Sigrid Solveig Haflínudóttircompile stuff50243ce5 years agoHistory
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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 static float faustpower2_f(float value) {	return (value * value);} typedef struct {	float fVec2[4096];	int iVec0[2];	float fRec0[2];	float fVec1[2];	FAUSTFLOAT fHslider0;	int fSamplingFreq;	float fConst0;	FAUSTFLOAT fHslider1;	FAUSTFLOAT fHslider2;	float fConst1;	float fConst2;	int IOTA;} blsquare; blsquare* newblsquare(void) {	blsquare* dsp = (blsquare*)malloc(sizeof(blsquare));	return dsp;} void deleteblsquare(blsquare* dsp) {	free(dsp);}  void instanceInitblsquare(blsquare* dsp, int samplingFreq) {	dsp->fSamplingFreq = samplingFreq;	dsp->fHslider0 = (FAUSTFLOAT)1.;	/* C99 loop */	{		int i0;		for (i0 = 0; (i0 < 2); i0 = (i0 + 1)) {			dsp->iVec0[i0] = 0; 		} 	}	dsp->fConst0 = (float)min(192000, max(1, dsp->fSamplingFreq));	dsp->fHslider1 = (FAUSTFLOAT)0.5;	dsp->fHslider2 = (FAUSTFLOAT)440.;	dsp->fConst1 = (0.25f * dsp->fConst0);	dsp->fConst2 = (1.f / dsp->fConst0);	/* C99 loop */	{		int i1;		for (i1 = 0; (i1 < 2); i1 = (i1 + 1)) {			dsp->fRec0[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; 		} 	} } void initblsquare(blsquare* dsp, int samplingFreq) {	instanceInitblsquare(dsp, samplingFreq);} void buildUserInterfaceblsquare(blsquare* dsp, UIGlue* interface) {	interface->addHorizontalSlider(interface->uiInterface, "frequency", &dsp->fHslider2, 440.f, 0.f, 20000.f, 0.0001f);	interface->addHorizontalSlider(interface->uiInterface, "amp", &dsp->fHslider0, 1.f, 0.f, 1.f, 1e-05f);	interface->addHorizontalSlider(interface->uiInterface, "width", &dsp->fHslider1, 0.5f, 0.f, 1.f, 0.f);} void computeblsquare(blsquare* dsp, int count, FAUSTFLOAT** inputs, FAUSTFLOAT** outputs) {    USED(inputs); 	FAUSTFLOAT* output0 = outputs[0];	float fSlow0 = (float)dsp->fHslider0;	float fSlow1 = max((float)dsp->fHslider2, 23.4489f);	float fSlow2 = max(0.f, min(2047.f, (dsp->fConst0 * ((float)dsp->fHslider1 / fSlow1))));	int iSlow3 = (int)fSlow2;	int iSlow4 = (1 + iSlow3);	float fSlow5 = ((float)iSlow4 - fSlow2);	float fSlow6 = (dsp->fConst1 / fSlow1);	float fSlow7 = (dsp->fConst2 * fSlow1);	float fSlow8 = (fSlow2 - (float)iSlow3);	/* C99 loop */	{		int i;		for (i = 0; (i < count); i = (i + 1)) {			dsp->iVec0[0] = 1;			dsp->fRec0[0] = fmodf((dsp->fRec0[1] + fSlow7), 1.f);			float fTemp0 = faustpower2_f(((2.f * dsp->fRec0[0]) - 1.f));			dsp->fVec1[0] = fTemp0;			float fTemp1 = (fSlow6 * ((fTemp0 - dsp->fVec1[1]) * (float)dsp->iVec0[1]));			dsp->fVec2[(dsp->IOTA & 4095)] = fTemp1;			output0[i] = (FAUSTFLOAT)(fSlow0 * (0.f - (((fSlow5 * dsp->fVec2[((dsp->IOTA - iSlow3) & 4095)]) + (fSlow8 * dsp->fVec2[((dsp->IOTA - iSlow4) & 4095)])) - fTemp1)));			dsp->iVec0[1] = dsp->iVec0[0];			dsp->fRec0[1] = dsp->fRec0[0];			dsp->fVec1[1] = dsp->fVec1[0];			dsp->IOTA = (dsp->IOTA + 1); 		} 	} } static void addHorizontalSlider(void* ui_interface, const char* label, FAUSTFLOAT* zone, FAUSTFLOAT init, FAUSTFLOAT min, FAUSTFLOAT max, FAUSTFLOAT step){    USED(label, init, min, max, step);     sp_blsquare *p = ui_interface;    p->args[p->argpos] = zone;    p->argpos++;} int sp_blsquare_create(sp_blsquare **p){    *p = malloc(sizeof(sp_blsquare));    return SP_OK;} int sp_blsquare_destroy(sp_blsquare **p){    sp_blsquare *pp = *p;    blsquare *dsp = pp->ud;    deleteblsquare (dsp);    free(*p);    return SP_OK;} int sp_blsquare_init(sp_data *sp, sp_blsquare *p){    blsquare *dsp = newblsquare(); UIGlue UI;    p->argpos = 0;    UI.addHorizontalSlider= addHorizontalSlider;    UI.uiInterface = p;    buildUserInterfaceblsquare(dsp, &UI);    initblsquare(dsp, sp->sr);      p->freq = p->args[0];    p->amp = p->args[1];    p->width = p->args[2];     p->ud = dsp;    return SP_OK;} int sp_blsquare_compute(sp_data *sp, sp_blsquare *p, SPFLOAT *in, SPFLOAT *out){    USED(sp);     blsquare *dsp = p->ud;    SPFLOAT out1 = 0;    SPFLOAT *faust_out[] = {&out1};    SPFLOAT *faust_in[] = {in};    computeblsquare(dsp, 1, faust_in, faust_out);     *out = out1;    return SP_OK;}

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