/* ======================================== * TexturizeMS - TexturizeMS.h * Copyright (c) 2016 airwindows, Airwindows uses the MIT license * ======================================== */ #ifndef __TexturizeMS_H #include "TexturizeMS.h" #endif void TexturizeMS::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrames) { float* in1 = inputs[0]; float* in2 = inputs[1]; float* out1 = outputs[0]; float* out2 = outputs[1]; double overallscale = 1.0; overallscale /= 44100.0; overallscale *= getSampleRate(); double slewAmountM = ((pow(A,2.0)*4.0)+0.71)/overallscale; double dynAmountM = pow(B,2.0); double wetM = pow(C,5); double slewAmountS = ((pow(D,2.0)*4.0)+0.71)/overallscale; double dynAmountS = pow(E,2.0); double wetS = pow(F,5); while (--sampleFrames >= 0) { double inputSampleL = *in1; double inputSampleR = *in2; if (fabs(inputSampleL)<1.18e-23) inputSampleL = fpdL * 1.18e-17; if (fabs(inputSampleR)<1.18e-23) inputSampleR = fpdR * 1.18e-17; double mid = inputSampleL + inputSampleR; double side = inputSampleL - inputSampleR; //assign mid and side.Between these sections, you can do mid/side processing double drySampleM = mid; double drySampleS = side; //begin mid if (mid < 0) { if (polarityM == true) { if (noiseAM < 0) flipM = true; else flipM = false; } polarityM = false; } else polarityM = true; if (flipM) noiseAM += (double(fpdL)/UINT32_MAX); else noiseAM -= (double(fpdL)/UINT32_MAX); //here's the guts of the random walk flipM = !flipM; if (mid > 1.0) mid = 1.0; if (mid < -1.0) mid = -1.0; if (dynAmountM < 0.4999) mid = (mid*dynAmountM*2.0) + (sin(mid)*(1.0-(dynAmountM*2.0))); if (dynAmountM > 0.5001) mid = (asin(mid)*((dynAmountM*2.0)-1.0)) + (mid*(1.0-((dynAmountM*2.0)-1.0))); //doing this in two steps means I get to not run an extra sin/asin function per sample noiseBM = sin(noiseAM*(0.2-(dynAmountM*0.125))*fabs(mid)); double slew = fabs(mid-lastSampleM)*slewAmountM; lastSampleM = mid*(0.86-(dynAmountM*0.125)); if (slew > 1.0) slew = 1.0; double iirIntensity = slew; iirIntensity *= 2.472; iirIntensity *= iirIntensity; if (iirIntensity > 1.0) iirIntensity = 1.0; iirSampleM = (iirSampleM * (1.0 - iirIntensity)) + (noiseBM * iirIntensity); noiseBM = iirSampleM; noiseBM = (noiseBM * slew) + (noiseCM * (1.0-slew)); noiseCM = noiseBM; mid = (noiseCM * wetM) + (drySampleM * (1.0-wetM)); //end mid //begin side if (side < 0) { if (polarityS == true) { if (noiseAS < 0) flipS = true; else flipS = false; } polarityS = false; } else polarityS = true; if (flipS) noiseAS += (double(fpdR)/UINT32_MAX); else noiseAS -= (double(fpdR)/UINT32_MAX); //here's the guts of the random walk flipS = !flipS; if (side > 1.0) side = 1.0; if (side < -1.0) side = -1.0; if (dynAmountS < 0.4999) side = (side*dynAmountS*2.0) + (sin(side)*(1.0-(dynAmountS*2.0))); if (dynAmountS > 0.5001) side = (asin(side)*((dynAmountS*2.0)-1.0)) + (side*(1.0-((dynAmountS*2.0)-1.0))); //doing this in two steps means I get to not run an extra sin/asin function per sample noiseBS = sin(noiseAS*(0.2-(dynAmountS*0.125))*fabs(side)); slew = fabs(side-lastSampleS)*slewAmountS; lastSampleS = side*(0.86-(dynAmountS*0.125)); if (slew > 1.0) slew = 1.0; iirIntensity = slew; iirIntensity *= 2.472; iirIntensity *= iirIntensity; if (iirIntensity > 1.0) iirIntensity = 1.0; iirSampleS = (iirSampleS * (1.0 - iirIntensity)) + (noiseBS * iirIntensity); noiseBS = iirSampleS; noiseBS = (noiseBS * slew) + (noiseCS * (1.0-slew)); noiseCS = noiseBS; side = (noiseCS * wetS) + (drySampleS * (1.0-wetS)); //end side inputSampleL = (mid+side)/2.0; inputSampleR = (mid-side)/2.0; //unassign mid and side //begin 32 bit stereo floating point dither int expon; frexpf((float)inputSampleL, &expon); fpdL ^= fpdL << 13; fpdL ^= fpdL >> 17; fpdL ^= fpdL << 5; inputSampleL += ((double(fpdL)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62)); frexpf((float)inputSampleR, &expon); fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5; inputSampleR += ((double(fpdR)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62)); //end 32 bit stereo floating point dither *out1 = inputSampleL; *out2 = inputSampleR; in1++; in2++; out1++; out2++; } } void TexturizeMS::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sampleFrames) { double* in1 = inputs[0]; double* in2 = inputs[1]; double* out1 = outputs[0]; double* out2 = outputs[1]; double overallscale = 1.0; overallscale /= 44100.0; overallscale *= getSampleRate(); double slewAmountM = ((pow(A,2.0)*4.0)+0.71)/overallscale; double dynAmountM = pow(B,2.0); double wetM = pow(C,5); double slewAmountS = ((pow(D,2.0)*4.0)+0.71)/overallscale; double dynAmountS = pow(E,2.0); double wetS = pow(F,5); while (--sampleFrames >= 0) { double inputSampleL = *in1; double inputSampleR = *in2; if (fabs(inputSampleL)<1.18e-23) inputSampleL = fpdL * 1.18e-17; if (fabs(inputSampleR)<1.18e-23) inputSampleR = fpdR * 1.18e-17; double mid = inputSampleL + inputSampleR; double side = inputSampleL - inputSampleR; //assign mid and side.Between these sections, you can do mid/side processing double drySampleM = mid; double drySampleS = side; //begin mid if (mid < 0) { if (polarityM == true) { if (noiseAM < 0) flipM = true; else flipM = false; } polarityM = false; } else polarityM = true; if (flipM) noiseAM += (double(fpdL)/UINT32_MAX); else noiseAM -= (double(fpdL)/UINT32_MAX); //here's the guts of the random walk flipM = !flipM; if (mid > 1.0) mid = 1.0; if (mid < -1.0) mid = -1.0; if (dynAmountM < 0.4999) mid = (mid*dynAmountM*2.0) + (sin(mid)*(1.0-(dynAmountM*2.0))); if (dynAmountM > 0.5001) mid = (asin(mid)*((dynAmountM*2.0)-1.0)) + (mid*(1.0-((dynAmountM*2.0)-1.0))); //doing this in two steps means I get to not run an extra sin/asin function per sample noiseBM = sin(noiseAM*(0.2-(dynAmountM*0.125))*fabs(mid)); double slew = fabs(mid-lastSampleM)*slewAmountM; lastSampleM = mid*(0.86-(dynAmountM*0.125)); if (slew > 1.0) slew = 1.0; double iirIntensity = slew; iirIntensity *= 2.472; iirIntensity *= iirIntensity; if (iirIntensity > 1.0) iirIntensity = 1.0; iirSampleM = (iirSampleM * (1.0 - iirIntensity)) + (noiseBM * iirIntensity); noiseBM = iirSampleM; noiseBM = (noiseBM * slew) + (noiseCM * (1.0-slew)); noiseCM = noiseBM; mid = (noiseCM * wetM) + (drySampleM * (1.0-wetM)); //end mid //begin side if (side < 0) { if (polarityS == true) { if (noiseAS < 0) flipS = true; else flipS = false; } polarityS = false; } else polarityS = true; if (flipS) noiseAS += (double(fpdR)/UINT32_MAX); else noiseAS -= (double(fpdR)/UINT32_MAX); //here's the guts of the random walk flipS = !flipS; if (side > 1.0) side = 1.0; if (side < -1.0) side = -1.0; if (dynAmountS < 0.4999) side = (side*dynAmountS*2.0) + (sin(side)*(1.0-(dynAmountS*2.0))); if (dynAmountS > 0.5001) side = (asin(side)*((dynAmountS*2.0)-1.0)) + (side*(1.0-((dynAmountS*2.0)-1.0))); //doing this in two steps means I get to not run an extra sin/asin function per sample noiseBS = sin(noiseAS*(0.2-(dynAmountS*0.125))*fabs(side)); slew = fabs(side-lastSampleS)*slewAmountS; lastSampleS = side*(0.86-(dynAmountS*0.125)); if (slew > 1.0) slew = 1.0; iirIntensity = slew; iirIntensity *= 2.472; iirIntensity *= iirIntensity; if (iirIntensity > 1.0) iirIntensity = 1.0; iirSampleS = (iirSampleS * (1.0 - iirIntensity)) + (noiseBS * iirIntensity); noiseBS = iirSampleS; noiseBS = (noiseBS * slew) + (noiseCS * (1.0-slew)); noiseCS = noiseBS; side = (noiseCS * wetS) + (drySampleS * (1.0-wetS)); //end side inputSampleL = (mid+side)/2.0; inputSampleR = (mid-side)/2.0; //unassign mid and side //begin 64 bit stereo floating point dither //int expon; frexp((double)inputSampleL, &expon); fpdL ^= fpdL << 13; fpdL ^= fpdL >> 17; fpdL ^= fpdL << 5; //inputSampleL += ((double(fpdL)-uint32_t(0x7fffffff)) * 1.1e-44l * pow(2,expon+62)); //frexp((double)inputSampleR, &expon); fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5; //inputSampleR += ((double(fpdR)-uint32_t(0x7fffffff)) * 1.1e-44l * pow(2,expon+62)); //end 64 bit stereo floating point dither *out1 = inputSampleL; *out2 = inputSampleR; in1++; in2++; out1++; out2++; } }