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477 lines
No EOL
19 KiB
C++
Executable file
477 lines
No EOL
19 KiB
C++
Executable file
/*
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* File: Reverb.cpp
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*
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* Version: 1.0
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*
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* Created: 12/8/20
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*
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* Copyright: Copyright © 2020 Airwindows, Airwindows uses the MIT license
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*
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* Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc. ("Apple") in
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* consideration of your agreement to the following terms, and your use, installation, modification
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* or redistribution of this Apple software constitutes acceptance of these terms. If you do
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* not agree with these terms, please do not use, install, modify or redistribute this Apple
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* software.
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*
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* In consideration of your agreement to abide by the following terms, and subject to these terms,
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* Apple grants you a personal, non-exclusive license, under Apple's copyrights in this
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* original Apple software (the "Apple Software"), to use, reproduce, modify and redistribute the
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* Apple Software, with or without modifications, in source and/or binary forms; provided that if you
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* redistribute the Apple Software in its entirety and without modifications, you must retain this
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* notice and the following text and disclaimers in all such redistributions of the Apple Software.
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* Neither the name, trademarks, service marks or logos of Apple Computer, Inc. may be used to
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* endorse or promote products derived from the Apple Software without specific prior written
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* permission from Apple. Except as expressly stated in this notice, no other rights or
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* licenses, express or implied, are granted by Apple herein, including but not limited to any
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* patent rights that may be infringed by your derivative works or by other works in which the
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* Apple Software may be incorporated.
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*
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* The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO WARRANTIES, EXPRESS OR
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* IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY
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* AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE
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* OR IN COMBINATION WITH YOUR PRODUCTS.
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*
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* IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
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* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE,
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* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER
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* UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN
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* IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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/*=============================================================================
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Reverb.cpp
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=============================================================================*/
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#include "Reverb.h"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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COMPONENT_ENTRY(Reverb)
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Reverb::Reverb
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Reverb::Reverb(AudioUnit component)
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: AUEffectBase(component)
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{
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CreateElements();
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Globals()->UseIndexedParameters(kNumberOfParameters);
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SetParameter(kParam_One, kDefaultValue_ParamOne );
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SetParameter(kParam_Two, kDefaultValue_ParamTwo );
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#if AU_DEBUG_DISPATCHER
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mDebugDispatcher = new AUDebugDispatcher (this);
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#endif
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Reverb::GetParameterValueStrings
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Reverb::GetParameterValueStrings(AudioUnitScope inScope,
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AudioUnitParameterID inParameterID,
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CFArrayRef * outStrings)
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{
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return kAudioUnitErr_InvalidProperty;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Reverb::GetParameterInfo
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Reverb::GetParameterInfo(AudioUnitScope inScope,
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AudioUnitParameterID inParameterID,
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AudioUnitParameterInfo &outParameterInfo )
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{
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ComponentResult result = noErr;
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outParameterInfo.flags = kAudioUnitParameterFlag_IsWritable
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| kAudioUnitParameterFlag_IsReadable;
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if (inScope == kAudioUnitScope_Global) {
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switch(inParameterID)
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{
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case kParam_One:
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AUBase::FillInParameterName (outParameterInfo, kParameterOneName, false);
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outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
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outParameterInfo.minValue = 0.0;
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outParameterInfo.maxValue = 1.0;
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outParameterInfo.defaultValue = kDefaultValue_ParamOne;
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break;
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case kParam_Two:
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AUBase::FillInParameterName (outParameterInfo, kParameterTwoName, false);
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outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
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outParameterInfo.minValue = 0.0;
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outParameterInfo.maxValue = 1.0;
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outParameterInfo.defaultValue = kDefaultValue_ParamTwo;
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break;
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default:
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result = kAudioUnitErr_InvalidParameter;
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break;
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}
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} else {
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result = kAudioUnitErr_InvalidParameter;
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}
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return result;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Reverb::GetPropertyInfo
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Reverb::GetPropertyInfo (AudioUnitPropertyID inID,
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AudioUnitScope inScope,
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AudioUnitElement inElement,
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UInt32 & outDataSize,
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Boolean & outWritable)
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{
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return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Reverb::GetProperty
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Reverb::GetProperty( AudioUnitPropertyID inID,
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AudioUnitScope inScope,
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AudioUnitElement inElement,
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void * outData )
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{
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return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
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}
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// Reverb::Initialize
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ComponentResult Reverb::Initialize()
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{
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ComponentResult result = AUEffectBase::Initialize();
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if (result == noErr)
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Reset(kAudioUnitScope_Global, 0);
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return result;
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}
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#pragma mark ____ReverbEffectKernel
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Reverb::ReverbKernel::Reset()
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void Reverb::ReverbKernel::Reset()
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{
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for (int x = 0; x < 11; x++) {biquadA[x] = 0.0;biquadB[x] = 0.0;biquadC[x] = 0.0;}
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feedbackA = 0.0;
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feedbackB = 0.0;
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feedbackC = 0.0;
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feedbackD = 0.0;
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feedbackE = 0.0;
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feedbackF = 0.0;
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feedbackG = 0.0;
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feedbackH = 0.0;
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int count;
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for(count = 0; count < 8110; count++) {aA[count] = 0.0;}
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for(count = 0; count < 7510; count++) {aB[count] = 0.0;}
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for(count = 0; count < 7310; count++) {aC[count] = 0.0;}
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for(count = 0; count < 6910; count++) {aD[count] = 0.0;}
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for(count = 0; count < 6310; count++) {aE[count] = 0.0;}
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for(count = 0; count < 6110; count++) {aF[count] = 0.0;}
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for(count = 0; count < 5510; count++) {aG[count] = 0.0;}
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for(count = 0; count < 4910; count++) {aH[count] = 0.0;}
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//maximum value needed will be delay * 100, plus 206 (absolute max vibrato depth)
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for(count = 0; count < 4510; count++) {aI[count] = 0.0;}
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for(count = 0; count < 4310; count++) {aJ[count] = 0.0;}
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for(count = 0; count < 3910; count++) {aK[count] = 0.0;}
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for(count = 0; count < 3310; count++) {aL[count] = 0.0;}
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//maximum value will be delay * 100
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for(count = 0; count < 3110; count++) {aM[count] = 0.0;}
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//maximum value will be delay * 100
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countA = 1; delayA = 79;
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countB = 1; delayB = 73;
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countC = 1; delayC = 71;
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countD = 1; delayD = 67;
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countE = 1; delayE = 61;
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countF = 1; delayF = 59;
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countG = 1; delayG = 53;
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countH = 1; delayH = 47;
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//the householder matrices
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countI = 1; delayI = 43;
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countJ = 1; delayJ = 41;
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countK = 1; delayK = 37;
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countL = 1; delayL = 31;
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//the allpasses
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countM = 1; delayM = 29;
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//the predelay
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depthA = 0.003251;
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depthB = 0.002999;
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depthC = 0.002917;
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depthD = 0.002749;
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depthE = 0.002503;
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depthF = 0.002423;
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depthG = 0.002146;
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depthH = 0.002088;
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//the individual vibrato rates for the delays
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vibA = rand()*-2147483647;
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vibB = rand()*-2147483647;
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vibC = rand()*-2147483647;
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vibD = rand()*-2147483647;
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vibE = rand()*-2147483647;
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vibF = rand()*-2147483647;
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vibG = rand()*-2147483647;
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vibH = rand()*-2147483647;
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fpd = 1.0; while (fpd < 16386) fpd = rand()*UINT32_MAX;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Reverb::ReverbKernel::Process
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void Reverb::ReverbKernel::Process( const Float32 *inSourceP,
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Float32 *inDestP,
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UInt32 inFramesToProcess,
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UInt32 inNumChannels,
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bool &ioSilence )
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{
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UInt32 nSampleFrames = inFramesToProcess;
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const Float32 *sourceP = inSourceP;
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Float32 *destP = inDestP;
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Float64 big = GetParameter( kParam_One );
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Float64 wet = GetParameter( kParam_Two );
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Float64 vibSpeed = 0.1;
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Float64 vibDepth = 7.0;
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Float64 size = (pow(big,2)*75.0)+25.0;
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Float64 depthFactor = 1.0-pow((1.0-(0.82-(((1.0-big)*0.7)+(size*0.002)))),4);
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Float64 blend = 0.955-(size*0.007);
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Float64 regen = depthFactor * 0.5;
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delayA = 79*size;
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delayB = 73*size;
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delayC = 71*size;
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delayD = 67*size;
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delayE = 61*size;
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delayF = 59*size;
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delayG = 53*size;
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delayH = 47*size;
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delayI = 43*size;
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delayJ = 41*size;
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delayK = 37*size;
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delayL = 31*size;
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delayM = 29*size;
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biquadC[0] = biquadB[0] = biquadA[0] = (10000.0-(big*wet*3000.0))/GetSampleRate();
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biquadA[1] = 1.618033988749894848204586;
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biquadB[1] = 0.618033988749894848204586;
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biquadC[1] = 0.5;
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double K = tan(M_PI * biquadA[0]); //lowpass
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double norm = 1.0 / (1.0 + K / biquadA[1] + K * K);
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biquadA[2] = K * K * norm;
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biquadA[3] = 2.0 * biquadA[2];
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biquadA[4] = biquadA[2];
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biquadA[5] = 2.0 * (K * K - 1.0) * norm;
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biquadA[6] = (1.0 - K / biquadA[1] + K * K) * norm;
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K = tan(M_PI * biquadA[0]);
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norm = 1.0 / (1.0 + K / biquadB[1] + K * K);
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biquadB[2] = K * K * norm;
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biquadB[3] = 2.0 * biquadB[2];
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biquadB[4] = biquadB[2];
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biquadB[5] = 2.0 * (K * K - 1.0) * norm;
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biquadB[6] = (1.0 - K / biquadB[1] + K * K) * norm;
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K = tan(M_PI * biquadC[0]);
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norm = 1.0 / (1.0 + K / biquadC[1] + K * K);
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biquadC[2] = K * K * norm;
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biquadC[3] = 2.0 * biquadC[2];
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biquadC[4] = biquadC[2];
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biquadC[5] = 2.0 * (K * K - 1.0) * norm;
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biquadC[6] = (1.0 - K / biquadC[1] + K * K) * norm;
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while (nSampleFrames-- > 0) {
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double inputSample = *sourceP;
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if (fabs(inputSample)<1.18e-23) inputSample = fpd * 1.18e-17;
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double drySample = inputSample;
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aM[countM] = inputSample;
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countM++; if (countM < 0 || countM > delayM) {countM = 0;}
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inputSample = aM[countM];
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//predelay
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double tempSample = biquadA[2]*inputSample+biquadA[3]*biquadA[7]+biquadA[4]*biquadA[8]-biquadA[5]*biquadA[9]-biquadA[6]*biquadA[10];
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biquadA[8] = biquadA[7]; biquadA[7] = inputSample; inputSample = tempSample;
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biquadA[10] = biquadA[9]; biquadA[9] = inputSample; //DF1
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inputSample *= wet;
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//we're going to use this as a kind of balance since the reverb buildup can be so large
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inputSample = sin(inputSample);
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double allpassI = inputSample;
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double allpassJ = inputSample;
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double allpassK = inputSample;
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double allpassL = inputSample;
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int allpasstemp = countI + 1;
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if (allpasstemp < 0 || allpasstemp > delayI) {allpasstemp = 0;}
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allpassI -= aI[allpasstemp]*0.5;
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aI[countI] = allpassI;
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allpassI *= 0.5;
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countI++; if (countI < 0 || countI > delayI) {countI = 0;}
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allpassI += (aI[countI]);
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allpasstemp = countJ + 1;
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if (allpasstemp < 0 || allpasstemp > delayJ) {allpasstemp = 0;}
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allpassJ -= aJ[allpasstemp]*0.5;
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aJ[countJ] = allpassJ;
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allpassJ *= 0.5;
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countJ++; if (countJ < 0 || countJ > delayJ) {countJ = 0;}
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allpassJ += (aJ[countJ]);
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allpasstemp = countK + 1;
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if (allpasstemp < 0 || allpasstemp > delayK) {allpasstemp = 0;}
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allpassK -= aK[allpasstemp]*0.5;
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aK[countK] = allpassK;
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allpassK *= 0.5;
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countK++; if (countK < 0 || countK > delayK) {countK = 0;}
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allpassK += (aK[countK]);
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allpasstemp = countL + 1;
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if (allpasstemp < 0 || allpasstemp > delayL) {allpasstemp = 0;}
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allpassL -= aL[allpasstemp]*0.5;
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aL[countL] = allpassL;
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allpassL *= 0.5;
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countL++; if (countL < 0 || countL > delayL) {countL = 0;}
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allpassL += (aL[countL]);
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//the big allpass in front of everything
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aA[countA] = allpassL + feedbackA;
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aB[countB] = allpassK + feedbackB;
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aC[countC] = allpassJ + feedbackC;
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aD[countD] = allpassI + feedbackD;
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aE[countE] = allpassI + feedbackE;
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aF[countF] = allpassJ + feedbackF;
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aG[countG] = allpassK + feedbackG;
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aH[countH] = allpassL + feedbackH;
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countA++; if (countA < 0 || countA > delayA) {countA = 0;}
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countB++; if (countB < 0 || countB > delayB) {countB = 0;}
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countC++; if (countC < 0 || countC > delayC) {countC = 0;}
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countD++; if (countD < 0 || countD > delayD) {countD = 0;}
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countE++; if (countE < 0 || countE > delayE) {countE = 0;}
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countF++; if (countF < 0 || countF > delayF) {countF = 0;}
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countG++; if (countG < 0 || countG > delayG) {countG = 0;}
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countH++; if (countH < 0 || countH > delayH) {countH = 0;}
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//the Householder matrices
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vibA += (depthA * vibSpeed);
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vibB += (depthB * vibSpeed);
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vibC += (depthC * vibSpeed);
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vibD += (depthD * vibSpeed);
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vibE += (depthE * vibSpeed);
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vibF += (depthF * vibSpeed);
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vibG += (depthG * vibSpeed);
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vibH += (depthH * vibSpeed);
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Float64 offsetA = (sin(vibA)+1.0)*vibDepth;
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Float64 offsetB = (sin(vibB)+1.0)*vibDepth;
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Float64 offsetC = (sin(vibC)+1.0)*vibDepth;
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Float64 offsetD = (sin(vibD)+1.0)*vibDepth;
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Float64 offsetE = (sin(vibE)+1.0)*vibDepth;
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Float64 offsetF = (sin(vibF)+1.0)*vibDepth;
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Float64 offsetG = (sin(vibG)+1.0)*vibDepth;
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Float64 offsetH = (sin(vibH)+1.0)*vibDepth;
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int workingA = countA + offsetA;
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int workingB = countB + offsetB;
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int workingC = countC + offsetC;
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int workingD = countD + offsetD;
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int workingE = countE + offsetE;
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int workingF = countF + offsetF;
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int workingG = countG + offsetG;
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int workingH = countH + offsetH;
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Float64 interpolA = (aA[workingA-((workingA > delayA)?delayA+1:0)] * (1-(offsetA-floor(offsetA))) );
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interpolA += (aA[workingA+1-((workingA+1 > delayA)?delayA+1:0)] * ((offsetA-floor(offsetA))) );
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Float64 interpolB = (aB[workingB-((workingB > delayB)?delayB+1:0)] * (1-(offsetB-floor(offsetB))) );
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interpolB += (aB[workingB+1-((workingB+1 > delayB)?delayB+1:0)] * ((offsetB-floor(offsetB))) );
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Float64 interpolC = (aC[workingC-((workingC > delayC)?delayC+1:0)] * (1-(offsetC-floor(offsetC))) );
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interpolC += (aC[workingC+1-((workingC+1 > delayC)?delayC+1:0)] * ((offsetC-floor(offsetC))) );
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Float64 interpolD = (aD[workingD-((workingD > delayD)?delayD+1:0)] * (1-(offsetD-floor(offsetD))) );
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interpolD += (aD[workingD+1-((workingD+1 > delayD)?delayD+1:0)] * ((offsetD-floor(offsetD))) );
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Float64 interpolE = (aE[workingE-((workingE > delayE)?delayE+1:0)] * (1-(offsetE-floor(offsetE))) );
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interpolE += (aE[workingE+1-((workingE+1 > delayE)?delayE+1:0)] * ((offsetE-floor(offsetE))) );
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Float64 interpolF = (aF[workingF-((workingF > delayF)?delayF+1:0)] * (1-(offsetF-floor(offsetF))) );
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interpolF += (aF[workingF+1-((workingF+1 > delayF)?delayF+1:0)] * ((offsetF-floor(offsetF))) );
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Float64 interpolG = (aG[workingG-((workingG > delayG)?delayG+1:0)] * (1-(offsetG-floor(offsetG))) );
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interpolG += (aG[workingG+1-((workingG+1 > delayG)?delayG+1:0)] * ((offsetG-floor(offsetG))) );
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Float64 interpolH = (aH[workingH-((workingH > delayH)?delayH+1:0)] * (1-(offsetH-floor(offsetH))) );
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interpolH += (aH[workingH+1-((workingH+1 > delayH)?delayH+1:0)] * ((offsetH-floor(offsetH))) );
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interpolA = ((1.0-blend)*interpolA)+(aA[workingA-((workingA > delayA)?delayA+1:0)]*blend);
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interpolB = ((1.0-blend)*interpolB)+(aB[workingB-((workingB > delayB)?delayB+1:0)]*blend);
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interpolC = ((1.0-blend)*interpolC)+(aC[workingC-((workingC > delayC)?delayC+1:0)]*blend);
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interpolD = ((1.0-blend)*interpolD)+(aD[workingD-((workingD > delayD)?delayD+1:0)]*blend);
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interpolE = ((1.0-blend)*interpolE)+(aE[workingE-((workingE > delayE)?delayE+1:0)]*blend);
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interpolF = ((1.0-blend)*interpolF)+(aF[workingF-((workingF > delayF)?delayF+1:0)]*blend);
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interpolG = ((1.0-blend)*interpolG)+(aG[workingG-((workingG > delayG)?delayG+1:0)]*blend);
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interpolH = ((1.0-blend)*interpolH)+(aH[workingH-((workingH > delayH)?delayH+1:0)]*blend);
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feedbackA = (interpolA - (interpolB + interpolC + interpolD)) * regen;
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feedbackB = (interpolB - (interpolA + interpolC + interpolD)) * regen;
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feedbackC = (interpolC - (interpolA + interpolB + interpolD)) * regen;
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feedbackD = (interpolD - (interpolA + interpolB + interpolC)) * regen;
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feedbackE = (interpolE - (interpolF + interpolG + interpolH)) * regen;
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feedbackF = (interpolF - (interpolE + interpolG + interpolH)) * regen;
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feedbackG = (interpolG - (interpolE + interpolF + interpolH)) * regen;
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feedbackH = (interpolH - (interpolE + interpolF + interpolG)) * regen;
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inputSample = (interpolA + interpolB + interpolC + interpolD + interpolE + interpolF + interpolG + interpolH)/8.0;
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tempSample = biquadB[2]*inputSample+biquadB[3]*biquadB[7]+biquadB[4]*biquadB[8]-biquadB[5]*biquadB[9]-biquadB[6]*biquadB[10];
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biquadB[8] = biquadB[7]; biquadB[7] = inputSample; inputSample = tempSample;
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biquadB[10] = biquadB[9]; biquadB[9] = inputSample; //DF1
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if (inputSample > 1.0) inputSample = 1.0;
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if (inputSample < -1.0) inputSample = -1.0;
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//without this, you can get a NaN condition where it spits out DC offset at full blast!
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inputSample = asin(inputSample);
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tempSample = biquadC[2]*inputSample+biquadC[3]*biquadC[7]+biquadC[4]*biquadC[8]-biquadC[5]*biquadC[9]-biquadC[6]*biquadC[10];
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biquadC[8] = biquadC[7]; biquadC[7] = inputSample; inputSample = tempSample;
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biquadC[10] = biquadC[9]; biquadC[9] = inputSample; //DF1
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if (wet !=1.0) {
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inputSample += (drySample * (1.0-wet));
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}
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//begin 32 bit floating point dither
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int expon; frexpf((float)inputSample, &expon);
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fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
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inputSample += ((double(fpd)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
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//end 32 bit floating point dither
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*destP = inputSample;
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sourceP += inNumChannels; destP += inNumChannels;
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}
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} |