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unit.cc
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unit.cc
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/*
BSD 3-Clause License
Copyright (c) 2018, KORG INC.
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//*/
/*
* File: unit.cc
*
* NTS-1 mkII reverb effect unit interface
*
*/
#include "unit_revfx.h" // Note: Include base definitions for revfx units
#include "reverb.h" // Note: Include custom reverb code
static Reverb s_reverb_instance; // Note: In this example, actual instance of custom reverb object.
// ---- Callbacks exposed to runtime ----------------------------------------------
__unit_callback int8_t unit_init(const unit_runtime_desc_t * desc) {
return s_reverb_instance.Init(desc);
}
__unit_callback void unit_teardown() {
s_reverb_instance.Teardown();
}
__unit_callback void unit_reset() {
s_reverb_instance.Reset();
}
__unit_callback void unit_resume() {
s_reverb_instance.Resume();
}
__unit_callback void unit_suspend() {
s_reverb_instance.Suspend();
}
__unit_callback void unit_render(const float * in, float * out, uint32_t frames) {
s_reverb_instance.Process(in, out, frames);
}
__unit_callback void unit_set_param_value(uint8_t id, int32_t value) {
s_reverb_instance.setParameter(id, value);
}
__unit_callback int32_t unit_get_param_value(uint8_t id) {
return s_reverb_instance.getParameterValue(id);
}
__unit_callback const char * unit_get_param_str_value(uint8_t id, int32_t value) {
return s_reverb_instance.getParameterStrValue(id, value);
}
__unit_callback void unit_set_tempo(uint32_t tempo) {
s_reverb_instance.setTempo(tempo);
}
__unit_callback void unit_tempo_4ppqn_tick(uint32_t counter) {
s_reverb_instance.tempo4ppqnTick(counter);
}