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Copy pathPlugin_SpatializerReverb.cpp
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Plugin_SpatializerReverb.cpp
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// Simple Velvet-noise based reverb just to demonstrate how to send data from Spatializer to a common mix buffer that is routed into the mixer.
#include "AudioPluginUtil.h"
float reverbmixbuffer[65536] = { 0 };
namespace SpatializerReverb
{
const int MAXTAPS = 1024;
enum
{
P_DELAYTIME,
P_DIFFUSION,
P_NUM
};
struct InstanceChannel
{
struct Tap
{
int pos;
float amp;
};
struct Delay
{
enum { MASK = 0xFFFFF };
int writepos;
inline void Write(float x)
{
writepos = (writepos + MASK) & MASK;
data[writepos] = x;
}
inline float Read(int delay) const
{
return data[(writepos + delay) & MASK];
}
float data[MASK + 1];
};
Tap taps[1024];
Delay delay;
};
struct EffectData
{
float p[P_NUM];
Random random;
InstanceChannel ch[2];
};
int InternalRegisterEffectDefinition(UnityAudioEffectDefinition& definition)
{
int numparams = P_NUM;
definition.paramdefs = new UnityAudioParameterDefinition[numparams];
RegisterParameter(definition, "Delay Time", "", 0.0f, 5.0f, 2.0f, 1.0f, 1.0f, P_DELAYTIME, "Delay time in seconds");
RegisterParameter(definition, "Diffusion", "%", 0.0f, 1.0f, 0.5f, 100.0f, 1.0f, P_DIFFUSION, "Diffusion amount");
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->p);
return UNITY_AUDIODSP_OK;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK ReleaseCallback(UnityAudioEffectState* state)
{
EffectData* data = state->GetEffectData<EffectData>();
delete data;
return UNITY_AUDIODSP_OK;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK SetFloatParameterCallback(UnityAudioEffectState* state, int index, float value)
{
EffectData* data = state->GetEffectData<EffectData>();
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 = state->GetEffectData<EffectData>();
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)
{
if (inchannels != 2 || outchannels != 2)
{
memcpy(outbuffer, inbuffer, length * outchannels * sizeof(float));
return UNITY_AUDIODSP_OK;
}
EffectData* data = state->GetEffectData<EffectData>();
const float delaytime = data->p[P_DELAYTIME] * state->samplerate + 1.0f;
const int numtaps = (int)(data->p[P_DIFFUSION] * (MAXTAPS - 2) + 1);
data->random.Seed(0);
for (int c = 0; c < 2; c++)
{
InstanceChannel& ch = data->ch[c];
const InstanceChannel::Tap* tap_end = ch.taps + numtaps;
float decay = powf(0.01f, 1.0f / (float)numtaps);
float p = 0.0f, amp = (decay - 1.0f) / (powf(decay, numtaps + 1) - 1.0f);
InstanceChannel::Tap* tap = ch.taps;
while (tap != tap_end)
{
p += data->random.GetFloat(0.0f, 100.0f);
tap->pos = p;
tap->amp = amp;
amp *= decay;
++tap;
}
float scale = delaytime / p;
tap = ch.taps;
while (tap != tap_end)
{
tap->pos *= scale;
++tap;
}
for (int n = 0; n < length; n++)
{
ch.delay.Write(inbuffer[n * 2 + c] + reverbmixbuffer[n * 2 + c]);
float s = 0.0f;
const InstanceChannel::Tap* tap = ch.taps;
while (tap != tap_end)
{
s += ch.delay.Read(tap->pos) * tap->amp;
++tap;
}
outbuffer[n * 2 + c] = s;
}
}
memset(reverbmixbuffer, 0, sizeof(reverbmixbuffer));
return UNITY_AUDIODSP_OK;
}
}