Leiwandizer/Leiwandizer/Source/PluginProcessor.cpp

313 lines
9.7 KiB
C++

/*
==============================================================================
This file contains the basic framework code for a JUCE plugin processor.
==============================================================================
*/
#include "PluginProcessor.h"
#include "PluginEditor.h"
//==============================================================================
LeiwandizerAudioProcessor::LeiwandizerAudioProcessor()
#ifndef JucePlugin_PreferredChannelConfigurations
: AudioProcessor (BusesProperties()
#if ! JucePlugin_IsMidiEffect
#if ! JucePlugin_IsSynth
.withInput ("Input", juce::AudioChannelSet::stereo(), true)
#endif
.withOutput ("Output", juce::AudioChannelSet::stereo(), true)
#endif
)
#endif
{
}
LeiwandizerAudioProcessor::~LeiwandizerAudioProcessor()
{
}
//==============================================================================
const juce::String LeiwandizerAudioProcessor::getName() const
{
return JucePlugin_Name;
}
bool LeiwandizerAudioProcessor::acceptsMidi() const
{
#if JucePlugin_WantsMidiInput
return true;
#else
return false;
#endif
}
bool LeiwandizerAudioProcessor::producesMidi() const
{
#if JucePlugin_ProducesMidiOutput
return true;
#else
return false;
#endif
}
bool LeiwandizerAudioProcessor::isMidiEffect() const
{
#if JucePlugin_IsMidiEffect
return true;
#else
return false;
#endif
}
double LeiwandizerAudioProcessor::getTailLengthSeconds() const
{
return 0.0;
}
int LeiwandizerAudioProcessor::getNumPrograms()
{
return 1; // NB: some hosts don't cope very well if you tell them there are 0 programs,
// so this should be at least 1, even if you're not really implementing programs.
}
int LeiwandizerAudioProcessor::getCurrentProgram()
{
return 0;
}
void LeiwandizerAudioProcessor::setCurrentProgram (int index)
{
}
const juce::String LeiwandizerAudioProcessor::getProgramName (int index)
{
return {};
}
void LeiwandizerAudioProcessor::changeProgramName (int index, const juce::String& newName)
{
}
//==============================================================================
void LeiwandizerAudioProcessor::prepareToPlay (double sampleRate, int samplesPerBlock)
{
// Use this method as the place to do any pre-playback
// initialisation that you need..
juce::dsp::ProcessSpec spec;
spec.sampleRate = sampleRate;
spec.maximumBlockSize = samplesPerBlock;
spec.numChannels = getTotalNumOutputChannels();
lowShelfFilterLw.prepare(spec);
// Example: low shelf at 120 Hz, boost +6 dB, Q = 0.707
auto lowShelfLw = juce::dsp::IIR::Coefficients<float>::makeLowShelf(
sampleRate, 80.0f, 0.707f, juce::Decibels::decibelsToGain(4.0f));
lowShelfFilterLw.coefficients = *lowShelfLw;
highShelfFilterLw.prepare(spec);
// Example: high shelf at 8000 Hz, boost 3 dB, Q = 0.707
auto highShelfLw = juce::dsp::IIR::Coefficients<float>::makeHighShelf(
sampleRate, 8000.0f, 0.707f, juce::Decibels::decibelsToGain(3.0f));
highShelfFilterLw.coefficients = *highShelfLw;
compressor.prepare(spec);
compressor.reset();
compressor.setThreshold(-15.0f); // in dB
compressor.setRatio(1.5f);
compressor.setAttack(3.0f); // ms
compressor.setRelease(100.0f); // ms
limiter.prepare(spec);
limiter.reset();
limiter.setThreshold(-3.0f);
limiter.setRelease(200.0f);
gain.prepare(spec);
gain.reset();
gain.setGainDecibels(-2.0f);
saturation.prepare(spec);
saturation.reset();
saturation.functionToUse = [](float x) {
float satFactor = 0.05f;
x = satFactor * x;
return ( x / (1 + std::abs(x)) ) / satFactor;
};
lowCutFilterOa.prepare(spec);
auto lowCutOa = juce::dsp::IIR::Coefficients<float>::makeHighPass(sampleRate, 100.0f, 5.0f);
lowCutFilterOa.coefficients = *lowCutOa;
highCutFilterOa.prepare(spec);
// Example: high shelf at 8000 Hz, boost 3 dB, Q = 0.707
auto highCutOa = juce::dsp::IIR::Coefficients<float>::makeLowPass(sampleRate, 10000.0f, 5.0f);
highCutFilterOa.coefficients = *highCutOa;
waveshaper.prepare(spec);
waveshaper.reset();
waveshaper.functionToUse = [](float x) {
//return std::tanh(x * 10.0f);
return std::sin(x * 3.0f);
};
phaser.prepare(spec);
phaser.reset();
phaser.setCentreFrequency(100.0f);
phaser.setDepth(0.6f);
phaser.setFeedback(0.1f);
phaser.setRate(99.0f);
phaser.setMix(0.3f);
chorus.prepare(spec);
chorus.reset();
chorus.setCentreDelay(6.0f);
chorus.setDepth(0.2f);
chorus.setFeedback(-0.2f);
chorus.setRate(0.05f);
chorus.setMix(0.3f);
reverb.prepare(spec);
reverb.reset();
juce::Reverb::Parameters params;
params.roomSize = 0.1f;
params.wetLevel = 0.3f;
params.dryLevel = 0.7;
//params.freezeMode = 0.8f;
reverb.setParameters(params);
gainOa.prepare(spec);
gainOa.reset();
gainOa.setGainDecibels(-6.0f);
}
void LeiwandizerAudioProcessor::releaseResources()
{
// When playback stops, you can use this as an opportunity to free up any
// spare memory, etc.
}
#ifndef JucePlugin_PreferredChannelConfigurations
bool LeiwandizerAudioProcessor::isBusesLayoutSupported (const BusesLayout& layouts) const
{
#if JucePlugin_IsMidiEffect
juce::ignoreUnused (layouts);
return true;
#else
// This is the place where you check if the layout is supported.
// In this template code we only support mono or stereo.
// Some plugin hosts, such as certain GarageBand versions, will only
// load plugins that support stereo bus layouts.
if (layouts.getMainOutputChannelSet() != juce::AudioChannelSet::mono()
&& layouts.getMainOutputChannelSet() != juce::AudioChannelSet::stereo())
return false;
// This checks if the input layout matches the output layout
#if ! JucePlugin_IsSynth
if (layouts.getMainOutputChannelSet() != layouts.getMainInputChannelSet())
return false;
#endif
return true;
#endif
}
#endif
void LeiwandizerAudioProcessor::processBlock (juce::AudioBuffer<float>& buffer, juce::MidiBuffer& midiMessages)
{
juce::ScopedNoDenormals noDenormals;
auto totalNumInputChannels = getTotalNumInputChannels();
auto totalNumOutputChannels = getTotalNumOutputChannels();
// In case we have more outputs than inputs, this code clears any output
// channels that didn't contain input data, (because these aren't
// guaranteed to be empty - they may contain garbage).
// This is here to avoid people getting screaming feedback
// when they first compile a plugin, but obviously you don't need to keep
// this code if your algorithm always overwrites all the output channels.
for (auto i = totalNumInputChannels; i < totalNumOutputChannels; ++i)
buffer.clear (i, 0, buffer.getNumSamples());
// This is the place where you'd normally do the guts of your plugin's
// audio processing...
// Make sure to reset the state if your inner loop is processing
// the samples and the outer loop is handling the channels.
// Alternatively, you can process the samples with the channels
// interleaved by keeping the same state.
juce::dsp::AudioBlock<float> block(buffer);
juce::dsp::ProcessContextReplacing<float> context(block);
if (isLeiwand)
{
lowShelfFilterLw.process(context);
highShelfFilterLw.process(context);
gain.process(context);
saturation.process(context);
compressor.process(context);
limiter.process(context);
}
else
{
phaser.process(context);
chorus.process(context);
reverb.process(context);
lowCutFilterOa.process(context);
highCutFilterOa.process(context);
waveshaper.process(context);
for (int channel = 0; channel < totalNumInputChannels; ++channel)
{
auto* channelData = buffer.getWritePointer(channel);
float lastSample = 0.0f;
int crushFactor = 1;
for (int i = 0; i < buffer.getNumSamples(); ++i)
{
if (i % crushFactor == 0)
lastSample = channelData[i];
channelData[i] = lastSample;
if (channel % 2) channelData[i] = -1.0f * channelData[i];
}
}
gainOa.process(context);
limiter.process(context);
}
}
//==============================================================================
bool LeiwandizerAudioProcessor::hasEditor() const
{
return true; // (change this to false if you choose to not supply an editor)
}
juce::AudioProcessorEditor* LeiwandizerAudioProcessor::createEditor()
{
return new LeiwandizerAudioProcessorEditor (*this);
}
//==============================================================================
void LeiwandizerAudioProcessor::getStateInformation (juce::MemoryBlock& destData)
{
// You should use this method to store your parameters in the memory block.
// You could do that either as raw data, or use the XML or ValueTree classes
// as intermediaries to make it easy to save and load complex data.
}
void LeiwandizerAudioProcessor::setStateInformation (const void* data, int sizeInBytes)
{
// You should use this method to restore your parameters from this memory block,
// whose contents will have been created by the getStateInformation() call.
}
//==============================================================================
// This creates new instances of the plugin..
juce::AudioProcessor* JUCE_CALLTYPE createPluginFilter()
{
return new LeiwandizerAudioProcessor();
}