andrewm@0: /* andrewm@0: This code accompanies the textbook: andrewm@0: andrewm@0: Digital Audio Effects: Theory, Implementation and Application andrewm@0: Joshua D. Reiss and Andrew P. McPherson andrewm@0: andrewm@0: --- andrewm@0: andrewm@0: Delay: basic delay effect with feedback andrewm@0: See textbook Chapter 2: Delay Line Effects andrewm@0: andrewm@0: Code by Andrew McPherson, Brecht de Man and Joshua Reiss andrewm@0: andrewm@0: --- andrewm@0: andrewm@0: This program is free software: you can redistribute it and/or modify andrewm@0: it under the terms of the GNU General Public License as published by andrewm@0: the Free Software Foundation, either version 3 of the License, or andrewm@0: (at your option) any later version. andrewm@0: andrewm@0: This program is distributed in the hope that it will be useful, andrewm@0: but WITHOUT ANY WARRANTY; without even the implied warranty of andrewm@0: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the andrewm@0: GNU General Public License for more details. andrewm@0: andrewm@0: You should have received a copy of the GNU General Public License andrewm@0: along with this program. If not, see . andrewm@0: */ andrewm@0: andrewm@0: #include "PluginProcessor.h" andrewm@0: #include "PluginEditor.h" andrewm@0: andrewm@0: //============================================================================== andrewm@0: DelayAudioProcessor::DelayAudioProcessor() : delayBuffer_ (2, 1) andrewm@0: { andrewm@0: // Set default values: andrewm@0: delayLength_ = 0.5; andrewm@0: dryMix_ = 1.0; andrewm@0: wetMix_ = 0.5; andrewm@0: feedback_ = 0.75; andrewm@0: delayBufferLength_ = 1; andrewm@0: andrewm@0: // Start the circular buffer pointers at the beginning andrewm@0: delayReadPosition_ = 0; andrewm@0: delayWritePosition_ = 0; andrewm@0: andrewm@0: lastUIWidth_ = 370; andrewm@0: lastUIHeight_ = 140; andrewm@0: } andrewm@0: andrewm@0: DelayAudioProcessor::~DelayAudioProcessor() andrewm@0: { andrewm@0: } andrewm@0: andrewm@0: //============================================================================== andrewm@0: const String DelayAudioProcessor::getName() const andrewm@0: { andrewm@0: return JucePlugin_Name; andrewm@0: } andrewm@0: andrewm@0: int DelayAudioProcessor::getNumParameters() andrewm@0: { andrewm@0: return kNumParameters; andrewm@0: } andrewm@0: andrewm@0: float DelayAudioProcessor::getParameter (int index) andrewm@0: { andrewm@0: // This method will be called by the host, probably on the audio thread, so andrewm@0: // it's absolutely time-critical. Don't use critical sections or anything andrewm@0: // UI-related, or anything at all that may block in any way! andrewm@0: switch (index) andrewm@0: { andrewm@0: case kDryMixParam: return dryMix_; andrewm@0: case kWetMixParam: return wetMix_; andrewm@0: case kFeedbackParam: return feedback_; andrewm@0: case kDelayLengthParam:return delayLength_; andrewm@0: default: return 0.0f; andrewm@0: } andrewm@0: } andrewm@0: andrewm@0: void DelayAudioProcessor::setParameter (int index, float newValue) andrewm@0: { andrewm@0: // This method will be called by the host, probably on the audio thread, so andrewm@0: // it's absolutely time-critical. Don't use critical sections or anything andrewm@0: // UI-related, or anything at all that may block in any way! andrewm@0: switch (index) andrewm@0: { andrewm@0: case kDryMixParam: andrewm@0: dryMix_ = newValue; andrewm@0: break; andrewm@0: case kWetMixParam: andrewm@0: wetMix_ = newValue; andrewm@0: break; andrewm@0: case kFeedbackParam: andrewm@0: feedback_ = newValue; andrewm@0: break; andrewm@0: case kDelayLengthParam: andrewm@0: delayLength_ = newValue; andrewm@0: delayReadPosition_ = (int)(delayWritePosition_ - (delayLength_ * getSampleRate()) andrewm@0: + delayBufferLength_) % delayBufferLength_; andrewm@0: break; andrewm@0: default: andrewm@0: break; andrewm@0: } andrewm@0: } andrewm@0: andrewm@0: const String DelayAudioProcessor::getParameterName (int index) andrewm@0: { andrewm@0: switch (index) andrewm@0: { andrewm@0: case kDryMixParam: return "dry mix"; andrewm@0: case kWetMixParam: return "wet mix"; andrewm@0: case kFeedbackParam: return "feedback"; andrewm@0: case kDelayLengthParam:return "delay"; andrewm@0: default: break; andrewm@0: } andrewm@0: andrewm@0: return String::empty; andrewm@0: } andrewm@0: andrewm@0: const String DelayAudioProcessor::getParameterText (int index) andrewm@0: { andrewm@0: return String (getParameter (index), 2); andrewm@0: } andrewm@0: andrewm@0: const String DelayAudioProcessor::getInputChannelName (int channelIndex) const andrewm@0: { andrewm@0: return String (channelIndex + 1); andrewm@0: } andrewm@0: andrewm@0: const String DelayAudioProcessor::getOutputChannelName (int channelIndex) const andrewm@0: { andrewm@0: return String (channelIndex + 1); andrewm@0: } andrewm@0: andrewm@0: bool DelayAudioProcessor::isInputChannelStereoPair (int index) const andrewm@0: { andrewm@0: return true; andrewm@0: } andrewm@0: andrewm@0: bool DelayAudioProcessor::isOutputChannelStereoPair (int index) const andrewm@0: { andrewm@0: return true; andrewm@0: } andrewm@0: andrewm@0: bool DelayAudioProcessor::silenceInProducesSilenceOut() const andrewm@0: { andrewm@0: #if JucePlugin_SilenceInProducesSilenceOut andrewm@0: return true; andrewm@0: #else andrewm@0: return false; andrewm@0: #endif andrewm@0: } andrewm@0: double DelayAudioProcessor::getTailLengthSeconds() const andrewm@0: { andrewm@0: return 0.0; andrewm@0: } andrewm@0: bool DelayAudioProcessor::acceptsMidi() const andrewm@0: { andrewm@0: #if JucePlugin_WantsMidiInput andrewm@0: return true; andrewm@0: #else andrewm@0: return false; andrewm@0: #endif andrewm@0: } andrewm@0: andrewm@0: bool DelayAudioProcessor::producesMidi() const andrewm@0: { andrewm@0: #if JucePlugin_ProducesMidiOutput andrewm@0: return true; andrewm@0: #else andrewm@0: return false; andrewm@0: #endif andrewm@0: } andrewm@0: andrewm@0: int DelayAudioProcessor::getNumPrograms() andrewm@0: { andrewm@0: return 0; andrewm@0: } andrewm@0: andrewm@0: int DelayAudioProcessor::getCurrentProgram() andrewm@0: { andrewm@0: return 0; andrewm@0: } andrewm@0: andrewm@0: void DelayAudioProcessor::setCurrentProgram (int index) andrewm@0: { andrewm@0: } andrewm@0: andrewm@0: const String DelayAudioProcessor::getProgramName (int index) andrewm@0: { andrewm@0: return String::empty; andrewm@0: } andrewm@0: andrewm@0: void DelayAudioProcessor::changeProgramName (int index, const String& newName) andrewm@0: { andrewm@0: } andrewm@0: andrewm@0: //============================================================================== andrewm@0: void DelayAudioProcessor::prepareToPlay (double sampleRate, int samplesPerBlock) andrewm@0: { andrewm@0: // Allocate and zero the delay buffer (size will depend on current sample rate) andrewm@0: // Sanity check the result so we don't end up with any zero-length calculations andrewm@0: delayBufferLength_ = (int)(2.0*sampleRate); andrewm@0: if(delayBufferLength_ < 1) andrewm@0: delayBufferLength_ = 1; andrewm@0: delayBuffer_.setSize(2, delayBufferLength_); andrewm@0: delayBuffer_.clear(); andrewm@0: andrewm@0: // This method gives us the sample rate. Use this to figure out what the delay position andrewm@0: // offset should be (since it is specified in seconds, and we need to convert it to a number andrewm@0: // of samples) andrewm@0: delayReadPosition_ = (int)(delayWritePosition_ - (delayLength_ * getSampleRate()) andrewm@0: + delayBufferLength_) % delayBufferLength_; andrewm@0: } andrewm@0: andrewm@0: void DelayAudioProcessor::releaseResources() andrewm@0: { andrewm@0: // When playback stops, you can use this as an opportunity to free up any andrewm@0: // spare memory, etc. andrewm@0: andrewm@0: // The delay buffer will stay in memory until the effect is unloaded. andrewm@0: } andrewm@0: andrewm@0: void DelayAudioProcessor::reset() andrewm@0: { andrewm@0: // Use this method as the place to clear any delay lines, buffers, etc, as it andrewm@0: // means there's been a break in the audio's continuity. andrewm@0: andrewm@0: delayBuffer_.clear(); andrewm@0: } andrewm@0: andrewm@0: andrewm@0: void DelayAudioProcessor::processBlock (AudioSampleBuffer& buffer, MidiBuffer& midiMessages) andrewm@0: { andrewm@0: // Helpful information about this block of samples: andrewm@0: const int numInputChannels = getNumInputChannels(); // How many input channels for our effect? andrewm@0: const int numOutputChannels = getNumOutputChannels(); // How many output channels for our effect? andrewm@0: const int numSamples = buffer.getNumSamples(); // How many samples in the buffer for this block? andrewm@0: andrewm@0: int channel, dpr, dpw; // dpr = delay read pointer; dpw = delay write pointer andrewm@0: andrewm@0: // Go through each channel of audio that's passed in. In this example we apply identical andrewm@0: // effects to each channel, regardless of how many input channels there are. For some effects, like andrewm@0: // a stereo chorus or panner, you might do something different for each channel. andrewm@0: andrewm@0: for (channel = 0; channel < numInputChannels; ++channel) andrewm@0: { andrewm@0: // channelData is an array of length numSamples which contains the audio for one channel b@1: float* channelData = buffer.getWritePointer(channel); andrewm@0: andrewm@0: // delayData is the circular buffer for implementing delay on this channel b@1: float* delayData = delayBuffer_.getWritePointer (jmin (channel, delayBuffer_.getNumChannels() - 1)); andrewm@0: andrewm@0: // Make a temporary copy of any state variables declared in PluginProcessor.h which need to be andrewm@0: // maintained between calls to processBlock(). Each channel needs to be processed identically andrewm@0: // which means that the activity of processing one channel can't affect the state variable for andrewm@0: // the next channel. andrewm@0: andrewm@0: dpr = delayReadPosition_; andrewm@0: dpw = delayWritePosition_; andrewm@0: andrewm@0: for (int i = 0; i < numSamples; ++i) andrewm@0: { andrewm@0: const float in = channelData[i]; andrewm@0: float out = 0.0; andrewm@0: andrewm@0: // In this example, the output is the input plus the contents of the delay buffer (weighted by delayMix) andrewm@0: // The last term implements a tremolo (variable amplitude) on the whole thing. andrewm@0: andrewm@0: out = (dryMix_ * in + wetMix_ * delayData[dpr]); andrewm@0: andrewm@0: // Store the current information in the delay buffer. delayData[dpr] is the delay sample we just read, andrewm@0: // i.e. what came out of the buffer. delayData[dpw] is what we write to the buffer, i.e. what goes in andrewm@0: andrewm@0: delayData[dpw] = in + (delayData[dpr] * feedback_); andrewm@0: andrewm@0: if (++dpr >= delayBufferLength_) andrewm@0: dpr = 0; andrewm@0: if (++dpw >= delayBufferLength_) andrewm@0: dpw = 0; andrewm@0: andrewm@0: // Store the output sample in the buffer, replacing the input andrewm@0: channelData[i] = out; andrewm@0: } andrewm@0: } andrewm@0: andrewm@0: // Having made a local copy of the state variables for each channel, now transfer the result andrewm@0: // back to the main state variable so they will be preserved for the next call of processBlock() andrewm@0: andrewm@0: delayReadPosition_ = dpr; andrewm@0: delayWritePosition_ = dpw; andrewm@0: andrewm@0: // In case we have more outputs than inputs, we'll clear any output andrewm@0: // channels that didn't contain input data, (because these aren't andrewm@0: // guaranteed to be empty - they may contain garbage). andrewm@0: for (int i = numInputChannels; i < numOutputChannels; ++i) andrewm@0: { andrewm@0: buffer.clear (i, 0, buffer.getNumSamples()); andrewm@0: } andrewm@0: } andrewm@0: andrewm@0: //============================================================================== andrewm@0: bool DelayAudioProcessor::hasEditor() const andrewm@0: { andrewm@0: return true; // (change this to false if you choose to not supply an editor) andrewm@0: } andrewm@0: andrewm@0: AudioProcessorEditor* DelayAudioProcessor::createEditor() andrewm@0: { andrewm@0: return new DelayAudioProcessorEditor (this); andrewm@0: } andrewm@0: andrewm@0: //============================================================================== andrewm@0: void DelayAudioProcessor::getStateInformation (MemoryBlock& destData) andrewm@0: { andrewm@0: // You should use this method to store your parameters in the memory block. andrewm@0: // You could do that either as raw data, or use the XML or ValueTree classes andrewm@0: // as intermediaries to make it easy to save and load complex data. andrewm@0: andrewm@0: // Create an outer XML element.. andrewm@0: XmlElement xml("C4DMPLUGINSETTINGS"); andrewm@0: andrewm@0: // add some attributes to it.. andrewm@0: xml.setAttribute("uiWidth", lastUIWidth_); andrewm@0: xml.setAttribute("uiHeight", lastUIHeight_); andrewm@0: xml.setAttribute("delayLength", delayLength_); andrewm@0: xml.setAttribute("feedback", feedback_); andrewm@0: xml.setAttribute("dryMix", dryMix_); andrewm@0: xml.setAttribute("wetMix", wetMix_); andrewm@0: andrewm@0: // then use this helper function to stuff it into the binary blob and return it.. andrewm@0: copyXmlToBinary(xml, destData); andrewm@0: } andrewm@0: andrewm@0: void DelayAudioProcessor::setStateInformation (const void* data, int sizeInBytes) andrewm@0: { andrewm@0: // You should use this method to restore your parameters from this memory block, andrewm@0: // whose contents will have been created by the getStateInformation() call. andrewm@0: andrewm@0: // This getXmlFromBinary() helper function retrieves our XML from the binary blob.. andrewm@0: ScopedPointer xmlState (getXmlFromBinary (data, sizeInBytes)); andrewm@0: andrewm@0: if(xmlState != 0) andrewm@0: { andrewm@0: // make sure that it's actually our type of XML object.. andrewm@0: if(xmlState->hasTagName("C4DMPLUGINSETTINGS")) andrewm@0: { andrewm@0: // ok, now pull out our parameters.. andrewm@0: lastUIWidth_ = xmlState->getIntAttribute("uiWidth", lastUIWidth_); andrewm@0: lastUIHeight_ = xmlState->getIntAttribute("uiHeight", lastUIHeight_); andrewm@0: andrewm@0: delayLength_ = (float)xmlState->getDoubleAttribute("delayLength", delayLength_); andrewm@0: feedback_ = (float)xmlState->getDoubleAttribute("feedback", feedback_); andrewm@0: dryMix_ = (float)xmlState->getDoubleAttribute("dryMix", dryMix_); andrewm@0: wetMix_ = (float)xmlState->getDoubleAttribute("wetMix", wetMix_); andrewm@0: } andrewm@0: } andrewm@0: } andrewm@0: andrewm@0: //============================================================================== andrewm@0: // This creates new instances of the plugin.. andrewm@0: AudioProcessor* JUCE_CALLTYPE createPluginFilter() andrewm@0: { andrewm@0: return new DelayAudioProcessor(); andrewm@0: }