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/************************************************************************
IMPORTANT NOTE : this file contains two clearly delimited sections :
the ARCHITECTURE section (in two parts) and the USER section. Each section
is governed by its own copyright and license. Please check individually
each section for license and copyright information.
*************************************************************************/
/*******************BEGIN ARCHITECTURE SECTION (part 1/2)****************/
/************************************************************************
FAUST Architecture File
Copyright (C) 2004-2021 GRAME, Centre National de Creation Musicale
---------------------------------------------------------------------
This Architecture section is free software; you can redistribute it
and/or modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either version 3
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program; If not, see <http://www.gnu.org/licenses/>.
EXCEPTION : As a special exception, you may create a larger work
that contains this FAUST architecture section and distribute
that work under terms of your choice, so long as this FAUST
architecture section is not modified.
************************************************************************
************************************************************************/
/*
c++ -I. -O2 -fPIC -arch i386 -arch x86_64 -bundle audiothrudemo.cpp -o
audiothrudemo.so
*/
#include <string.h>
#include <iostream>
#include <algorithm>
#include "faust/dsp/dsp.h"
#include "faust/gui/APIUI.h"
#include "faust/gui/UI.h"
#include "faust/gui/meta.h"
#include "faust/misc.h"
#include "faust/dsp/dsp-tools.h"
#include "faust/unity/AudioPluginInterface.h"
// we require macro declarations
#define FAUST_UIMACROS
// but we will ignore most of them
#define FAUST_ADDBUTTON(l,f)
#define FAUST_ADDCHECKBOX(l,f)
#define FAUST_ADDVERTICALSLIDER(l,f,i,a,b,s)
#define FAUST_ADDHORIZONTALSLIDER(l,f,i,a,b,s)
#define FAUST_ADDNUMENTRY(l,f,i,a,b,s)
#define FAUST_ADDVERTICALBARGRAPH(l,f,a,b)
#define FAUST_ADDHORIZONTALBARGRAPH(l,f,a,b)
<<includeIntrinsic>>
<<includeclass>>
//=============================================================================
// unitydsp : a Faust dsp combined with an APIUI and AudioChannels that
// implements the various Unity callbacks.
//=============================================================================
template <int INPUTS, int OUTPUTS>
class unitydsp : public mydsp
{
private:
APIUI fUI;
AudioChannels* fInputs;
AudioChannels* fOutputs;
public:
unitydsp(UInt32 buffer_size = 0)
{
buildUserInterface(&fUI);
if (buffer_size > 0) {
fInputs = (INPUTS > 0) ? new AudioChannels(buffer_size, INPUTS) : nullptr;
fOutputs = (OUTPUTS > 0) ? new AudioChannels(buffer_size, OUTPUTS) : nullptr;
} else {
fInputs = nullptr;
fOutputs = nullptr;
}
}
~unitydsp()
{
delete fInputs;
delete fOutputs;
}
void ComputeUnityParameters(UnityAudioEffectDefinition* definition)
{
// create the parameter definitions
int n = fUI.getParamsCount();
UnityAudioParameterDefinition* pdef = (UnityAudioParameterDefinition*)malloc(n * sizeof(UnityAudioParameterDefinition));
for (int i = 0; i < n; i++) {
// fill the parameters definitions
strncpy(pdef[i].name, fUI.getParamAddress(i), 15);
pdef[i].name[15] = 0;
strncpy(pdef[i].unit, fUI.getMetadata("unit", i), 15);
pdef[i].unit[15] = 0;
pdef[i].description = strndup(fUI.getMetadata("tooltip", i), 256);
pdef[i].min = fUI.getParamMin(i);
pdef[i].max = fUI.getParamMax(i);
pdef[i].defaultval = fUI.getParamInit(i);
pdef[i].displayscale = 1;
pdef[i].displayexponent = 1;
}
definition->numparameters = n;
definition->paramdefs = pdef;
}
void unityProcess(float* inbuffer, float* outbuffer, unsigned int length, int inchannels, int outchannels)
{
if (INPUTS > 0) fInputs->interleavedRead(inbuffer, length, inchannels);
compute(length, ((INPUTS > 0) ? fInputs->buffers() : nullptr), ((OUTPUTS > 0) ? fOutputs->buffers() : nullptr));
if (OUTPUTS > 0) fOutputs->interleavedWrite(outbuffer, length, outchannels);
}
void setParamValue(int pnum, float pval) { fUI.setParamValue(pnum, pval); }
float getParamValue(int pnum) { return fUI.getParamValue(pnum); }
};
//=============================================================================
// The seven Unity callbacks: create(), reset(), release(), process(),
// setParameter, getParameter, getFloatBuffer.
//=============================================================================
#define UNITY_DSP unitydsp<FAUST_INPUTS, FAUST_OUTPUTS>
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK CreateCallback(UnityAudioEffectState* state)
{
std::cout << "Create()" << std::endl;
UNITY_DSP* p = new UNITY_DSP(state->dspbuffersize);
if (p) {
state->effectdata = p;
return UNITY_AUDIODSP_OK;
} else {
std::cerr << "Failed to allocate dsp object" << std::endl;
return UNITY_AUDIODSP_ERR_UNSUPPORTED;
}
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK ResetCallback(UnityAudioEffectState* state)
{
std::cout << "Reset()" << std::endl;
UNITY_DSP* p = (UNITY_DSP*)state->effectdata;
if (p) p->init(state->samplerate);
return UNITY_AUDIODSP_OK;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK ReleaseCallback(UnityAudioEffectState* state)
{
std::cout << "Release()" << std::endl;
UNITY_DSP* p = (UNITY_DSP*)state->effectdata;
if (p) {
delete p;
state->effectdata = 0;
}
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 != outchannels) return UNITY_AUDIODSP_ERR_UNSUPPORTED;
UNITY_DSP* p = (UNITY_DSP*)state->effectdata;
if (p) {
p->unityProcess(inbuffer, outbuffer, length, inchannels, outchannels);
} else {
memset(outbuffer, 0, sizeof(float) * length * inchannels);
}
return UNITY_AUDIODSP_OK;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK SetFloatParameterCallback(UnityAudioEffectState* state, int pnum, float pval)
{
UNITY_DSP* p = (UNITY_DSP*)state->effectdata;
if (p) {
p->setParamValue(pnum, pval);
}
return UNITY_AUDIODSP_OK;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK GetFloatParameterCallback(UnityAudioEffectState* state, int pnum, float* pval, char*)
{
UNITY_DSP* p = (UNITY_DSP*)state->effectdata;
if (p) {
*pval = p->getParamValue(pnum);
}
return UNITY_AUDIODSP_OK;
}
int UNITY_AUDIODSP_CALLBACK GetFloatBufferCallback(UnityAudioEffectState*, const char*, float*, int) { return UNITY_AUDIODSP_OK; }
//=============================================================================
// UnityGetAudioEffectDefinitions() : the entry point of a unity audio plugin.
// It uses the macro symbol PLUGINAME to create the plugin name. It creates a
// temporary dsp object to decribe the user interface. Potentially more than
// one plugin can be described. But here only one is described.
//=============================================================================
#define xstr(s) str(s)
#define str(s) #s
extern "C" UNITY_AUDIODSP_EXPORT_API int UnityGetAudioEffectDefinitions(UnityAudioEffectDefinition*** definitionptr)
{
std::cout << "Definition()" << std::endl;
static UnityAudioEffectDefinition definition;
static UnityAudioEffectDefinition* definitionp[1];
memset(&definition, 0, sizeof(definition));
strcpy(definition.name, xstr(PLUGINNAME));
definition.structsize = sizeof(UnityAudioEffectDefinition);
definition.paramstructsize = sizeof(UnityAudioParameterDefinition);
definition.apiversion = UNITY_AUDIO_PLUGIN_API_VERSION;
definition.pluginversion = 0x010000;
definition.create = CreateCallback;
definition.reset = ResetCallback;
definition.release = ReleaseCallback;
definition.process = ProcessCallback;
definition.setfloatparameter = SetFloatParameterCallback;
definition.getfloatparameter = GetFloatParameterCallback;
definition.getfloatbuffer = GetFloatBufferCallback;
UNITY_DSP* d = new UNITY_DSP();
if (d) {
d->ComputeUnityParameters(&definition);
// unity plugins are either effects (n->n) or generators (0->n)
// for effects definition.channels must be 0
definition.channels = (d->getNumInputs() != 0) ? 0 : d->getNumOutputs();
delete d;
}
definitionp[0] = &definition;
*definitionptr = definitionp;
return 1;
}
/********************END ARCHITECTURE SECTION (part 2/2)****************/
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