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Copy pathPlugin_ModalFilter.cpp
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274 lines (241 loc) · 10.4 KB
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// Implements a parallel filter bank of resonators that amplify specific narrow frequency bands.
// This is useful for synthesizing metallic sounds that have very dominant peaks in the spectrum.
// By sending source signals consisting of noise filtered with a wide bandpass a lot of different types
// of impact and friction noises can be simulated and the filter bank will respond in a natural way
// like a metallic object being excited by same type of force.
#include "AudioPluginUtil.h"
namespace ModalFilter
{
const int MAXRESONATORS = 256;
enum Param
{
P_SEED,
P_NUMMODES,
P_FREQSHIFT,
P_FREQSHIFTVAR,
P_FREQSCALE,
P_FREQSCALEVAR,
P_BWSCALE,
P_BWSCALEVAR,
P_GAINSCALE,
P_GAINSCALEVAR,
P_SHOWSPECTRUM,
P_SPECTRUMDECAY,
P_SPECTRUMOFFSET,
P_NUM
};
class Resonator
{
public:
inline void Setup(float fFreq, float fBandwidth, float fGain)
{
float fCutoff = FastClip(fFreq, 0.0001f, 0.9999f);
float fRadius = FastClip(1.0f - fBandwidth, 0.0001f, 0.9999f);
a0 = fGain * 0.5f * (1.0f - fRadius * fRadius);
a1 = -2.0f * fRadius * cosf(fCutoff * kPI);
a2 = fRadius * fRadius;
}
inline float Process(const float input)
{
float fIIR = input * a0 - d1 * a1 - d2 * a2;
fIIR += 1.0e-7f;
fIIR -= 1.0e-7f;
float output = fIIR - d2;
d2 = d1;
d1 = fIIR;
return output;
}
protected:
float d1, d2;
public:
float a0, a1, a2;
};
struct EffectData
{
struct Data
{
float p[P_NUM];
float prevp[P_NUM];
Random random;
Resonator resonators[8][MAXRESONATORS];
#if !UNITY_PS3 || UNITY_SPU
FFTAnalyzer analyzer;
float* display1;
float* display2;
#endif
};
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
};
};
#if !UNITY_SPU
int InternalRegisterEffectDefinition(UnityAudioEffectDefinition& definition)
{
int numparams = P_NUM;
definition.paramdefs = new UnityAudioParameterDefinition[numparams];
RegisterParameter(definition, "Random seed", "", 0.0f, 100000.0f, 0.0f, 1.0f, 1.0f, P_SEED, "Random seed, selects locations of modes and their bandwidth randomly");
RegisterParameter(definition, "Num modes", "", 1.0f, (float)MAXRESONATORS, 10.0f, 1.0f, 1.0f, P_NUMMODES, "Number of modes or partials");
RegisterParameter(definition, "Freq shift", "Hz", -3000.0f, 3000.0f, 0.0f, 1.0f, 1.0f, P_FREQSHIFT, "Frequency shift in Hz");
RegisterParameter(definition, "Freq shift var", "Hz", -3000.0f, 3000.0f, 0.01f, 1.0f, 1.0f, P_FREQSHIFTVAR, "Randomized frequency shift in Hz");
RegisterParameter(definition, "Freq scale", "", -10.0f, 10.0f, 1.0f, 1.0f, 1.0f, P_FREQSCALE, "Frequency scaling in Hz");
RegisterParameter(definition, "Freq scale var", "", -10.0f, 10.0f, 0.0f, 1.0, 1.0f, P_FREQSCALEVAR, "Randomized frequency scaling in Hz");
RegisterParameter(definition, "BW scale", "", 0.001f, 10.0f, 1.0f, 1.0f, 1.0f, P_BWSCALE, "Bandwidth scaling factor");
RegisterParameter(definition, "BW scale var", "", 0.001f, 10.0f, 0.001f, 1.0f, 1.0f, P_BWSCALEVAR, "Randomized bandwidth scaling factor");
RegisterParameter(definition, "Gain scale", "dB", -100.0f, 100.0f, 0.0f, 1.0f, 1.0f, P_GAINSCALE, "Gain scaling in dB");
RegisterParameter(definition, "Gain scale var", "dB", -100.0f, 100.0f, 0.0f, 1.0f, 1.0f, P_GAINSCALEVAR, "Randomized gain scaling in dB");
RegisterParameter(definition, "ShowSpectrum", "", 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, P_SHOWSPECTRUM, "Overlay input spectrum (green) and output spectrum (red)");
RegisterParameter(definition, "SpectrumDecay", "dB/s", -50.0f, 0.0f, -10.0f, 1.0f, 1.0f, P_SPECTRUMDECAY, "Hold time for overlaid spectra");
RegisterParameter(definition, "SpectrumOffset", "dB", -100.0f, 100.0f, 0.0f, 1.0f, 1.0f, P_SPECTRUMOFFSET, "Spectrum drawing offset in dB");
return numparams;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK CreateCallback(UnityAudioEffectState* state)
{
EffectData* effectdata = new EffectData;
memset(effectdata, 0, sizeof(EffectData));
state->effectdata = effectdata;
#if !UNITY_PS3 || UNITY_SPU
effectdata->data.analyzer.spectrumSize = 4096;
effectdata->data.display1 = new float[MAXRESONATORS * 3];
effectdata->data.display2 = new float[MAXRESONATORS * 3];
#endif
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;
#if !UNITY_PS3 || UNITY_SPU
data->analyzer.Cleanup();
delete[] data->display1;
delete[] data->display2;
#endif
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)
{
#if !UNITY_PS3 || UNITY_SPU
EffectData::Data* data = &state->GetEffectData<EffectData>()->data;
if (strcmp(name, "InputSpec") == 0)
data->analyzer.ReadBuffer(buffer, numsamples, true);
else if (strcmp(name, "OutputSpec") == 0)
data->analyzer.ReadBuffer(buffer, numsamples, false);
else if (strcmp(name, "Coeffs") == 0)
{
int maxsamples = 3 * (int)data->p[P_NUMMODES];
if (numsamples > maxsamples)
numsamples = maxsamples;
memcpy(buffer, data->display1, numsamples * sizeof(float));
}
#endif
return UNITY_AUDIODSP_OK;
}
#endif
static void SetupResonators(EffectData::Data* data, int numchannels, float sampletime)
{
const int nNumResonators = (int)data->p[P_NUMMODES];
data->random.Seed((int)data->p[P_SEED]);
#if !UNITY_PS3 || UNITY_SPU
float* dst = data->display2;
#endif
for (int i = 0; i < numchannels; i++)
{
for (int k = 0; k < nNumResonators; k++)
{
float fFreq = 0.002f * (k + 1);
fFreq *= data->p[P_FREQSCALE] + data->random.GetFloat(-data->p[P_FREQSCALEVAR], data->p[P_FREQSCALEVAR]);
fFreq += (data->p[P_FREQSHIFT] + data->random.GetFloat(-data->p[P_FREQSHIFTVAR], data->p[P_FREQSHIFTVAR])) * sampletime;
float fBandwidth = powf(0.01f, data->p[P_BWSCALE] + data->random.GetFloat(-data->p[P_BWSCALEVAR], data->p[P_BWSCALEVAR]));
float fGain = powf(10.0f, 0.05f * (data->p[P_GAINSCALE] + data->random.GetFloat(-data->p[P_GAINSCALEVAR], data->p[P_GAINSCALEVAR])));
Resonator& resonator = data->resonators[i][k];
resonator.Setup(fFreq, fBandwidth, fGain);
#if !UNITY_PS3 || UNITY_SPU
if (i == 0)
{
*dst++ = resonator.a0;
*dst++ = resonator.a1;
*dst++ = resonator.a2;
}
#endif
}
}
#if !UNITY_PS3 || UNITY_SPU
float* tmp = data->display1;
data->display1 = data->display2;
data->display2 = tmp;
#endif
}
#if !UNITY_PS3 || UNITY_SPU
#if UNITY_SPU
EffectData g_EffectData __attribute__((aligned(16)));
extern "C"
#endif
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 UNITY_SPU
UNITY_PS3_CELLDMA_GET(&g_EffectData, state->effectdata, sizeof(g_EffectData));
data = &g_EffectData.data;
#endif
const float sampletime = 1.0f / state->samplerate;
#if !UNITY_PS3 && !UNITY_SPU
float specDecay = powf(10.0f, 0.05f * data->p[P_SPECTRUMDECAY] * length * sampletime);
bool calcSpectrum = (data->p[P_SHOWSPECTRUM] >= 0.5f);
if (calcSpectrum)
data->analyzer.AnalyzeInput(inbuffer, inchannels, length, specDecay);
#endif
memset(outbuffer, 0, outchannels * length * sizeof(float));
const int nNumResonators = (int)data->p[P_NUMMODES];
if (memcmp(data->p, data->prevp, sizeof(data->p)) != 0)
{
memcpy(data->prevp, data->p, sizeof(data->p));
SetupResonators(data, inchannels, sampletime);
}
for (int i = 0; i < inchannels; i++)
{
float denormalFix = data->random.GetFloat(-1.0f, 1.0f) * 1.0e-9f;
for (int k = 0; k < nNumResonators; k++)
{
Resonator& resonator = data->resonators[i][k];
float* src = inbuffer + i;
float* dst = outbuffer + i;
for (unsigned int n = 0; n < length; n++)
{
*dst += resonator.Process(*src + denormalFix);
src += inchannels;
dst += outchannels;
}
}
}
#if !UNITY_PS3 && !UNITY_SPU
if (calcSpectrum)
data->analyzer.AnalyzeOutput(outbuffer, outchannels, length, specDecay);
#endif
#if UNITY_SPU
UNITY_PS3_CELLDMA_PUT(&g_EffectData, state->effectdata, sizeof(g_EffectData));
#endif
return UNITY_AUDIODSP_OK;
}
#endif
}