-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathPlugin_TeeDee.cpp
196 lines (184 loc) · 9.06 KB
/
Plugin_TeeDee.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
#include "AudioPluginUtil.h"
namespace TeeDee
{
enum Param
{
P_SEED,
P_BPM,
P_SINE,
P_NOISE,
P_CUT,
P_RES,
P_FREQ,
P_ADECAY,
P_FDECAY,
P_PDECAY,
P_FILTERTYPE,
P_POSTDIST,
P_AENV,
P_FENV,
P_PENV,
P_PREDIST,
P_INPUTMIX,
P_NUMSTEPS,
P_NUM
};
struct EffectData
{
struct Data
{
int pattern[64];
float phase;
float aenv;
float fenv;
float penv;
float lpf;
float bpf;
float wetmix;
float p[P_NUM];
int pattern_index;
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, "Seed", "", 0.0f, 100.0f, 0.0f, 1.0f, 1.0f, P_SEED, "Random seed of the pattern played. The first 5 patterns are pre-defined typical rhythm patterns.");
RegisterParameter(definition, "BPM", "BPM", 10.0f, 300.0f, 120.0f, 1.0f, 1.0f, P_BPM, "Tempo of the played pattern in beats per minute.");
RegisterParameter(definition, "Sine", "%", 0.0f, 1.0f, 1.0f, 100.0f, 1.0f, P_SINE, "Amount of sine oscillator.");
RegisterParameter(definition, "Noise", "%", 0.0f, 1.0f, 0.0f, 100.0f, 1.0f, P_NOISE, "Amount of noise generator.");
RegisterParameter(definition, "Cutoff", "Hz", 0.0f, kMaxSampleRate, 1000.0f, 1.0f, 3.0f, P_CUT, "Base cutoff frequency of resonant lowpass/highpass filter");
RegisterParameter(definition, "Resonance", "%", 0.0f, 1.0f, 0.2f, 100.0f, 3.0f, P_RES, "Resonance amount of filter.");
RegisterParameter(definition, "Freq", "Hz", 0.0f, 1000.0f, 200.0f, 1.0f, 3.0f, P_FREQ, "Base frequency of sine oscillator.");
RegisterParameter(definition, "AmpDecay", "s", 0.0f, 5.0f, 0.5f, 1.0f, 3.0f, P_ADECAY, "Amplitude decay time in seconds.");
RegisterParameter(definition, "FilterDecay", "s", 0.0f, 5.0f, 0.5f, 1.0f, 3.0f, P_FDECAY, "Frequency decay time in seconds.");
RegisterParameter(definition, "PitchDecay", "s", 0.0f, 5.0f, 0.5f, 1.0f, 3.0f, P_PDECAY, "Pitch decay time in seconds.");
RegisterParameter(definition, "FilterType", "%", 0.0f, 1.0f, 0.0f, 100.0f, 1.0f, P_FILTERTYPE, "Mix ratio between lowpass and highpass filters.");
RegisterParameter(definition, "Distortion", "%", 0.0f, 100.0f, 3.0f, 100.0f, 1.0f, P_POSTDIST, "Amount of distortion applied after the resonant filter.");
RegisterParameter(definition, "AmpEnv", "%", 0.0f, 1.0f, 1.0f, 100.0f, 1.0f, P_AENV, "Amplitude envelope amount.");
RegisterParameter(definition, "FilterEnv", "%", 0.0f, kMaxSampleRate, 5000.0f, 1.0f, 3.0f, P_FENV, "Frequency envelope amount.");
RegisterParameter(definition, "PitchEnv", "%", 0.0f, 1000.0f, 0.0f, 100.0f, 1.0f, P_PENV, "Pitch envelope amount.");
RegisterParameter(definition, "PreDist", "%", 0.0f, 100.0f, 1.0f, 100.0f, 1.0f, P_PREDIST, "Distortion applied before the resonant filter.");
RegisterParameter(definition, "InputMix", "%", 0.0f, 100.0f, 100.0f, 1.0f, 1.0f, P_INPUTMIX, "Amount of input signals mixed to the output of the synthesizer.");
RegisterParameter(definition, "NumSteps", "", 1.0f, 64.0f, 16.0f, 1.0f, 1.0f, P_NUMSTEPS, "Number of steps in the played pattern.");
return numparams;
}
static void CalcPattern(EffectData::Data* data)
{
int seed = (int)data->p[P_SEED];
Random random;
random.Seed((unsigned long)(seed * 1000));
for (int i = 0; i < 64; i++)
{
switch (seed)
{
case 0: data->pattern[i] = ((i & 3) == 0) ? 1 : 0; break;
case 1: data->pattern[i] = ((i & 7) == 4) ? 1 : 0; break;
case 2: data->pattern[i] = ((i & 7) < 2) ? 1 : 0; break;
case 3: data->pattern[i] = ((i & 7) == 12) ? 1 : 0; break;
case 4: data->pattern[i] = 1; break;
default: data->pattern[i] = random.Get() & 1;
}
}
}
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);
CalcPattern(&effectdata->data);
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;
if (index == P_SEED)
CalcPattern(data);
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;
float sr = (float)state->samplerate;
float st = 1.0f / sr;
float sr_half = sr * 0.5f;
float adecay = (data->p[P_ADECAY] == 0) ? 1.0f : powf(0.01f, 1.0f / (sr * data->p[P_ADECAY]));
float fdecay = (data->p[P_FDECAY] == 0) ? 1.0f : powf(0.01f, 1.0f / (sr * data->p[P_FDECAY]));
float pdecay = (data->p[P_PDECAY] == 0) ? 1.0f : powf(0.01f, 1.0f / (sr * data->p[P_PDECAY]));
float wetTarget = ((state->flags & UnityAudioEffectStateFlags_IsPlaying) && !(state->flags & (UnityAudioEffectStateFlags_IsMuted | UnityAudioEffectStateFlags_IsPaused))) ? 1.0f : 0.0f;
float inputmix = data->p[P_INPUTMIX] * 0.01f;
UInt64 pattern_length = (UInt64)(sr * 0.25f * 60.0f / data->p[P_BPM]);
for (unsigned int n = 0; n < length; n++)
{
if (((state->currdsptick + n) % pattern_length) == 0)
{
data->pattern_index = ((state->currdsptick + n) / pattern_length) % (int)data->p[P_NUMSTEPS];
if (data->pattern[data->pattern_index])
{
data->aenv = data->p[P_AENV];
data->fenv = data->p[P_FENV];
data->penv = data->p[P_PENV];
}
}
data->phase += (data->p[P_FREQ] + data->penv) * st;
data->phase -= FastFloor(data->phase);
data->aenv = data->aenv * adecay + 1.0e-11f;
data->fenv = data->fenv * fdecay + 1.0e-11f;
data->penv = data->penv * pdecay + 1.0e-11f;
float outval = sinf(data->phase * 2.0f * kPI) * data->p[P_SINE] + data->random.GetFloat(-1.0f, 1.0f) * data->p[P_NOISE];
outval = atanf(outval * data->p[P_PREDIST]) * (1.0f / kPI) * data->aenv;
float cut = data->p[P_CUT] + data->fenv;
if (cut < 0.0f)
cut = 0.0f;
else if (cut > sr_half)
cut = sr_half;
cut = 2.0f * sinf(0.5f * kPI * cut * st);
if (cut > 1.4f)
cut = 1.4f;
float bw = 1.0f - data->p[P_RES]; bw *= bw;
data->lpf += cut * data->bpf;
float hpf = outval - data->lpf - data->bpf * bw;
data->bpf += cut * hpf;
data->wetmix += (wetTarget - data->wetmix) * 0.05f + 1.0e-9f;
outval = data->lpf + (hpf - data->lpf) * data->p[P_FILTERTYPE];
outval = atanf(outval * data->p[P_POSTDIST]) * (1.0f / kPI) * data->aenv;
for (int i = 0; i < outchannels; i++)
{
float inval = inbuffer[n * inchannels + i];
outbuffer[n * outchannels + i] = inval + (outval + inval * inputmix - inval) * data->wetmix;
}
}
return UNITY_AUDIODSP_OK;
}
}