+1 > delayM)?delayM+1:0)] * ((offsetML-floor(offsetML))) );
double interpolMR = (aMR[workingMR-((workingMR > delayM)?delayM+1:0)] * (1-(offsetMR-floor(offsetMR))));
interpolMR += (aMR[workingMR+1-((workingMR+1 > delayM)?delayM+1:0)] * ((offsetMR-floor(offsetMR))) );
inputSampleL = interpolML;
inputSampleR = interpolMR;
//predelay that applies vibrato
//want vibrato speed AND depth like in MatrixVerb
if (wet != 1.0) {
inputSampleL = (inputSampleL * wet) + (drySampleL * (1.0-wet));
inputSampleR = (inputSampleR * wet) + (drySampleR * (1.0-wet));
}
//Dry/Wet control, defaults to the last slider
//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;
}