/usr/lib/faust/csound.cpp is in faust 0.9.46-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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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) 2010-2011 V. Lazzarini and GRAME
---------------------------------------------------------------------
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.
************************************************************************
************************************************************************/
//==============================================================================
//
// CSOUND architecture file for FAUST
// Y. Orlarey & V. Lazzarini
//
// Usage : faust -uim -a csound.cpp <myfx>.dsp -o <myfx>.cpp
// g++ -O3 -DOPCODE_NAME=<myfx> -c <myfx>.cpp -o <myfx>.o
// ld -E --shared <myfx>.o -o <myfx>.so
//
// History :
// - 28/04/09 : first version
// - 29/04/09 : dynamic allocation
//
//==============================================================================
#include <new>
#include <vector>
#include "csdl.h" /* CSOUND plugin API header */
// used to transform a symbol in a string
#define sym(name) xsym(name)
#define xsym(name) #name
// make sure we use csound floats
#define FAUSTFLOAT MYFLT
// we require macro declarations
#define FAUST_UIMACROS
// but we will ignore most of them
#define FAUST_ADDBUTTON(l,f)
#define FAUST_ADDCHECKBOX(l,f)
#define FAUST_ADDVERTICALSLIDER(l,f,i,a,b,s)
#define FAUST_ADDHORIZONTALSLIDER(l,f,i,a,b,s)
#define FAUST_ADDNUMENTRY(l,f,i,a,b,s)
#define FAUST_ADDVERTICALBARGRAPH(l,f,a,b)
#define FAUST_ADDHORIZONTALBARGRAPH(l,f,a,b)
#define max(x,y) (((x)>(y)) ? (x) : (y))
#define min(x,y) (((x)<(y)) ? (x) : (y))
using namespace std;
// On Intel set FZ (Flush to Zero) and DAZ (Denormals Are Zero)
// flags to avoid costly denormals
#ifdef __SSE__
#include <xmmintrin.h>
#ifdef __SSE2__
#define AVOIDDENORMALS _mm_setcsr(_mm_getcsr() | 0x8040)
#else
#define AVOIDDENORMALS _mm_setcsr(_mm_getcsr() | 0x8000)
#endif
#else
#define AVOIDDENORMALS
#endif
/******************************************************************************
*******************************************************************************
VECTOR INTRINSICS
*******************************************************************************
*******************************************************************************/
<<includeIntrinsic>>
/**
* We will ignore metadata declarations
*/
struct Meta
{
void declare (const char* key, const char* value) { }
};
/**
* Abstract Definition of a user interface
*/
class UI
{
public:
virtual ~UI() {}
// -- active widgets
virtual void addButton(const char* label, FAUSTFLOAT* zone) = 0;
virtual void addToggleButton(const char* label, FAUSTFLOAT* zone) = 0;
virtual void addCheckButton(const char* label, FAUSTFLOAT* zone) = 0;
virtual void addVerticalSlider(const char* label, FAUSTFLOAT* zone, FAUSTFLOAT init, FAUSTFLOAT min, FAUSTFLOAT max, FAUSTFLOAT step) = 0;
virtual void addHorizontalSlider(const char* label, FAUSTFLOAT* zone, FAUSTFLOAT init, FAUSTFLOAT min, FAUSTFLOAT max, FAUSTFLOAT step) = 0;
virtual void addNumEntry(const char* label, FAUSTFLOAT* zone, FAUSTFLOAT init, FAUSTFLOAT min, FAUSTFLOAT max, FAUSTFLOAT step) = 0;
// -- passive widgets
virtual void addNumDisplay(const char* label, FAUSTFLOAT* zone, int precision) {}
virtual void addTextDisplay(const char* label, FAUSTFLOAT* zone, char* names[], FAUSTFLOAT min, FAUSTFLOAT max) {}
virtual void addHorizontalBargraph(const char* label, FAUSTFLOAT* zone, FAUSTFLOAT min, FAUSTFLOAT max) {}
virtual void addVerticalBargraph(const char* label, FAUSTFLOAT* zone, FAUSTFLOAT min, FAUSTFLOAT max) {}
// -- widget's layouts
virtual void openFrameBox(const char* label) {}
virtual void openTabBox(const char* label) {}
virtual void openHorizontalBox(const char* label) {}
virtual void openVerticalBox(const char* label) {}
virtual void closeBox() {}
virtual void declare(FAUSTFLOAT* zone, const char* key, const char* value) {}
};
/**
* A UI that simply collects the active zones in a vector
* and provides a method to copy the csound controls
*/
class CSUI : public UI
{
vector<FAUSTFLOAT*> vZone;
public:
// -- active widgets
virtual void addButton(const char* label, FAUSTFLOAT* zone) { vZone.push_back(zone); }
virtual void addToggleButton(const char* label, FAUSTFLOAT* zone) { vZone.push_back(zone); }
virtual void addCheckButton(const char* label, FAUSTFLOAT* zone) { vZone.push_back(zone); }
virtual void addVerticalSlider(const char* label, FAUSTFLOAT* zone, FAUSTFLOAT init, FAUSTFLOAT min, FAUSTFLOAT max, FAUSTFLOAT step) { vZone.push_back(zone); }
virtual void addHorizontalSlider(const char* label, FAUSTFLOAT* zone, FAUSTFLOAT init, FAUSTFLOAT min, FAUSTFLOAT max, FAUSTFLOAT step) { vZone.push_back(zone); }
virtual void addNumEntry(const char* label, FAUSTFLOAT* zone, FAUSTFLOAT init, FAUSTFLOAT min, FAUSTFLOAT max, FAUSTFLOAT step) { vZone.push_back(zone); }
void copyfrom(MYFLT* mem[]) {
for (unsigned int i=0; i<vZone.size(); i++) { *vZone[i] = *(mem[i]); }
}
int size() { return vZone.size(); }
};
/**
* Abstract Definition of a DSP
*/
class dsp {
protected:
int fSamplingFreq;
public:
virtual int getNumInputs() = 0;
virtual int getNumOutputs() = 0;
virtual void instanceInit(int samplingFreq) = 0;
virtual void init(int samplingFreq)= 0;
virtual void buildUserInterface(UI* interface) = 0;
virtual void compute (int count, FAUSTFLOAT** input, FAUSTFLOAT** output) = 0;
};
/********************END ARCHITECTURE SECTION (part 1/2)****************/
/**************************BEGIN USER SECTION **************************/
<<includeclass>>
/***************************END USER SECTION ***************************/
/*******************BEGIN ARCHITECTURE SECTION (part 2/2)***************/
struct dataspace {
OPDS h; /* basic attributes */
MYFLT* aout[FAUST_OUTPUTS]; /* output buffers */
MYFLT* ain[FAUST_INPUTS]; /* input buffers */
MYFLT* ktl[FAUST_ACTIVES]; /* controls */
dsp* DSP; /* the Faust generated object */
CSUI* interface; /* do the mapping between CSound controls and DSP fields */
AUXCH dspmem; /* aux memory allocated once to store the DSP object */
AUXCH intmem; /* aux memory allocated once to store the interface object */
};
/**
* Creates a "aaakkkk" CSound description string. Note that
* these string will never be released. Potential memory leak
*/
static char* makeDescription(int numa, int numk=0)
{
char* str = (char*)malloc(numa+numk+1); // NEED TO BE CHANGED ?
if (str) {
for (int i=0; i<numa; i++) str[i] = 'a';
for (int i=0; i<numk; i++) str[numa+i] = 'k';
str[numa+numk] = 0;
}
return str;
}
/**
* CSOUND callback that allocates and initializes
* the FAUST generated DSP object and it's CSound interface
*/
static int init(CSOUND *csound, dataspace *p)
{
if (p->dspmem.auxp == NULL)
csound->AuxAlloc(csound, sizeof(mydsp), &p->dspmem);
if(p->intmem.auxp == NULL)
csound->AuxAlloc(csound, sizeof(CSUI), &p->intmem);
p->DSP = new (p->dspmem.auxp) mydsp;
p->interface = new (p->intmem.auxp) CSUI;
if ((p->DSP == 0) | (p->interface == 0)) return NOTOK;
p->DSP->init((int)csound->GetSr(csound));
p->DSP->buildUserInterface(p->interface);
return OK;
}
/**
* CSound callback that process the samples by updating
* the controls values and calling the compute() method
* of the DSP object. (Assume MYFLT = FAUSTFLOAT)
*/
static int process32bits(CSOUND *csound, dataspace *p)
{
AVOIDDENORMALS;
// update all the control values
p->interface->copyfrom(p->ktl);
p->DSP->compute(csound->GetKsmps(csound), p->ain, p->aout);
return OK;
}
extern "C" {
static OENTRY localops[] = {
{(char*)sym(OPCODE_NAME), sizeof(dataspace),5,makeDescription(FAUST_OUTPUTS), makeDescription(FAUST_INPUTS,FAUST_ACTIVES),
(SUBR)init, NULL,(SUBR)process32bits }
};
LINKAGE
}
/********************END ARCHITECTURE SECTION (part 2/2)****************/
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