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Plugin_ImpactGenerator.cpp
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Plugin_ImpactGenerator.cpp
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#include "AudioPluginUtil.h"
namespace ImpactGenerator
{
const int MAXIMPACTS = 1000;
const int MAXINSTANCES = 4;
enum Param
{
P_INSTANCE,
P_GAIN,
P_THR,
P_MAXIMPACTS,
P_NUM
};
struct Impact
{
float volume;
float decay;
float lpf;
float bpf;
float cut;
float bw;
inline float Process(Random& random)
{
volume *= decay;
lpf += cut * bpf;
bpf += cut * (random.GetFloat(-1.0f, 1.0f) - lpf - bpf * bw);
return bpf * volume;
}
};
struct EffectData
{
float p[P_NUM];
};
struct ImpactInstance
{
Random random;
int maximpacts;
int numimpacts;
RingBuffer<MAXIMPACTS, Impact> impactrb;
Impact impacts[MAXIMPACTS];
};
inline ImpactInstance* GetImpactInstance(int index)
{
static bool initialized[MAXINSTANCES] = { false };
static ImpactInstance instance[MAXINSTANCES];
if (index < 0 || index >= MAXINSTANCES)
return NULL;
if (!initialized[index])
{
initialized[index] = true;
instance[index].maximpacts = MAXIMPACTS;
instance[index].numimpacts = 0;
}
return &instance[index];
}
int InternalRegisterEffectDefinition(UnityAudioEffectDefinition& definition)
{
int numparams = P_NUM;
definition.paramdefs = new UnityAudioParameterDefinition[numparams];
RegisterParameter(definition, "Instance", "", 0.0f, MAXINSTANCES - 1, 0.0f, 1.0f, 1.0f, P_INSTANCE, "Determines the instance from which impacts are received via ImpactGenerator_AddImpact");
RegisterParameter(definition, "Gain", "dB", -120.0f, 50.0f, 0.0f, 1.0f, 1.0f, P_GAIN, "Overall gain");
RegisterParameter(definition, "Threshold", "dB", -120.0f, 0.0f, -60.0f, 1.0f, 1.0f, P_THR, "Threshold after which impacts stop playing");
RegisterParameter(definition, "MaxImpacts", "", 1.0f, MAXIMPACTS, 200.0f, 1.0f, 1.0f, P_MAXIMPACTS, "Maximum number of impact sounds played simultaneously on this instance");
return numparams;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK CreateCallback(UnityAudioEffectState* state)
{
EffectData* effectdata = new EffectData;
memset(effectdata, 0, sizeof(EffectData));
state->effectdata = effectdata;
InitParametersFromDefinitions(InternalRegisterEffectDefinition, effectdata->p);
return UNITY_AUDIODSP_OK;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK ReleaseCallback(UnityAudioEffectState* state)
{
EffectData* data = state->GetEffectData<EffectData>();
delete data;
return UNITY_AUDIODSP_OK;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK SetFloatParameterCallback(UnityAudioEffectState* state, int index, float value)
{
EffectData* data = state->GetEffectData<EffectData>();
if (index >= P_NUM)
return UNITY_AUDIODSP_ERR_UNSUPPORTED;
data->p[index] = value;
if (index == P_MAXIMPACTS)
{
ImpactInstance* instance = GetImpactInstance((int)data->p[P_INSTANCE]);
if (instance != NULL)
instance->maximpacts = value;
}
return UNITY_AUDIODSP_OK;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK GetFloatParameterCallback(UnityAudioEffectState* state, int index, float* value, char *valuestr)
{
EffectData* data = state->GetEffectData<EffectData>();
if (index >= P_NUM)
return UNITY_AUDIODSP_ERR_UNSUPPORTED;
if (value != NULL)
*value = data->p[index];
if (valuestr != NULL)
valuestr[0] = 0;
return UNITY_AUDIODSP_OK;
}
int UNITY_AUDIODSP_CALLBACK GetFloatBufferCallback(UnityAudioEffectState* state, const char* name, float* buffer, int numsamples)
{
return UNITY_AUDIODSP_OK;
}
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK ProcessCallback(UnityAudioEffectState* state, float* inbuffer, float* outbuffer, unsigned int length, int inchannels, int outchannels)
{
EffectData* data = state->GetEffectData<EffectData>();
memset(outbuffer, 0, sizeof(float) * length * outchannels);
ImpactInstance* instance = GetImpactInstance((int)data->p[P_INSTANCE]);
if (instance == NULL)
return UNITY_AUDIODSP_OK;
float gain = powf(10.0f, data->p[P_GAIN] * 0.05f);
float thr = powf(10.0f, data->p[P_THR] * 0.05f);
Impact imp;
while (instance->impactrb.Read(imp))
if (instance->numimpacts < instance->maximpacts)
instance->impacts[instance->numimpacts++] = imp;
int i = 0;
while (i < instance->numimpacts)
{
Impact& imp = instance->impacts[i];
for (unsigned int n = 0; n < length; n++)
{
float impact = imp.Process(instance->random) * gain;
for (int c = 0; c < inchannels; c++)
outbuffer[n * inchannels + c] += impact;
}
if (imp.volume < thr)
imp = instance->impacts[--instance->numimpacts];
else
++i;
}
return UNITY_AUDIODSP_OK;
}
extern "C" UNITY_AUDIODSP_EXPORT_API void ImpactGenerator_AddImpact(int index, float volume, float decay, float cut, float bw)
{
ImpactInstance* instance = GetImpactInstance(index);
if (instance == NULL)
return;
if (instance->numimpacts >= instance->maximpacts)
return;
Impact imp;
imp.volume = volume;
imp.decay = decay;
imp.cut = cut;
imp.bw = bw;
imp.lpf = 0.0f;
imp.bpf = 0.0f;
instance->impactrb.Feed(imp);
}
}