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Plugin_ImpulseGenerator.cpp
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#include "AudioPluginUtil.h"
namespace ImpulseGenerator
{
enum Param
{
P_BASEPERIOD,
P_RANDOMPERIOD,
P_BASEAMP,
P_RANDOMAMP,
P_BASEDECAY,
P_RANDOMDECAY,
P_NOISEADD,
P_NOISEMIX,
P_NUM
};
struct EffectData
{
struct Data
{
float p[P_NUM];
float level;
float decay;
float samplesleft;
Random random;
};
union
{
Data data;
unsigned char pad[(sizeof(Data) + 15) & ~15]; // This entire structure must be a multiple of 16 bytes (and and instance 16 byte aligned) for PS3 SPU DMA requirements
};
};
int InternalRegisterEffectDefinition(UnityAudioEffectDefinition& definition)
{
int numparams = P_NUM;
definition.paramdefs = new UnityAudioParameterDefinition[numparams];
RegisterParameter(definition, "Base Period", "ms", 0.0f, 5000.0f, 200.0f, 1.0f, 3.0f, P_BASEPERIOD, "Base time between impulses");
RegisterParameter(definition, "Random Period", "ms", 0.0f, 5000.0f, 100.0f, 1.0f, 3.0f, P_RANDOMPERIOD, "Random time between impulses");
RegisterParameter(definition, "Base Amp", "", 0.0f, 1.0f, 0.5f, 1.0f, 1.0f, P_BASEAMP, "Base amplitude of impulses");
RegisterParameter(definition, "Random Amp", "", 0.0f, 1.0f, 0.5f, 1.0f, 3.0f, P_RANDOMAMP, "Random amplitude of impulses");
RegisterParameter(definition, "Base Decay", "ms", 0.0f, 10000.0f, 10.0f, 1.0f, 3.0f, P_BASEDECAY, "Decay time of impulses");
RegisterParameter(definition, "Random Decay", "ms", 0.0f, 10000.0f, 0.0f, 1.0f, 3.0f, P_RANDOMDECAY, "Decay time of impulses");
RegisterParameter(definition, "Noise Level", "", 0.0f, 50.0f, 0.0f, 1.0f, 3.0f, P_NOISEADD, "Level of additive white noise");
RegisterParameter(definition, "Noise Mix", "", 0.0f, 1.0f, 0.0f, 1.0f, 3.0f, P_NOISEMIX, "Level of white noise multiplied by impulse");
return numparams;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK CreateCallback(UnityAudioEffectState* state)
{
EffectData* effectdata = new EffectData;
memset(effectdata, 0, sizeof(EffectData));
state->effectdata = effectdata;
InitParametersFromDefinitions(InternalRegisterEffectDefinition, effectdata->data.p);
return UNITY_AUDIODSP_OK;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK ReleaseCallback(UnityAudioEffectState* state)
{
EffectData::Data* data = &state->GetEffectData<EffectData>()->data;
delete data;
return UNITY_AUDIODSP_OK;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK SetFloatParameterCallback(UnityAudioEffectState* state, int index, float value)
{
EffectData::Data* data = &state->GetEffectData<EffectData>()->data;
if (index >= P_NUM)
return UNITY_AUDIODSP_ERR_UNSUPPORTED;
data->p[index] = value;
return UNITY_AUDIODSP_OK;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK GetFloatParameterCallback(UnityAudioEffectState* state, int index, float* value, char *valuestr)
{
EffectData::Data* data = &state->GetEffectData<EffectData>()->data;
if (index >= P_NUM)
return UNITY_AUDIODSP_ERR_UNSUPPORTED;
if (value != NULL)
*value = data->p[index];
if (valuestr != NULL)
valuestr[0] = 0;
return UNITY_AUDIODSP_OK;
}
int UNITY_AUDIODSP_CALLBACK GetFloatBufferCallback(UnityAudioEffectState* state, const char* name, float* buffer, int numsamples)
{
return UNITY_AUDIODSP_OK;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK ProcessCallback(UnityAudioEffectState* state, float* inbuffer, float* outbuffer, unsigned int length, int inchannels, int outchannels)
{
EffectData::Data* data = &state->GetEffectData<EffectData>()->data;
if ((state->flags & UnityAudioEffectStateFlags_IsPlaying) == 0 || (state->flags & (UnityAudioEffectStateFlags_IsMuted | UnityAudioEffectStateFlags_IsPaused)) != 0)
{
memset(outbuffer, 0, sizeof(float) * length * outchannels);
return UNITY_AUDIODSP_OK;
}
for (unsigned int n = 0; n < length; n++)
{
data->samplesleft -= 1.0f;
if (data->samplesleft <= 0.0f)
{
float decaytime = data->p[P_BASEDECAY] + data->random.GetFloat(0.0f, data->p[P_RANDOMDECAY]);
data->decay = (decaytime <= 0.0f) ? 0.0f : powf(0.001f, 1000.0f / (state->samplerate * decaytime));
data->level = data->p[P_BASEAMP] + data->random.GetFloat(0.0f, data->p[P_RANDOMAMP]);
data->samplesleft = FastMax(0.0f, data->samplesleft + (data->p[P_BASEPERIOD] + data->random.GetFloat(0.0f, data->p[P_RANDOMPERIOD])) * 0.001f * state->samplerate);
}
float noise = data->random.GetFloat(-1.0f, 1.0f);
float s = noise * data->p[P_NOISEADD] + data->level + data->p[P_NOISEMIX] * (noise * data->level - data->level);
for (int i = 0; i < outchannels; i++)
outbuffer[i] = inbuffer[i] + s;
inbuffer += inchannels;
outbuffer += outchannels;
data->level *= data->decay;
}
return UNITY_AUDIODSP_OK;
}
}