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/*!********************************************************************
Audacity: A Digital Audio Editor
@file AudioUnitEffectBase.cpp
Dominic Mazzoni
Leland Lucius
Paul Licameli split from AudioUnitEffect
*******************************************************************//**
\class AudioUnitEffectBase
\brief An Effect class that handles a wide range of effects. ??Mac only??
*//*******************************************************************/
#if USE_AUDIO_UNITS
#include "AudioUnitEffectBase.h"
#include "AudioUnitInstance.h"
#include "ConfigInterface.h"
#include <wx/ffile.h>
#include <wx/osx/core/private.h>
//
// When a plug-in's state is saved to the settings file (as a preset),
// it is in binary and gets base64 encoded before storing.
//
// When exporting, save as XML without base64 encoding.
//
// The advantages of XML format is less chance of failures occurring
// when exporting. But, it can take a bit more space per preset int
// the Audacity settings file.
//
// Using binary for now. Use kCFPropertyListXMLFormat_v1_0 if XML
// format is desired.
//
#define PRESET_FORMAT kCFPropertyListBinaryFormat_v1_0
// Name of the settings key to use for the above value
#define PRESET_KEY wxT("Data")
// Where the presets are located
#define PRESET_LOCAL_PATH wxT("/Library/Audio/Presets")
#define PRESET_USER_PATH wxT("~/Library/Audio/Presets")
TranslatableString AudioUnitEffectBase::SaveBlobToConfig(
const RegistryPath &group, const wxString &path,
const void *blob, size_t len, bool allowEmpty) const
{
// Base64 encode the returned binary property list
auto parms = wxBase64Encode(blob, len);
if (!allowEmpty && parms.IsEmpty())
return XO("Failed to encode preset from \"%s\"").Format(path);
// And write it to the config
if (!SetConfig(*this, PluginSettings::Private, group, PRESET_KEY, parms))
return XO("Unable to store preset in config file");
return {};
}
///////////////////////////////////////////////////////////////////////////////
//
// AudioUnitEffect
//
///////////////////////////////////////////////////////////////////////////////
AudioUnitEffectBase::AudioUnitEffectBase(const PluginPath & path,
const wxString & name, AudioComponent component,
Parameters *pParameters, AudioUnitEffectBase *master
) : AudioUnitWrapper{ component, pParameters }
, mPath{ path }
, mName{ name.AfterFirst(wxT(':')).Trim(true).Trim(false) }
, mVendor{ name.BeforeFirst(wxT(':')).Trim(true).Trim(false) }
{
}
AudioUnitEffectBase::~AudioUnitEffectBase() = default;
// ============================================================================
// ComponentInterface implementation
// ============================================================================
PluginPath AudioUnitEffectBase::GetPath() const
{
return mPath;
}
ComponentInterfaceSymbol AudioUnitEffectBase::GetSymbol() const
{
return mName;
}
VendorSymbol AudioUnitEffectBase::GetVendor() const
{
return { mVendor };
}
wxString AudioUnitEffectBase::GetVersion() const
{
UInt32 version;
OSStatus result = AudioComponentGetVersion(mComponent, &version);
return wxString::Format(wxT("%d.%d.%d"),
(version >> 16) & 0xffff,
(version >> 8) & 0xff,
version & 0xff);
}
TranslatableString AudioUnitEffectBase::GetDescription() const
{
/* i18n-hint: Can mean "not available," "not applicable," "no answer" */
return XO("n/a");
}
// ============================================================================
// EffectDefinitionInterface implementation
// ============================================================================
EffectType AudioUnitEffectBase::GetType() const
{
if (mAudioIns == 0 && mAudioOuts == 0)
{
return EffectTypeNone;
}
if (mAudioIns == 0)
{
return EffectTypeGenerate;
}
if (mAudioOuts == 0)
{
return EffectTypeAnalyze;
}
return EffectTypeProcess;
}
EffectFamilySymbol AudioUnitEffectBase::GetFamily() const
{
return AUDIOUNITEFFECTS_FAMILY;
}
bool AudioUnitEffectBase::IsInteractive() const
{
return mInteractive;
}
bool AudioUnitEffectBase::IsDefault() const
{
return false;
}
auto AudioUnitEffectBase::RealtimeSupport() const -> RealtimeSince
{
return GetType() == EffectTypeProcess
? RealtimeSince::After_3_1
: RealtimeSince::Never;
}
bool AudioUnitEffectBase::SupportsAutomation() const
{
bool supports = false;
ForEachParameter(
[&supports](const ParameterInfo &pi, AudioUnitParameterID) {
if (pi.mInfo.flags & kAudioUnitParameterFlag_IsWritable)
supports = true;
// Search only until we find one, that's all we need to know
return !supports;
});
return supports;
}
std::shared_ptr<EffectInstance> AudioUnitEffectBase::MakeInstance() const
{
bool useLatency;
GetConfig(*this, PluginSettings::Shared, OptionsKey, UseLatencyKey,
useLatency, true);
return std::make_shared<AudioUnitInstance>(*this, mComponent, mParameters,
GetSymbol().Internal(), mAudioIns, mAudioOuts, useLatency);
}
bool AudioUnitEffectBase::InitializePlugin()
{
// To implement the services of EffectPlugin -- such as, a query of the
// set of effect parameters, so that we can implement MakeSettings -- we
// also need what is called an AudioComponentInstance, also called an
// AudioUnit.
// It's not just for implementing EffectInstance. AudioUnits is unlike other
// third party effect families that distinguish the notions of plug-in and
// instance.
GetChannelCounts();
if (!CreateAudioUnit())
return false;
// Use an arbitrary rate while completing the discovery of channel support
if (!SetRateAndChannels(44100.0, GetSymbol().Internal()))
return false;
// Determine interactivity
mInteractive = (Count(mParameters) > 0);
if (!mInteractive) {
// Check for a Cocoa UI
// This could retrieve a variable-size property, but we only look at
// the first element.
AudioUnitCocoaViewInfo cocoaViewInfo;
mInteractive =
!GetFixedSizeProperty(kAudioUnitProperty_CocoaUI, cocoaViewInfo);
if (!mInteractive) {
// Check for a Carbon UI
// This could retrieve a variable sized array but we only need the
// first
AudioComponentDescription compDesc;
mInteractive = !GetFixedSizeProperty(
kAudioUnitProperty_GetUIComponentList, compDesc);
}
}
return true;
}
#if 0
size_t AudioUnitInstance::GetTailSize() const
{
// Retrieve the tail time
Float64 tailTime = 0.0;
if (!GetFixedSizeProperty(kAudioUnitProperty_TailTime, tailTime))
return tailTime * mSampleRate;
return 0;
}
#endif
// Don't use the template-generated MakeSettings(), which default-constructs
// the structure. Instead allocate a number of values chosen by the plug-in
EffectSettings AudioUnitEffectBase::MakeSettings() const
{
AudioUnitEffectSettings settings;
FetchSettings(settings, true);
return EffectSettings::Make<AudioUnitEffectSettings>(std::move(settings));
}
bool AudioUnitEffectBase::CopySettingsContents(
const EffectSettings &, EffectSettings &) const
{
// Not needed -- rely on EffectInstance::Message instead
return true;
}
constexpr auto PresetStr = "_PRESET";
RegistryPath AudioUnitEffectBase::ChoosePresetKey(
const EffectSettings &settings)
{
// Find a key to use for the preset that does not collide with any
// parameter name
wxString result = PresetStr;
// That string probably works but be sure
const auto &map = GetSettings(settings).values;
using Pair = decltype(*map.begin());
while (std::any_of(map.begin(), map.end(), [&](Pair &pair){
return pair.second && pair.second->first == result;
}))
result += "_";
return result;
}
RegistryPath AudioUnitEffectBase::FindPresetKey(const CommandParameters & parms)
{
RegistryPath result;
auto len = strlen(PresetStr);
if (auto [index, key] = std::tuple(0L, wxString{})
; parms.GetFirstEntry(key, index)
) do {
if (key.StartsWith(PresetStr)
&& key.Mid(len).find_first_not_of("_") == wxString::npos
&& key.length() > result.length())
result = key;
} while(parms.GetNextEntry(key, index));
return result;
}
bool AudioUnitEffectBase::SaveSettings(
const EffectSettings &settings, CommandParameters & parms) const
{
const auto &mySettings = GetSettings(settings);
if (mySettings.mPresetNumber) {
const auto key = ChoosePresetKey(settings);
parms.Write(key, *mySettings.mPresetNumber);
}
// Save settings into CommandParameters
// Iterate the map only, not using any AudioUnit handles
for (auto &[ID, pPair] : mySettings.values)
if (pPair)
// Write names, not numbers, as keys in the config file
parms.Write(pPair->first, pPair->second);
return true;
}
bool AudioUnitEffectBase::LoadSettings(
const CommandParameters & parms, EffectSettings &settings) const
{
// First clean all settings, in case any are not defined in parms
auto &mySettings = GetSettings(settings);
mySettings.ResetValues();
auto &map = mySettings.values;
// Reload preset first
if (auto presetKey = FindPresetKey(parms); !presetKey.empty()) {
SInt32 value = 0;
if (parms.Read(presetKey, &value))
AudioUnitWrapper::LoadFactoryPreset(*this, value, &settings);
}
// Load settings from CommandParameters
// Iterate the config only, not using any AudioUnit handles
if (auto [index, key, value] = std::tuple(
0L, wxString{}, AudioUnitParameterValue{})
; parms.GetFirstEntry(key, index)
) do {
if (auto pKey = ParameterInfo::ParseKey(key)
; pKey && parms.Read(key, &value)
)
map[*pKey].emplace(mySettings.Intern(key), value);
} while(parms.GetNextEntry(key, index));
return true;
}
OptionalMessage AudioUnitEffectBase::LoadUserPreset(
const RegistryPath & name, EffectSettings &settings) const
{
// To do: externalize state so const_cast isn't needed
return const_cast<AudioUnitEffectBase*>(this)->LoadPreset(name, settings);
}
bool AudioUnitEffectBase::SaveUserPreset(
const RegistryPath & name, const EffectSettings &settings) const
{
return SavePreset(name, GetSettings(settings));
}
OptionalMessage
AudioUnitEffectBase::LoadFactoryPreset(int id, EffectSettings &settings) const
{
if (AudioUnitWrapper::LoadFactoryPreset(*this, id, &settings))
return { nullptr };
return {};
}
RegistryPaths AudioUnitEffectBase::GetFactoryPresets() const
{
RegistryPaths presets;
// Retrieve the list of factory presets
CF_ptr<CFArrayRef> array;
if (!GetFixedSizeProperty(kAudioUnitProperty_FactoryPresets, array))
for (CFIndex i = 0, cnt = CFArrayGetCount(array.get()); i < cnt; ++i)
presets.push_back(wxCFStringRef::AsString(
static_cast<const AUPreset*>(CFArrayGetValueAtIndex(array.get(), i))
->presetName));
return presets;
}
bool AudioUnitEffectBase::CanExportPresets() const
{
return true;
}
bool AudioUnitEffectBase::HasOptions() const
{
return true;
}
// ============================================================================
// AudioUnitEffect Implementation
// ============================================================================
bool AudioUnitEffectBase::MigrateOldConfigFile(
const RegistryPath & group, EffectSettings &settings) const
{
// Migration of very old format configuration file, should not normally
// happen and perhaps this code can be abandoned
// Attempt to load old preset parameters and resave using new method
constexpr auto oldKey = L"Parameters";
wxString parms;
if (GetConfig(*this, PluginSettings::Private,
group, oldKey, parms, wxEmptyString)) {
CommandParameters eap;
if (eap.SetParameters(parms))
if (LoadSettings(eap, settings))
if (SavePreset(group, GetSettings(settings)))
RemoveConfig(*this, PluginSettings::Private, group, oldKey);
return true;
}
return false;
}
OptionalMessage AudioUnitEffectBase::LoadPreset(
const RegistryPath & group, EffectSettings &settings) const
{
if (MigrateOldConfigFile(group, settings))
return { nullptr };
if (AudioUnitWrapper::LoadPreset(*this, group, settings))
return { nullptr };
return {};
}
bool AudioUnitEffectBase::SavePreset(
const RegistryPath & group, const AudioUnitEffectSettings &settings) const
{
wxCFStringRef cfname(wxFileNameFromPath(group));
const auto &[data, _] = MakeBlob(*this, settings, cfname, true);
if (!data)
return false;
// Nothing to do if we don't have any data
if (const auto length = CFDataGetLength(data.get())) {
auto error =
SaveBlobToConfig(group, {}, CFDataGetBytePtr(data.get()), length);
if (!error.empty())
return false;
}
return true;
}
TranslatableString AudioUnitEffectBase::Export(
const AudioUnitEffectSettings &settings, const wxString & path) const
{
// Create the file
wxFFile f(path, wxT("wb"));
if (!f.IsOpened())
return XO("Couldn't open \"%s\"").Format(path);
// First set the name of the preset
wxCFStringRef cfname(wxFileName(path).GetName());
const auto &[data, message] = MakeBlob(*this, settings, cfname, false);
if (!data || !message.empty())
return message;
// Write XML data
auto length = CFDataGetLength(data.get());
if (f.Write(CFDataGetBytePtr(data.get()), length) != length || f.Error())
return XO("Failed to write XML preset to \"%s\"").Format(path);
f.Close();
return {};
}
TranslatableString AudioUnitEffectBase::Import(
AudioUnitEffectSettings &settings, const wxString & path) const
{
// Open the preset
wxFFile f(path, wxT("r"));
if (!f.IsOpened())
return XO("Couldn't open \"%s\"").Format(path);
// Load it into the buffer
size_t len = f.Length();
wxMemoryBuffer buf(len);
if (f.Read(buf.GetData(), len) != len || f.Error())
return XO("Unable to read the preset from \"%s\"").Format(path);
buf.SetDataLen(len);
const auto error = InterpretBlob(settings, path, buf);
if (!error.empty())
return error;
return {};
}
void AudioUnitEffectBase::GetChannelCounts()
{
// Does AU have channel info
PackedArray::Ptr<AUChannelInfo> info;
if (GetVariableSizeProperty(kAudioUnitProperty_SupportedNumChannels, info)) {
// None supplied. Apparently all FX type units can do any number of INs
// and OUTs as long as they are the same number. In this case, we'll
// just say stereo.
//
// We should probably check to make sure we're dealing with an FX type.
mAudioIns = 2;
mAudioOuts = 2;
return;
}
// This is where it gets weird...not sure what is the best
// way to do this really. If we knew how many ins/outs we
// really needed, we could make a better choice.
bool haven2m = false; // nothing -> mono
bool haven2s = false; // nothing -> stereo
bool havem2n = false; // mono -> nothing
bool haves2n = false; // stereo -> nothing
bool havem2m = false; // mono -> mono
bool haves2s = false; // stereo -> stereo
bool havem2s = false; // mono -> stereo
bool haves2m = false; // stereo -> mono
mAudioIns = 2;
mAudioOuts = 2;
// Look only for exact channel constraints
for (auto &ci : info) {
int ic = ci.inChannels;
int oc = ci.outChannels;
if (ic < 0 && oc >= 0)
ic = 2;
else if (ic >= 0 && oc < 0)
oc = 2;
else if (ic < 0 && oc < 0) {
ic = 2;
oc = 2;
}
if (ic == 2 && oc == 2)
haves2s = true;
else if (ic == 1 && oc == 1)
havem2m = true;
else if (ic == 1 && oc == 2)
havem2s = true;
else if (ic == 2 && oc == 1)
haves2m = true;
else if (ic == 0 && oc == 2)
haven2s = true;
else if (ic == 0 && oc == 1)
haven2m = true;
else if (ic == 1 && oc == 0)
havem2n = true;
else if (ic == 2 && oc == 0)
haves2n = true;
}
if (haves2s) {
mAudioIns = 2;
mAudioOuts = 2;
}
else if (havem2m) {
mAudioIns = 1;
mAudioOuts = 1;
}
else if (havem2s) {
mAudioIns = 1;
mAudioOuts = 2;
}
else if (haves2m) {
mAudioIns = 2;
mAudioOuts = 1;
}
else if (haven2m) {
mAudioIns = 0;
mAudioOuts = 1;
}
else if (haven2s) {
mAudioIns = 0;
mAudioOuts = 2;
}
else if (haves2n) {
mAudioIns = 2;
mAudioOuts = 0;
}
else if (havem2n) {
mAudioIns = 1;
mAudioOuts = 0;
}
return;
}
#endif
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