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bltriangle.c
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#include <math.h>
#include <stdlib.h>
#include "soundpipe.h"
#include "CUI.h"
#define max(a,b) ((a < b) ? b : a)
#define min(a,b) ((a < b) ? a : b)
#ifndef FAUSTFLOAT
#define FAUSTFLOAT float
#endif
float fmodf(float dummy0, float dummy1);
static float faustpower2_f(float value) {
return (value * value);
}
typedef struct {
float fVec2[4096];
int iVec0[2];
float fRec1[2];
float fVec1[2];
float fRec0[2];
int fSamplingFreq;
int iConst0;
float fConst1;
FAUSTFLOAT fHslider0;
FAUSTFLOAT fHslider1;
float fConst2;
float fConst3;
float fConst4;
float fConst5;
int IOTA;
} bltriangle;
bltriangle* newbltriangle() {
bltriangle* dsp = (bltriangle*)malloc(sizeof(bltriangle));
return dsp;
}
void deletebltriangle(bltriangle* dsp) {
free(dsp);
}
void instanceInitbltriangle(bltriangle* dsp, int samplingFreq) {
dsp->fSamplingFreq = samplingFreq;
/* C99 loop */
{
int i0;
for (i0 = 0; (i0 < 2); i0 = (i0 + 1)) {
dsp->iVec0[i0] = 0;
}
}
dsp->iConst0 = min(192000, max(1, dsp->fSamplingFreq));
dsp->fConst1 = (4.f / (float)dsp->iConst0);
dsp->fHslider0 = (FAUSTFLOAT)440.;
dsp->fHslider1 = (FAUSTFLOAT)1.;
dsp->fConst2 = (float)dsp->iConst0;
dsp->fConst3 = (0.5f * dsp->fConst2);
dsp->fConst4 = (0.25f * dsp->fConst2);
dsp->fConst5 = (1.f / dsp->fConst2);
/* C99 loop */
{
int i1;
for (i1 = 0; (i1 < 2); i1 = (i1 + 1)) {
dsp->fRec1[i1] = 0.f;
}
}
/* C99 loop */
{
int i2;
for (i2 = 0; (i2 < 2); i2 = (i2 + 1)) {
dsp->fVec1[i2] = 0.f;
}
}
dsp->IOTA = 0;
/* C99 loop */
{
int i3;
for (i3 = 0; (i3 < 4096); i3 = (i3 + 1)) {
dsp->fVec2[i3] = 0.f;
}
}
/* C99 loop */
{
int i4;
for (i4 = 0; (i4 < 2); i4 = (i4 + 1)) {
dsp->fRec0[i4] = 0.f;
}
}
}
void initbltriangle(bltriangle* dsp, int samplingFreq) {
instanceInitbltriangle(dsp, samplingFreq);
}
void buildUserInterfacebltriangle(bltriangle* dsp, UIGlue* interface) {
interface->addHorizontalSlider(interface->uiInterface, "freq", &dsp->fHslider0, 440.f, 0.f, 20000.f, 0.0001f);
interface->addHorizontalSlider(interface->uiInterface, "amp", &dsp->fHslider1, 1.f, 0.f, 1.f, 1e-05f);
}
void computebltriangle(bltriangle* dsp, int count, FAUSTFLOAT** inputs, FAUSTFLOAT** outputs) {
FAUSTFLOAT* output0 = outputs[0];
float fSlow0 = (float)dsp->fHslider0;
float fSlow1 = (dsp->fConst1 * (fSlow0 * (float)dsp->fHslider1));
float fSlow2 = max(fSlow0, 23.4489f);
float fSlow3 = max(0.f, min(2047.f, (dsp->fConst3 / fSlow2)));
int iSlow4 = (int)fSlow3;
int iSlow5 = (1 + iSlow4);
float fSlow6 = ((float)iSlow5 - fSlow3);
float fSlow7 = (dsp->fConst4 / fSlow2);
float fSlow8 = (dsp->fConst5 * fSlow2);
float fSlow9 = (fSlow3 - (float)iSlow4);
/* C99 loop */
{
int i;
for (i = 0; (i < count); i = (i + 1)) {
dsp->iVec0[0] = 1;
dsp->fRec1[0] = fmodf((dsp->fRec1[1] + fSlow8), 1.f);
float fTemp0 = faustpower2_f(((2.f * dsp->fRec1[0]) - 1.f));
dsp->fVec1[0] = fTemp0;
float fTemp1 = (fSlow7 * ((fTemp0 - dsp->fVec1[1]) * (float)dsp->iVec0[1]));
dsp->fVec2[(dsp->IOTA & 4095)] = fTemp1;
dsp->fRec0[0] = (0.f - (((fSlow6 * dsp->fVec2[((dsp->IOTA - iSlow4) & 4095)]) + (fSlow9 * dsp->fVec2[((dsp->IOTA - iSlow5) & 4095)])) - ((0.999f * dsp->fRec0[1]) + fTemp1)));
output0[i] = (FAUSTFLOAT)(fSlow1 * dsp->fRec0[0]);
dsp->iVec0[1] = dsp->iVec0[0];
dsp->fRec1[1] = dsp->fRec1[0];
dsp->fVec1[1] = dsp->fVec1[0];
dsp->IOTA = (dsp->IOTA + 1);
dsp->fRec0[1] = dsp->fRec0[0];
}
}
}
static void addHorizontalSlider(void* ui_interface, const char* label, FAUSTFLOAT* zone, FAUSTFLOAT init, FAUSTFLOAT min, FAUSTFLOAT max, FAUSTFLOAT step)
{
sp_bltriangle *p = ui_interface;
p->args[p->argpos] = zone;
p->argpos++;
}
int sp_bltriangle_create(sp_bltriangle **p)
{
*p = malloc(sizeof(sp_bltriangle));
return SP_OK;
}
int sp_bltriangle_destroy(sp_bltriangle **p)
{
sp_bltriangle *pp = *p;
bltriangle *dsp = pp->ud;
deletebltriangle (dsp);
free(*p);
return SP_OK;
}
int sp_bltriangle_init(sp_data *sp, sp_bltriangle *p)
{
bltriangle *dsp = newbltriangle(); UIGlue UI;
p->argpos = 0;
UI.addHorizontalSlider= addHorizontalSlider;
UI.uiInterface = p;
buildUserInterfacebltriangle(dsp, &UI);
initbltriangle(dsp, sp->sr);
p->freq = p->args[0];
p->amp = p->args[1];
p->ud = dsp;
return SP_OK;
}
int sp_bltriangle_compute(sp_data *sp, sp_bltriangle *p, SPFLOAT *in, SPFLOAT *out)
{
bltriangle *dsp = p->ud;
SPFLOAT out1 = 0;
SPFLOAT *faust_out[] = {&out1};
SPFLOAT *faust_in[] = {in};
computebltriangle(dsp, 1, faust_in, faust_out);
*out = out1;
return SP_OK;
}