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: }