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AUEffectBase.cpp
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/*!
@file AudioUnitSDK/AUEffectBase.cpp
@copyright © 2000-2021 Apple Inc. All rights reserved.
*/
#include <AudioUnitSDK/AUEffectBase.h>
#include <cstddef>
/*
This class does not deal as well as it should with N-M effects...
The problem areas are (if the channels don't match):
ProcessInPlace if the channels don't match - there will be problems if InputChan !=
OutputChan Bypass - its just passing the buffers through when not processing them
*/
namespace ausdk {
//_____________________________________________________________________________
//
AUEffectBase::AUEffectBase(AudioComponentInstance audioUnit, bool inProcessesInPlace)
: AUBase(audioUnit, 1, 1), // 1 in bus, 1 out bus
mProcessesInPlace(inProcessesInPlace)
#if TARGET_OS_IPHONE
,
mOnlyOneKernel(false)
#endif
{
}
//_____________________________________________________________________________
//
void AUEffectBase::Cleanup()
{
mKernelList.clear();
mMainOutput = nullptr;
mMainInput = nullptr;
}
//_____________________________________________________________________________
//
OSStatus AUEffectBase::Initialize()
{
// get our current numChannels for input and output
const auto auNumInputs = static_cast<SInt16>(Input(0).GetStreamFormat().mChannelsPerFrame);
const auto auNumOutputs = static_cast<SInt16>(Output(0).GetStreamFormat().mChannelsPerFrame);
// does the unit publish specific information about channel configurations?
const AUChannelInfo* auChannelConfigs = nullptr;
const UInt32 numIOconfigs = SupportedNumChannels(&auChannelConfigs);
if ((numIOconfigs > 0) && (auChannelConfigs != nullptr)) {
bool foundMatch = false;
for (UInt32 i = 0; (i < numIOconfigs) && !foundMatch; ++i) {
const SInt16 configNumInputs = auChannelConfigs[i].inChannels; // NOLINT
const SInt16 configNumOutputs = auChannelConfigs[i].outChannels; // NOLINT
if ((configNumInputs < 0) && (configNumOutputs < 0)) {
// unit accepts any number of channels on input and output
if (((configNumInputs == -1) && (configNumOutputs == -2)) ||
((configNumInputs == -2) &&
(configNumOutputs == -1))) { // NOLINT repeated branch below
foundMatch = true;
// unit accepts any number of channels on input and output IFF they are the same
// number on both scopes
} else if (((configNumInputs == -1) && (configNumOutputs == -1)) &&
(auNumInputs == auNumOutputs)) {
foundMatch = true;
// unit has specified a particular number of channels on both scopes
} else {
continue;
}
} else {
// the -1 case on either scope is saying that the unit doesn't care about the
// number of channels on that scope
const bool inputMatch = (auNumInputs == configNumInputs) || (configNumInputs == -1);
const bool outputMatch =
(auNumOutputs == configNumOutputs) || (configNumOutputs == -1);
if (inputMatch && outputMatch) {
foundMatch = true;
}
}
}
if (!foundMatch) {
return kAudioUnitErr_FormatNotSupported;
}
} else {
// there is no specifically published channel info
// so for those kinds of effects, the assumption is that the channels (whatever their
// number) should match on both scopes
if ((auNumOutputs != auNumInputs) || (auNumOutputs == 0)) {
return kAudioUnitErr_FormatNotSupported;
}
}
MaintainKernels();
mMainOutput = &Output(0);
mMainInput = &Input(0);
const AudioStreamBasicDescription format = GetStreamFormat(kAudioUnitScope_Output, 0);
mBytesPerFrame = format.mBytesPerFrame;
return noErr;
}
OSStatus AUEffectBase::Reset(AudioUnitScope inScope, AudioUnitElement inElement)
{
for (auto& kernel : mKernelList) {
if (kernel) {
kernel->Reset();
}
}
return AUBase::Reset(inScope, inElement);
}
OSStatus AUEffectBase::GetPropertyInfo(AudioUnitPropertyID inID, AudioUnitScope inScope,
AudioUnitElement inElement, UInt32& outDataSize, bool& outWritable)
{
if (inScope == kAudioUnitScope_Global) {
switch (inID) {
case kAudioUnitProperty_BypassEffect:
case kAudioUnitProperty_InPlaceProcessing:
outWritable = true;
outDataSize = sizeof(UInt32);
return noErr;
default:
break;
}
}
return AUBase::GetPropertyInfo(inID, inScope, inElement, outDataSize, outWritable);
}
OSStatus AUEffectBase::GetProperty(
AudioUnitPropertyID inID, AudioUnitScope inScope, AudioUnitElement inElement, void* outData)
{
if (inScope == kAudioUnitScope_Global) {
switch (inID) {
case kAudioUnitProperty_BypassEffect:
*static_cast<UInt32*>(outData) = (IsBypassEffect() ? 1 : 0); // NOLINT
return noErr;
case kAudioUnitProperty_InPlaceProcessing:
*static_cast<UInt32*>(outData) = (mProcessesInPlace ? 1 : 0); // NOLINT
return noErr;
default:
break;
}
}
return AUBase::GetProperty(inID, inScope, inElement, outData);
}
OSStatus AUEffectBase::SetProperty(AudioUnitPropertyID inID, AudioUnitScope inScope,
AudioUnitElement inElement, const void* inData, UInt32 inDataSize)
{
if (inScope == kAudioUnitScope_Global) {
switch (inID) {
case kAudioUnitProperty_BypassEffect: {
if (inDataSize < sizeof(UInt32)) {
return kAudioUnitErr_InvalidPropertyValue;
}
const bool tempNewSetting = *static_cast<const UInt32*>(inData) != 0;
// we're changing the state of bypass
if (tempNewSetting != IsBypassEffect()) {
if (!tempNewSetting && IsBypassEffect() &&
IsInitialized()) { // turning bypass off and we're initialized
Reset(kAudioUnitScope_Global, 0);
}
SetBypassEffect(tempNewSetting);
}
return noErr;
}
case kAudioUnitProperty_InPlaceProcessing:
mProcessesInPlace = *static_cast<const UInt32*>(inData) != 0;
return noErr;
default:
break;
}
}
return AUBase::SetProperty(inID, inScope, inElement, inData, inDataSize);
}
void AUEffectBase::MaintainKernels()
{
#if TARGET_OS_IPHONE
const UInt32 nKernels = mOnlyOneKernel ? 1 : GetNumberOfChannels();
#else
const UInt32 nKernels = GetNumberOfChannels();
#endif
if (mKernelList.size() < nKernels) {
mKernelList.reserve(nKernels);
for (auto i = static_cast<UInt32>(mKernelList.size()); i < nKernels; ++i) {
mKernelList.push_back(NewKernel());
}
} else {
while (mKernelList.size() > nKernels) {
mKernelList.pop_back();
}
}
for (UInt32 i = 0; i < nKernels; i++) {
if (mKernelList[i]) {
mKernelList[i]->SetChannelNum(i);
}
}
}
bool AUEffectBase::StreamFormatWritable(AudioUnitScope /*scope*/, AudioUnitElement /*element*/)
{
return !IsInitialized();
}
OSStatus AUEffectBase::ChangeStreamFormat(AudioUnitScope inScope, AudioUnitElement inElement,
const AudioStreamBasicDescription& inPrevFormat, const AudioStreamBasicDescription& inNewFormat)
{
const OSStatus result =
AUBase::ChangeStreamFormat(inScope, inElement, inPrevFormat, inNewFormat);
if (result == noErr) {
// for the moment this only dependency we know about
// where a parameter's range may change is with the sample rate
// and effects are only publishing parameters in the global scope!
if (GetParamHasSampleRateDependency() &&
inPrevFormat.mSampleRate != inNewFormat.mSampleRate) {
PropertyChanged(kAudioUnitProperty_ParameterList, kAudioUnitScope_Global, 0);
}
}
return result;
}
// ____________________________________________________________________________
//
// This method is called (potentially repeatedly) by ProcessForScheduledParams()
// in order to perform the actual DSP required for this portion of the entire buffer
// being processed. The entire buffer can be divided up into smaller "slices"
// according to the timestamps on the scheduled parameters...
//
OSStatus AUEffectBase::ProcessScheduledSlice(void* inUserData, UInt32 /*inStartFrameInBuffer*/,
UInt32 inSliceFramesToProcess, UInt32 /*inTotalBufferFrames*/)
{
const ScheduledProcessParams& sliceParams = *static_cast<ScheduledProcessParams*>(inUserData);
AudioUnitRenderActionFlags& actionFlags = *sliceParams.actionFlags;
AudioBufferList& inputBufferList = *sliceParams.inputBufferList;
AudioBufferList& outputBufferList = *sliceParams.outputBufferList;
UInt32 channelSize = inSliceFramesToProcess * mBytesPerFrame;
// fix the size of the buffer we're operating on before we render this slice of time
for (UInt32 i = 0; i < inputBufferList.mNumberBuffers; i++) {
inputBufferList.mBuffers[i].mDataByteSize = // NOLINT
inputBufferList.mBuffers[i].mNumberChannels * channelSize; // NOLINT
}
for (UInt32 i = 0; i < outputBufferList.mNumberBuffers; i++) {
outputBufferList.mBuffers[i].mDataByteSize = // NOLINT
outputBufferList.mBuffers[i].mNumberChannels * channelSize; // NOLINT
}
// process the buffer
const OSStatus result =
ProcessBufferLists(actionFlags, inputBufferList, outputBufferList, inSliceFramesToProcess);
// we just partially processed the buffers, so increment the data pointers to the next part of
// the buffer to process
for (UInt32 i = 0; i < inputBufferList.mNumberBuffers; i++) {
inputBufferList.mBuffers[i].mData = // NOLINT
static_cast<std::byte*>(inputBufferList.mBuffers[i].mData) + // NOLINT
inputBufferList.mBuffers[i].mNumberChannels * channelSize; // NOLINT
}
for (UInt32 i = 0; i < outputBufferList.mNumberBuffers; i++) {
outputBufferList.mBuffers[i].mData = // NOLINT
static_cast<std::byte*>(outputBufferList.mBuffers[i].mData) + // NOLINT
outputBufferList.mBuffers[i].mNumberChannels * channelSize; // NOLINT
}
return result;
}
// ____________________________________________________________________________
//
OSStatus AUEffectBase::Render(
AudioUnitRenderActionFlags& ioActionFlags, const AudioTimeStamp& inTimeStamp, UInt32 nFrames)
{
if (!HasInput(0)) {
return kAudioUnitErr_NoConnection;
}
OSStatus result = noErr;
result = mMainInput->PullInput(ioActionFlags, inTimeStamp, 0 /* element */, nFrames);
if (result == noErr) {
if (ProcessesInPlace() && mMainOutput->WillAllocateBuffer()) {
mMainOutput->SetBufferList(mMainInput->GetBufferList());
}
if (ShouldBypassEffect()) {
// leave silence bit alone
if (!ProcessesInPlace()) {
mMainInput->CopyBufferContentsTo(mMainOutput->GetBufferList());
}
} else {
auto& paramEventList = GetParamEventList();
if (paramEventList.empty()) {
// this will read/write silence bit
result = ProcessBufferLists(ioActionFlags, mMainInput->GetBufferList(),
mMainOutput->GetBufferList(), nFrames);
} else {
// deal with scheduled parameters...
AudioBufferList& inputBufferList = mMainInput->GetBufferList();
AudioBufferList& outputBufferList = mMainOutput->GetBufferList();
ScheduledProcessParams processParams{ .actionFlags = &ioActionFlags,
.inputBufferList = &inputBufferList,
.outputBufferList = &outputBufferList };
// divide up the buffer into slices according to scheduled params then
// do the DSP for each slice (ProcessScheduledSlice() called for each slice)
result = ProcessForScheduledParams(paramEventList, nFrames, &processParams);
// fixup the buffer pointers to how they were before we started
const UInt32 channelSize = nFrames * mBytesPerFrame;
for (UInt32 i = 0; i < inputBufferList.mNumberBuffers; i++) {
const UInt32 size =
inputBufferList.mBuffers[i].mNumberChannels * channelSize; // NOLINT
inputBufferList.mBuffers[i].mData = // NOLINT
static_cast<std::byte*>(inputBufferList.mBuffers[i].mData) - size; // NOLINT
inputBufferList.mBuffers[i].mDataByteSize = size; // NOLINT
}
for (UInt32 i = 0; i < outputBufferList.mNumberBuffers; i++) {
const UInt32 size =
outputBufferList.mBuffers[i].mNumberChannels * channelSize; // NOLINT
outputBufferList.mBuffers[i].mData = // NOLINT
static_cast<std::byte*>(outputBufferList.mBuffers[i].mData) -
size; // NOLINT
outputBufferList.mBuffers[i].mDataByteSize = size; // NOLINT
}
}
}
if (((ioActionFlags & kAudioUnitRenderAction_OutputIsSilence) != 0u) &&
!ProcessesInPlace()) {
AUBufferList::ZeroBuffer(mMainOutput->GetBufferList());
}
}
return result;
}
OSStatus AUEffectBase::ProcessBufferLists(AudioUnitRenderActionFlags& ioActionFlags,
const AudioBufferList& inBuffer, AudioBufferList& outBuffer, UInt32 inFramesToProcess)
{
if (ShouldBypassEffect()) {
return noErr;
}
bool ioSilence = false;
const bool silentInput = IsInputSilent(ioActionFlags, inFramesToProcess);
ioActionFlags |= kAudioUnitRenderAction_OutputIsSilence;
for (UInt32 channel = 0; channel < mKernelList.size(); ++channel) {
auto& kernel = mKernelList[channel];
if (!kernel) {
continue;
}
ioSilence = silentInput;
const AudioBuffer* const srcBuffer = &inBuffer.mBuffers[channel]; // NOLINT subscript
AudioBuffer* const destBuffer = &outBuffer.mBuffers[channel]; // NOLINT subscript
kernel->Process(static_cast<const Float32*>(srcBuffer->mData),
static_cast<Float32*>(destBuffer->mData), inFramesToProcess, ioSilence);
if (!ioSilence) {
ioActionFlags &= ~kAudioUnitRenderAction_OutputIsSilence;
}
}
return noErr;
}
Float64 AUEffectBase::GetSampleRate() { return Output(0).GetStreamFormat().mSampleRate; }
UInt32 AUEffectBase::GetNumberOfChannels() { return Output(0).GetStreamFormat().mChannelsPerFrame; }
} // namespace ausdk