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263 lines
No EOL
8.5 KiB
C++
Executable file
263 lines
No EOL
8.5 KiB
C++
Executable file
/* ========================================
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* Console4Channel - Console4Channel.h
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* Created 8/12/11 by SPIAdmin
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* Copyright (c) 2011 __MyCompanyName__, All rights reserved
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* ======================================== */
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#ifndef __Console4Channel_H
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#include "Console4Channel.h"
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#endif
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void Console4Channel::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrames)
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{
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float* in1 = inputs[0];
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float* in2 = inputs[1];
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float* out1 = outputs[0];
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float* out2 = outputs[1];
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double overallscale = 1.0;
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overallscale /= 44100.0;
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overallscale *= getSampleRate();
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float fpTemp;
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double fpOld = 0.618033988749894848204586; //golden ratio!
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double fpNew = 1.0 - fpOld;
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long double inputSampleL;
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long double inputSampleR;
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long double half;
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long double falf;
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// replace inputgain with gain, serves same purpose. Stereo inputsample.
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if (settingchase != gain) {
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chasespeed *= 2.0;
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settingchase = gain;
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}
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if (chasespeed > 2500.0) chasespeed = 2500.0;
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if (gainchase < 0.0) gainchase = gain;
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//settings section from AU
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while (--sampleFrames >= 0)
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{
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inputSampleL = *in1;
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inputSampleR = *in2;
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if (inputSampleL<1.2e-38 && -inputSampleL<1.2e-38) {
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static int noisesource = 0;
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//this declares a variable before anything else is compiled. It won't keep assigning
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//it to 0 for every sample, it's as if the declaration doesn't exist in this context,
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//but it lets me add this denormalization fix in a single place rather than updating
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//it in three different locations. The variable isn't thread-safe but this is only
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//a random seed and we can share it with whatever.
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noisesource = noisesource % 1700021; noisesource++;
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int residue = noisesource * noisesource;
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residue = residue % 170003; residue *= residue;
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residue = residue % 17011; residue *= residue;
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residue = residue % 1709; residue *= residue;
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residue = residue % 173; residue *= residue;
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residue = residue % 17;
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double applyresidue = residue;
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applyresidue *= 0.00000001;
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applyresidue *= 0.00000001;
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inputSampleL = applyresidue;
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}
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if (inputSampleR<1.2e-38 && -inputSampleR<1.2e-38) {
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static int noisesource = 0;
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noisesource = noisesource % 1700021; noisesource++;
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int residue = noisesource * noisesource;
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residue = residue % 170003; residue *= residue;
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residue = residue % 17011; residue *= residue;
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residue = residue % 1709; residue *= residue;
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residue = residue % 173; residue *= residue;
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residue = residue % 17;
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double applyresidue = residue;
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applyresidue *= 0.00000001;
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applyresidue *= 0.00000001;
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inputSampleR = applyresidue;
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//this denormalization routine produces a white noise at -300 dB which the noise
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//shaping will interact with to produce a bipolar output, but the noise is actually
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//all positive. That should stop any variables from going denormal, and the routine
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//only kicks in if digital black is input. As a final touch, if you save to 24-bit
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//the silence will return to being digital black again.
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}
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chasespeed *= 0.9999;
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chasespeed -= 0.01;
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if (chasespeed < 350.0) chasespeed = 350.0;
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//we have our chase speed compensated for recent fader activity
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gainchase = (((gainchase*chasespeed)+gain)/(chasespeed+1.0));
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//gainchase is chasing the target, as a simple multiply gain factor
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if (1.0 != gainchase) {inputSampleL *= gainchase; inputSampleR *= gainchase;}
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//done with trim control
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half = inputSampleL;
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falf = fabs(half);
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half *= falf;
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half *= falf;
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inputSampleL -= half;
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half = inputSampleR;
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falf = fabs(half);
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half *= falf;
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half *= falf;
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inputSampleR -= half;
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//entire audio code. kthxbai!
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//this is part of the Purest line: stuff that is on every track
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//needs to be DAMN LOW ON MATH srsly guys
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//noise shaping to 32-bit floating point
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if (fpFlip) {
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fpTemp = inputSampleL;
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fpNShapeLA = (fpNShapeLA*fpOld)+((inputSampleL-fpTemp)*fpNew);
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inputSampleL += fpNShapeLA;
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fpTemp = inputSampleR;
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fpNShapeRA = (fpNShapeRA*fpOld)+((inputSampleR-fpTemp)*fpNew);
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inputSampleR += fpNShapeRA;
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}
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else {
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fpTemp = inputSampleL;
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fpNShapeLB = (fpNShapeLB*fpOld)+((inputSampleL-fpTemp)*fpNew);
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inputSampleL += fpNShapeLB;
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fpTemp = inputSampleR;
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fpNShapeRB = (fpNShapeRB*fpOld)+((inputSampleR-fpTemp)*fpNew);
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inputSampleR += fpNShapeRB;
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}
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fpFlip = !fpFlip;
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//end noise shaping on 32 bit output
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*out1 = inputSampleL;
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*out2 = inputSampleR;
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*in1++;
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*in2++;
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*out1++;
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*out2++;
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}
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}
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void Console4Channel::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sampleFrames)
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{
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double* in1 = inputs[0];
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double* in2 = inputs[1];
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double* out1 = outputs[0];
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double* out2 = outputs[1];
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double overallscale = 1.0;
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overallscale /= 44100.0;
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overallscale *= getSampleRate();
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double fpTemp; //this is different from singlereplacing
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long double fpOld = 0.618033988749894848204586; //golden ratio!
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long double fpNew = 1.0 - fpOld;
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long double inputSampleL;
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long double inputSampleR;
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long double half;
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long double falf;
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if (settingchase != gain) {
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chasespeed *= 2.0;
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settingchase = gain;
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}
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if (chasespeed > 2500.0) chasespeed = 2500.0;
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if (gainchase < 0.0) gainchase = gain;
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while (--sampleFrames >= 0)
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{
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inputSampleL = *in1;
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inputSampleR = *in2;
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if (inputSampleL<1.2e-38 && -inputSampleL<1.2e-38) {
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static int noisesource = 0;
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//this declares a variable before anything else is compiled. It won't keep assigning
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//it to 0 for every sample, it's as if the declaration doesn't exist in this context,
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//but it lets me add this denormalization fix in a single place rather than updating
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//it in three different locations. The variable isn't thread-safe but this is only
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//a random seed and we can share it with whatever.
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noisesource = noisesource % 1700021; noisesource++;
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int residue = noisesource * noisesource;
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residue = residue % 170003; residue *= residue;
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residue = residue % 17011; residue *= residue;
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residue = residue % 1709; residue *= residue;
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residue = residue % 173; residue *= residue;
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residue = residue % 17;
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double applyresidue = residue;
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applyresidue *= 0.00000001;
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applyresidue *= 0.00000001;
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inputSampleL = applyresidue;
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}
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if (inputSampleR<1.2e-38 && -inputSampleR<1.2e-38) {
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static int noisesource = 0;
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noisesource = noisesource % 1700021; noisesource++;
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int residue = noisesource * noisesource;
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residue = residue % 170003; residue *= residue;
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residue = residue % 17011; residue *= residue;
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residue = residue % 1709; residue *= residue;
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residue = residue % 173; residue *= residue;
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residue = residue % 17;
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double applyresidue = residue;
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applyresidue *= 0.00000001;
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applyresidue *= 0.00000001;
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inputSampleR = applyresidue;
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//this denormalization routine produces a white noise at -300 dB which the noise
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//shaping will interact with to produce a bipolar output, but the noise is actually
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//all positive. That should stop any variables from going denormal, and the routine
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//only kicks in if digital black is input. As a final touch, if you save to 24-bit
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//the silence will return to being digital black again.
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}
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chasespeed *= 0.9999;
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chasespeed -= 0.01;
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if (chasespeed < 350.0) chasespeed = 350.0;
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//we have our chase speed compensated for recent fader activity
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gainchase = (((gainchase*chasespeed)+gain)/(chasespeed+1.0));
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//gainchase is chasing the target, as a simple multiply gain factor
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if (1.0 != gainchase) {inputSampleL *= gainchase; inputSampleR *= gainchase;}
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//done with trim control
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half = inputSampleL;
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falf = fabs(half);
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half *= falf;
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half *= falf;
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inputSampleL -= half;
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half = inputSampleR;
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falf = fabs(half);
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half *= falf;
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half *= falf;
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inputSampleR -= half;
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//entire audio code. kthxbai!
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//this is part of the Purest line: stuff that is on every track
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//needs to be DAMN LOW ON MATH srsly guys
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//noise shaping to 64-bit floating point
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if (fpFlip) {
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fpTemp = inputSampleL;
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fpNShapeLA = (fpNShapeLA*fpOld)+((inputSampleL-fpTemp)*fpNew);
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inputSampleL += fpNShapeLA;
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fpTemp = inputSampleR;
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fpNShapeRA = (fpNShapeRA*fpOld)+((inputSampleR-fpTemp)*fpNew);
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inputSampleR += fpNShapeRA;
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}
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else {
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fpTemp = inputSampleL;
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fpNShapeLB = (fpNShapeLB*fpOld)+((inputSampleL-fpTemp)*fpNew);
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inputSampleL += fpNShapeLB;
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fpTemp = inputSampleR;
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fpNShapeRB = (fpNShapeRB*fpOld)+((inputSampleR-fpTemp)*fpNew);
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inputSampleR += fpNShapeRB;
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}
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fpFlip = !fpFlip;
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//end noise shaping on 64 bit output
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*out1 = inputSampleL;
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*out2 = inputSampleR;
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*in1++;
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*in2++;
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*out1++;
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*out2++;
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}
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} |