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minimal-dplug.d
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/************************************************************************
IMPORTANT NOTE : this file contains two clearly delimited sections :
the ARCHITECTURE section (in two parts) and the USER section. Each section
is governed by its own copyright and license. Please check individually
each section for license and copyright information.
*************************************************************************/
/*******************BEGIN ARCHITECTURE SECTION (part 1/2)****************/
/************************************************************************
FAUST Architecture File
Copyright (C) 2003-2019 GRAME, Centre National de Creation Musicale
---------------------------------------------------------------------
This Architecture section is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 3 of
the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; If not, see <http://www.gnu.org/licenses/>.
EXCEPTION : As a special exception, you may create a larger work
that contains this FAUST architecture section and distribute
that work under terms of your choice, so long as this FAUST
architecture section is not modified.
************************************************************************
************************************************************************/
// faust -a minimal.d -lang dlang noise.dsp -o noise.d
import dplug.core.vec;
import dplug.client;
alias FAUSTFLOAT = float;
class Meta {
nothrow:
@nogc:
void declare(string name, string value) {}
}
class UI {
nothrow:
@nogc:
void declare(string id, string key, string value) {}
void declare(int id, string key, string value) {}
void declare(FAUSTFLOAT* id, string key, string value) {}
// -- layout groups
void openTabBox(string label) {}
void openHorizontalBox(string label) {}
void openVerticalBox(string label) {}
void closeBox() {}
// -- active widgets
void addButton(string label, FAUSTFLOAT* val) {}
void addCheckButton(string label, FAUSTFLOAT* val) {}
void addVerticalSlider(string label, FAUSTFLOAT* val, FAUSTFLOAT init, FAUSTFLOAT min, FAUSTFLOAT max, FAUSTFLOAT step) {}
void addHorizontalSlider(string label, FAUSTFLOAT* val, FAUSTFLOAT init, FAUSTFLOAT min, FAUSTFLOAT max, FAUSTFLOAT step) {}
void addNumEntry(string label, FAUSTFLOAT* val, FAUSTFLOAT init, FAUSTFLOAT min, FAUSTFLOAT max, FAUSTFLOAT step) {}
// -- passive display widgets
void addHorizontalBargraph(string label, FAUSTFLOAT* val, FAUSTFLOAT min, FAUSTFLOAT max) {}
void addVerticalBargraph(string label, FAUSTFLOAT* val, FAUSTFLOAT min, FAUSTFLOAT max) {}
}
interface dsp {
nothrow:
@nogc:
public:
void metadata(Meta* m);
int getNumInputs();
int getNumOutputs();
void buildUserInterface(UI* uiInterface);
int getSampleRate();
void instanceInit(int sample_rate);
void instanceResetUserInterface();
void compute(int count, FAUSTFLOAT*[] inputs, FAUSTFLOAT*[] outputs);
void initialize(int sample_rate);
}
/**
* Implements and overrides the methods that would provide parameters for use in
* a plug-in or GUI. These parameters are stored in a vector which can be accesed via
* `readParams()`
*/
class FaustParamAccess : UI {
nothrow:
@nogc:
this()
{
_faustParams = makeVec!FaustParam();
}
override void addButton(string label, FAUSTFLOAT* val)
{
_faustParams.pushBack(FaustParam(label, val, 0, 0, 0, 0, true));
}
override void addCheckButton(string label, FAUSTFLOAT* val)
{
_faustParams.pushBack(FaustParam(label, val, 0, 0, 0, 0, true));
}
override void addVerticalSlider(string label, FAUSTFLOAT* val, FAUSTFLOAT init, FAUSTFLOAT min, FAUSTFLOAT max, FAUSTFLOAT step)
{
_faustParams.pushBack(FaustParam(label, val, init, min, max, step));
}
override void addHorizontalSlider(string label, FAUSTFLOAT* val, FAUSTFLOAT init, FAUSTFLOAT min, FAUSTFLOAT max, FAUSTFLOAT step)
{
_faustParams.pushBack(FaustParam(label, val, init, min, max, step));
}
override void addNumEntry(string label, FAUSTFLOAT* val, FAUSTFLOAT init, FAUSTFLOAT min, FAUSTFLOAT max, FAUSTFLOAT step)
{
_faustParams.pushBack(FaustParam(label, val, init, min, max, step));
}
FaustParam[] readParams()
{
return _faustParams.releaseData();
}
FaustParam readParam(int index)
{
return _faustParams[index];
}
ulong length()
{
return _faustParams.length();
}
private:
Vec!FaustParam _faustParams;
}
struct FaustParam
{
string label;
FAUSTFLOAT* val;
FAUSTFLOAT initial;
FAUSTFLOAT min;
FAUSTFLOAT max;
FAUSTFLOAT step;
bool isButton = false;
}
version(unittest){}
else
mixin(pluginEntryPoints!FaustClient);
final class FaustClient : dplug.client.Client
{
public:
nothrow:
@nogc:
this()
{
buildFaustModule();
}
void buildFaustModule()
{
_dsp = mallocNew!(FAUSTCLASS)();
FaustParamAccess _faustUI = mallocNew!FaustParamAccess();
_dsp.buildUserInterface(cast(UI*)(&_faustUI));
_faustParams = _faustUI.readParams();
}
override PluginInfo buildPluginInfo()
{
// Plugin info is parsed from plugin.json here at compile time.
// Indeed it is strongly recommended that you do not fill PluginInfo
// manually, else the information could diverge.
static immutable PluginInfo pluginInfo = parsePluginInfo(import("plugin.json"));
return pluginInfo;
}
// This is an optional overload, default is zero parameter.
// Caution when adding parameters: always add the indices
// in the same order as the parameter enum.
override Parameter[] buildParameters()
{
auto params = makeVec!Parameter();
// Add faust parameters
buildFaustModule();
int faustParamIndexStart = 0;
foreach(param; _faustParams)
{
if(param.isButton)
{
params ~= mallocNew!BoolParameter(faustParamIndexStart++, param.label, cast(bool)(*param.val));
}
else
{
params ~= mallocNew!LinearFloatParameter(faustParamIndexStart++, param.label, param.label, param.min, param.max, param.initial);
}
}
return params.releaseData();
}
override LegalIO[] buildLegalIO()
{
auto io = makeVec!LegalIO();
if(_dsp is null)
{
_dsp = mallocNew!(FAUSTCLASS)();
}
io ~= LegalIO(_dsp.getNumInputs(), _dsp.getNumOutputs());
return io.releaseData();
}
// This override is optional, the default implementation will
// have one default preset.
override Preset[] buildPresets() nothrow @nogc
{
auto presets = makeVec!Preset();
presets ~= makeDefaultPreset();
return presets.releaseData();
}
// This override is also optional. It allows to split audio buffers in order to never
// exceed some amount of frames at once.
// This can be useful as a cheap chunking for parameter smoothing.
// Buffer splitting also allows to allocate statically or on the stack with less worries.
override int maxFramesInProcess() const //nothrow @nogc
{
return 512;
}
override void reset(double sampleRate, int maxFrames, int numInputs, int numOutputs) nothrow @nogc
{
// Clear here any state and delay buffers you might have.
_dsp.initialize(cast(int)sampleRate);
assert(maxFrames <= 512); // guaranteed by audio buffer splitting
}
// TODO: use parameter listeners to update the faust param values rather
// than force updating them on every process call
void updateFaustParams()
{
foreach(param; params())
{
foreach(faustParam; _faustParams)
{
if(param.label() == faustParam.label)
{
*(faustParam.val) = (cast(FloatParameter)param).value();
}
}
}
}
override void processAudio(const(float*)[] inputs, float*[]outputs, int frames,
TimeInfo info) nothrow @nogc
{
assert(frames <= 512); // guaranteed by audio buffer splitting
int numInputs = cast(int)inputs.length;
int numOutputs = cast(int)outputs.length;
int minChan = numInputs > numOutputs ? numOutputs : numInputs;
// do reverb
updateFaustParams();
_dsp.compute(frames, cast(float*[])inputs, cast(float*[])outputs);
// fill with zero the remaining channels
for (int chan = minChan; chan < numOutputs; ++chan)
outputs[chan][0..frames] = 0; // D has array slices assignments and operations
}
private:
FAUSTCLASS _dsp;
UI _faustUI;
FaustParam[] _faustParams;
}
/******************************************************************************
*******************************************************************************
VECTOR INTRINSICS
*******************************************************************************
*******************************************************************************/
<<includeIntrinsic>>
/********************END ARCHITECTURE SECTION (part 1/2)****************/
/**************************BEGIN USER SECTION **************************/
<<includeclass>>
/***************************END USER SECTION ***************************/
/*******************BEGIN ARCHITECTURE SECTION (part 2/2)***************/
/********************END ARCHITECTURE SECTION (part 2/2)****************/