/* ======================================== * SoftClock3 - SoftClock3.h * Copyright (c) airwindows, Airwindows uses the MIT license * ======================================== */ #ifndef __SoftClock3_H #include "SoftClock3.h" #endif void SoftClock3::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(); int bpm = (int)(A*200.99)+40; int beatCode = (int)(B*32.99); double notes = (double)fmax(((int)(C*16.99))/4.0, 0.125); double bpmTarget = (getSampleRate()*60.0)/((double)bpm*notes); double triplet = 0.0; if (D*1.99 > 0.5) triplet = 1.0; double accent = E; if (bpm != currentBPM) { currentBPM = bpm; step = 20.0; double trial = 250.0; while (trial > bpm) {step -= 1.0; trial = (0.016666666666*pow(step,M_PI))+(step*M_PI)+20;} //we now have the nearest 'flow' energy state UNDER the real bpm, and will step up more slowly while (trial < bpm) {step += 0.01; trial = (0.016666666666*pow(step,M_PI))+(step*M_PI)+20;} //we now have the nearest tenth of the energy state and have overshot while (trial > bpm) {step -= 0.001; trial = (0.016666666666*pow(step,M_PI))+(step*M_PI)+20;} //we now have the nearest hundredth to the correct energy state, and can throw away 'trial' step = step-((int)step); //and calculate speed based on the fractional remainder of 'step' step = ((0.5-fabs(step-0.5))*2.0) * 0.75; swagger = pow((0.5-fabs(step-0.5))*2.0,1.618033988749894) * 0.5 * accent; //and turn it into the 'speed' control //with step 0.0 being 'flow', 0.25 being 'groove', 0.5 being 'edge' and 0.75 being 'tude' //turned into a linear speed control where edge is top step and flow being lowest step. } double swing = (triplet+swagger)*bpmTarget*0.33333; //swing makes beats hit LATER, so the One is 0.0 int beatMax = beatTable[beatCode]; //only some counts are literal, others are ways to do prime grooves with different subrhythms for (int x = 0; x < (beatMax+1); x++) { beatAccent[x] = ((double)fabs((double)beatMax-((double)x*2.0)))/(double)(beatMax*1.618033988749894); if (x % 2 > 0) beatSwing[x] = (swagger*(1.0-beatAccent[x])); else beatSwing[x] = swing; } //this makes the non-accented beats drop down to quiet and back up to half volume //we're also decoupling swing from triplet feel unless actually playing triplets //otherwise, it's part of how you hear accents and tempos if (beatCode > 0) beatAccent[1] = 0.9; beatSwing[1] = 0.0; //first note is an accent at full crank switch (beatCode) { case 0: break; //not used case 1: break; //1 case 2: break; //2 case 3: break; //3 case 4: beatAccent[3]=0.9; beatSwing[3]=0.0; break; //4-22 case 5: beatAccent[4]=0.9; beatSwing[4]=0.0; break; //5-32 case 6: beatAccent[4]=0.9; beatSwing[4]=0.0; break; //6-33 case 7: beatAccent[5]=0.9; beatSwing[5]=0.0; break; //7-43 case 8: beatAccent[5]=0.9; beatSwing[5]=0.0; break; //8-44 case 9: beatAccent[4]=0.9; beatAccent[7]=0.8; beatSwing[4]=0.0; beatSwing[7]=0.0; break; //9-333 case 10: beatAccent[6]=0.9; beatSwing[6]=0.0; break; //10-55 case 11: beatAccent[4]=0.9; beatAccent[7]=0.8; beatAccent[10]=0.7; beatSwing[4]=0.0; beatSwing[7]=0.0; beatSwing[10]=0.0; break; //11-3332 case 12: beatAccent[5]=0.9; beatAccent[9]=0.8; beatSwing[5]=0.0; beatSwing[9]=0.0; break; //11-443 case 13: beatAccent[6]=0.9; beatAccent[11]=0.8; beatSwing[6]=0.0; beatSwing[11]=0.0; break; //11-551 case 14: beatAccent[7]=0.9; beatSwing[7]=0.0; break; //11-65 case 15: beatAccent[4]=0.9; beatAccent[7]=0.8; beatAccent[10]=0.7; beatSwing[4]=0.0; beatSwing[7]=0.0; beatSwing[10]=0.0; break; //13-3334 case 16: beatAccent[9]=0.9; beatSwing[9]=0.0; break; //16-88 case 17: beatAccent[5]=0.9; beatAccent[9]=0.8; beatSwing[5]=0.0; beatSwing[9]=0.0; break; //13-445 case 18: beatAccent[6]=0.9; beatAccent[11]=0.8; beatSwing[6]=0.0; beatSwing[11]=0.0; break; //13-553 case 19: beatAccent[5]=0.9; beatAccent[9]=0.85; beatAccent[13]=0.8; beatAccent[17]=0.75; beatSwing[5]=0.0; beatSwing[9]=0.0; beatSwing[13]=0.0; beatSwing[17]=0.0; break; //17-44441 case 20: beatAccent[6]=0.9; beatAccent[11]=0.8; beatAccent[16]=0.7; beatSwing[6]=0.0; beatSwing[11]=0.0; beatSwing[16]=0.0; break; //17-5552 case 21: beatAccent[8]=0.9; beatAccent[15]=0.8; beatSwing[8]=0.0; beatSwing[15]=0.0; break; //17-773 case 22: beatAccent[9]=0.9; beatAccent[17]=0.8; beatSwing[9]=0.0; beatSwing[17]=0.0; break; //17-881 case 23: beatAccent[5]=0.9; beatAccent[9]=0.85; beatAccent[13]=0.8; beatAccent[17]=0.75; beatSwing[5]=0.0; beatSwing[9]=0.0; beatSwing[13]=0.0; beatSwing[17]=0.0; break; //19-44443 case 24: beatAccent[9]=0.9; beatAccent[17]=0.8; beatSwing[9]=0.0; beatSwing[17]=0.0; break; //24-888 case 25: beatAccent[6]=0.9; beatAccent[11]=0.8; beatAccent[16]=0.7; beatSwing[6]=0.0; beatSwing[11]=0.0; beatSwing[16]=0.0; break; //19-5554 case 26: beatAccent[8]=0.9; beatAccent[15]=0.8; beatSwing[8]=0.0; beatSwing[15]=0.0; break; //19-775 case 27: beatAccent[9]=0.9; beatAccent[17]=0.8; beatSwing[9]=0.0; beatSwing[17]=0.0; break; //19-883 case 28: beatAccent[5]=0.9; beatAccent[9]=0.85; beatAccent[13]=0.8; beatAccent[17]=0.75; beatAccent[21]=0.7; beatSwing[5]=0.0; beatSwing[9]=0.0; beatSwing[13]=0.0; beatSwing[17]=0.0; beatSwing[21]=0.0; break; //23-444443 case 29: beatAccent[6]=0.9; beatAccent[11]=0.8; beatAccent[16]=0.7; beatSwing[6]=0.0; beatSwing[11]=0.0; beatSwing[16]=0.0; break; //23-5558 case 30: beatAccent[8]=0.9; beatAccent[15]=0.8; beatAccent[22]=0.7; beatSwing[8]=0.0; beatSwing[15]=0.0; beatSwing[22]=0.0; break; //23-7772 case 31: beatAccent[9]=0.9; beatAccent[17]=0.8; beatSwing[9]=0.0; beatSwing[17]=0.0; break; //23-887 case 32: beatAccent[9]=0.9; beatAccent[17]=0.8; beatAccent[25]=0.7; beatSwing[9]=0.0; beatSwing[17]=0.0; beatSwing[25]=0.0; break; //32-8888 default: break; } double chaseSpeed = ((step*0.000125)+0.0000125)/overallscale; double rootSpeed = 0.9999-(chaseSpeed*((2.0*step)+2.0)); double pulseWidth = (0.085+(accent*0.04)-((1.0-step)*0.06))/chaseSpeed; 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; barPos += 1.0; if (barPos>bpmTarget) { barPos=0.0; beatPos++; if (beatPos>beatMax) beatPos=1; } if ((barPos < (pulseWidth+beatSwing[beatPos])) && (barPos > beatSwing[beatPos])) inc = (((beatAccent[beatPos]*accent)+(1.0-accent))*chaseSpeed)+(inc*(1.0-chaseSpeed)); else inc *= rootSpeed; sinePos += inc; if (sinePos > 6.283185307179586) sinePos -= 6.283185307179586; inputSampleL = inputSampleR = sin(sin(sinePos)*inc*5.0); //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)) * 3.553e-44l * pow(2,expon+62)); frexpf((float)inputSampleR, &expon); fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5; if (fpdL-fpdR < 1073741824 || fpdR-fpdL < 1073741824) { fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5;} inputSampleR += ((double(fpdR)-uint32_t(0x7fffffff)) * 3.553e-44l * pow(2,expon+62)); //end 32 bit stereo floating point dither *out1 = inputSampleL; *out2 = inputSampleR; in1++; in2++; out1++; out2++; } } void SoftClock3::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(); int bpm = (int)(A*200.99)+40; int beatCode = (int)(B*32.99); double notes = (double)fmax(((int)(C*16.99))/4.0, 0.125); double bpmTarget = (getSampleRate()*60.0)/((double)bpm*notes); double triplet = 0.0; if (D*1.99 > 0.5) triplet = 1.0; double accent = E; if (bpm != currentBPM) { currentBPM = bpm; step = 20.0; double trial = 250.0; while (trial > bpm) {step -= 1.0; trial = (0.016666666666*pow(step,M_PI))+(step*M_PI)+20;} //we now have the nearest 'flow' energy state UNDER the real bpm, and will step up more slowly while (trial < bpm) {step += 0.01; trial = (0.016666666666*pow(step,M_PI))+(step*M_PI)+20;} //we now have the nearest tenth of the energy state and have overshot while (trial > bpm) {step -= 0.001; trial = (0.016666666666*pow(step,M_PI))+(step*M_PI)+20;} //we now have the nearest hundredth to the correct energy state, and can throw away 'trial' step = step-((int)step); //and calculate speed based on the fractional remainder of 'step' step = ((0.5-fabs(step-0.5))*2.0) * 0.75; swagger = pow((0.5-fabs(step-0.5))*2.0,1.618033988749894) * 0.5 * accent; //and turn it into the 'speed' control //with step 0.0 being 'flow', 0.25 being 'groove', 0.5 being 'edge' and 0.75 being 'tude' //turned into a linear speed control where edge is top step and flow being lowest step. } double swing = (triplet+swagger)*bpmTarget*0.33333; //swing makes beats hit LATER, so the One is 0.0 int beatMax = beatTable[beatCode]; //only some counts are literal, others are ways to do prime grooves with different subrhythms for (int x = 0; x < (beatMax+1); x++) { beatAccent[x] = ((double)fabs((double)beatMax-((double)x*2.0)))/(double)(beatMax*1.618033988749894); if (x % 2 > 0) beatSwing[x] = (swagger*(1.0-beatAccent[x])); else beatSwing[x] = swing; } //this makes the non-accented beats drop down to quiet and back up to half volume //we're also decoupling swing from triplet feel unless actually playing triplets //otherwise, it's part of how you hear accents and tempos if (beatCode > 0) beatAccent[1] = 0.9; beatSwing[1] = 0.0; //first note is an accent at full crank switch (beatCode) { case 0: break; //not used case 1: break; //1 case 2: break; //2 case 3: break; //3 case 4: beatAccent[3]=0.9; beatSwing[3]=0.0; break; //4-22 case 5: beatAccent[4]=0.9; beatSwing[4]=0.0; break; //5-32 case 6: beatAccent[4]=0.9; beatSwing[4]=0.0; break; //6-33 case 7: beatAccent[5]=0.9; beatSwing[5]=0.0; break; //7-43 case 8: beatAccent[5]=0.9; beatSwing[5]=0.0; break; //8-44 case 9: beatAccent[4]=0.9; beatAccent[7]=0.8; beatSwing[4]=0.0; beatSwing[7]=0.0; break; //9-333 case 10: beatAccent[6]=0.9; beatSwing[6]=0.0; break; //10-55 case 11: beatAccent[4]=0.9; beatAccent[7]=0.8; beatAccent[10]=0.7; beatSwing[4]=0.0; beatSwing[7]=0.0; beatSwing[10]=0.0; break; //11-3332 case 12: beatAccent[5]=0.9; beatAccent[9]=0.8; beatSwing[5]=0.0; beatSwing[9]=0.0; break; //11-443 case 13: beatAccent[6]=0.9; beatAccent[11]=0.8; beatSwing[6]=0.0; beatSwing[11]=0.0; break; //11-551 case 14: beatAccent[7]=0.9; beatSwing[7]=0.0; break; //11-65 case 15: beatAccent[4]=0.9; beatAccent[7]=0.8; beatAccent[10]=0.7; beatSwing[4]=0.0; beatSwing[7]=0.0; beatSwing[10]=0.0; break; //13-3334 case 16: beatAccent[9]=0.9; beatSwing[9]=0.0; break; //16-88 case 17: beatAccent[5]=0.9; beatAccent[9]=0.8; beatSwing[5]=0.0; beatSwing[9]=0.0; break; //13-445 case 18: beatAccent[6]=0.9; beatAccent[11]=0.8; beatSwing[6]=0.0; beatSwing[11]=0.0; break; //13-553 case 19: beatAccent[5]=0.9; beatAccent[9]=0.85; beatAccent[13]=0.8; beatAccent[17]=0.75; beatSwing[5]=0.0; beatSwing[9]=0.0; beatSwing[13]=0.0; beatSwing[17]=0.0; break; //17-44441 case 20: beatAccent[6]=0.9; beatAccent[11]=0.8; beatAccent[16]=0.7; beatSwing[6]=0.0; beatSwing[11]=0.0; beatSwing[16]=0.0; break; //17-5552 case 21: beatAccent[8]=0.9; beatAccent[15]=0.8; beatSwing[8]=0.0; beatSwing[15]=0.0; break; //17-773 case 22: beatAccent[9]=0.9; beatAccent[17]=0.8; beatSwing[9]=0.0; beatSwing[17]=0.0; break; //17-881 case 23: beatAccent[5]=0.9; beatAccent[9]=0.85; beatAccent[13]=0.8; beatAccent[17]=0.75; beatSwing[5]=0.0; beatSwing[9]=0.0; beatSwing[13]=0.0; beatSwing[17]=0.0; break; //19-44443 case 24: beatAccent[9]=0.9; beatAccent[17]=0.8; beatSwing[9]=0.0; beatSwing[17]=0.0; break; //24-888 case 25: beatAccent[6]=0.9; beatAccent[11]=0.8; beatAccent[16]=0.7; beatSwing[6]=0.0; beatSwing[11]=0.0; beatSwing[16]=0.0; break; //19-5554 case 26: beatAccent[8]=0.9; beatAccent[15]=0.8; beatSwing[8]=0.0; beatSwing[15]=0.0; break; //19-775 case 27: beatAccent[9]=0.9; beatAccent[17]=0.8; beatSwing[9]=0.0; beatSwing[17]=0.0; break; //19-883 case 28: beatAccent[5]=0.9; beatAccent[9]=0.85; beatAccent[13]=0.8; beatAccent[17]=0.75; beatAccent[21]=0.7; beatSwing[5]=0.0; beatSwing[9]=0.0; beatSwing[13]=0.0; beatSwing[17]=0.0; beatSwing[21]=0.0; break; //23-444443 case 29: beatAccent[6]=0.9; beatAccent[11]=0.8; beatAccent[16]=0.7; beatSwing[6]=0.0; beatSwing[11]=0.0; beatSwing[16]=0.0; break; //23-5558 case 30: beatAccent[8]=0.9; beatAccent[15]=0.8; beatAccent[22]=0.7; beatSwing[8]=0.0; beatSwing[15]=0.0; beatSwing[22]=0.0; break; //23-7772 case 31: beatAccent[9]=0.9; beatAccent[17]=0.8; beatSwing[9]=0.0; beatSwing[17]=0.0; break; //23-887 case 32: beatAccent[9]=0.9; beatAccent[17]=0.8; beatAccent[25]=0.7; beatSwing[9]=0.0; beatSwing[17]=0.0; beatSwing[25]=0.0; break; //32-8888 default: break; } double chaseSpeed = ((step*0.000125)+0.0000125)/overallscale; double rootSpeed = 0.9999-(chaseSpeed*((2.0*step)+2.0)); double pulseWidth = (0.085+(accent*0.04)-((1.0-step)*0.06))/chaseSpeed; 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; barPos += 1.0; if (barPos>bpmTarget) { barPos=0.0; beatPos++; if (beatPos>beatMax) beatPos=1; } if ((barPos < (pulseWidth+beatSwing[beatPos])) && (barPos > beatSwing[beatPos])) inc = (((beatAccent[beatPos]*accent)+(1.0-accent))*chaseSpeed)+(inc*(1.0-chaseSpeed)); else inc *= rootSpeed; sinePos += inc; if (sinePos > 6.283185307179586) sinePos -= 6.283185307179586; inputSampleL = inputSampleR = sin(sin(sinePos)*inc*5.0); //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)) * 3.553e-44l * pow(2,expon+62)); //frexp((double)inputSampleR, &expon); fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5; if (fpdL-fpdR < 1073741824 || fpdR-fpdL < 1073741824) { fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5;} //inputSampleR += ((double(fpdR)-uint32_t(0x7fffffff)) * 3.553e-44l * pow(2,expon+62)); //end 64 bit stereo floating point dither *out1 = inputSampleL; *out2 = inputSampleR; in1++; in2++; out1++; out2++; } }