airwindows/plugins/MacSignedVST/Console7Channel/source/Console7ChannelProc.cpp
2022-11-21 09:20:21 -05:00

168 lines
8.1 KiB
C++
Executable file

/* ========================================
* Console7Channel - Console7Channel.h
* Copyright (c) 2016 airwindows, Airwindows uses the MIT license
* ======================================== */
#ifndef __Console7Channel_H
#include "Console7Channel.h"
#endif
void Console7Channel::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrames)
{
float* in1 = inputs[0];
float* in2 = inputs[1];
float* out1 = outputs[0];
float* out2 = outputs[1];
double inputgain = A*1.272019649514069;
//which is, in fact, the square root of 1.618033988749894848204586...
//this happens to give us a boost factor where the track continues to get louder even
//as it saturates and loses a bit of peak energy. Console7Channel channels go to 12! (.272,etc)
//Neutral gain through the whole system with a full scale sine ia 0.772 on the gain knob
if (gainchase != inputgain) chasespeed *= 2.0;
if (chasespeed > sampleFrames) chasespeed = sampleFrames;
if (gainchase < 0.0) gainchase = inputgain;
biquadA[0] = 20000.0 / getSampleRate();
biquadA[1] = 1.618033988749894848204586;
double K = tan(M_PI * biquadA[0]); //lowpass
double norm = 1.0 / (1.0 + K / biquadA[1] + K * K);
biquadA[2] = K * K * norm;
biquadA[3] = 2.0 * biquadA[2];
biquadA[4] = biquadA[2];
biquadA[5] = 2.0 * (K * K - 1.0) * norm;
biquadA[6] = (1.0 - K / biquadA[1] + K * K) * norm;
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 outSampleL = biquadA[2]*inputSampleL+biquadA[3]*biquadA[7]+biquadA[4]*biquadA[8]-biquadA[5]*biquadA[9]-biquadA[6]*biquadA[10];
biquadA[8] = biquadA[7]; biquadA[7] = inputSampleL; inputSampleL = outSampleL; biquadA[10] = biquadA[9]; biquadA[9] = inputSampleL; //DF1 left
double outSampleR = biquadA[2]*inputSampleR+biquadA[3]*biquadA[11]+biquadA[4]*biquadA[12]-biquadA[5]*biquadA[13]-biquadA[6]*biquadA[14];
biquadA[12] = biquadA[11]; biquadA[11] = inputSampleR; inputSampleR = outSampleR; biquadA[14] = biquadA[13]; biquadA[13] = inputSampleR; //DF1 right
chasespeed *= 0.9999; chasespeed -= 0.01; if (chasespeed < 64.0) chasespeed = 64.0;
//we have our chase speed compensated for recent fader activity
gainchase = (((gainchase*chasespeed)+inputgain)/(chasespeed+1.0));
//gainchase is chasing the target, as a simple multiply gain factor
if (1.0 != gainchase) {inputSampleL *= pow(gainchase,3); inputSampleR *= pow(gainchase,3);}
//this trim control cuts back extra hard because we will amplify after the distortion
//that will shift the distortion/antidistortion curve, in order to make faded settings
//slightly 'expanded' and fall back in the soundstage, subtly
if (inputSampleL > 1.097) inputSampleL = 1.097;
if (inputSampleL < -1.097) inputSampleL = -1.097;
inputSampleL = ((sin(inputSampleL*fabs(inputSampleL))/((fabs(inputSampleL) == 0.0) ?1:fabs(inputSampleL)))*0.8)+(sin(inputSampleL)*0.2);
if (inputSampleR > 1.097) inputSampleR = 1.097;
if (inputSampleR < -1.097) inputSampleR = -1.097;
inputSampleR = ((sin(inputSampleR*fabs(inputSampleR))/((fabs(inputSampleR) == 0.0) ?1:fabs(inputSampleR)))*0.8)+(sin(inputSampleR)*0.2);
//this is a version of Spiral blended 80/20 with regular Density ConsoleChannel.
//It's blending between two different harmonics in the overtones of the algorithm
if (1.0 != gainchase && 0.0 != gainchase) {inputSampleL /= gainchase; inputSampleR /= gainchase;}
//we re-amplify after the distortion relative to how much we cut back previously.
//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 Console7Channel::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sampleFrames)
{
double* in1 = inputs[0];
double* in2 = inputs[1];
double* out1 = outputs[0];
double* out2 = outputs[1];
double inputgain = A*1.272019649514069;
//which is, in fact, the square root of 1.618033988749894848204586...
//this happens to give us a boost factor where the track continues to get louder even
//as it saturates and loses a bit of peak energy. Console7Channel channels go to 12! (.272,etc)
//Neutral gain through the whole system with a full scale sine ia 0.772 on the gain knob
if (gainchase != inputgain) chasespeed *= 2.0;
if (chasespeed > sampleFrames) chasespeed = sampleFrames;
if (gainchase < 0.0) gainchase = inputgain;
biquadA[0] = 20000.0 / getSampleRate();
biquadA[1] = 1.618033988749894848204586;
double K = tan(M_PI * biquadA[0]); //lowpass
double norm = 1.0 / (1.0 + K / biquadA[1] + K * K);
biquadA[2] = K * K * norm;
biquadA[3] = 2.0 * biquadA[2];
biquadA[4] = biquadA[2];
biquadA[5] = 2.0 * (K * K - 1.0) * norm;
biquadA[6] = (1.0 - K / biquadA[1] + K * K) * norm;
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 outSampleL = biquadA[2]*inputSampleL+biquadA[3]*biquadA[7]+biquadA[4]*biquadA[8]-biquadA[5]*biquadA[9]-biquadA[6]*biquadA[10];
biquadA[8] = biquadA[7]; biquadA[7] = inputSampleL; inputSampleL = outSampleL; biquadA[10] = biquadA[9]; biquadA[9] = inputSampleL; //DF1 left
double outSampleR = biquadA[2]*inputSampleR+biquadA[3]*biquadA[11]+biquadA[4]*biquadA[12]-biquadA[5]*biquadA[13]-biquadA[6]*biquadA[14];
biquadA[12] = biquadA[11]; biquadA[11] = inputSampleR; inputSampleR = outSampleR; biquadA[14] = biquadA[13]; biquadA[13] = inputSampleR; //DF1 right
chasespeed *= 0.9999; chasespeed -= 0.01; if (chasespeed < 64.0) chasespeed = 64.0;
//we have our chase speed compensated for recent fader activity
gainchase = (((gainchase*chasespeed)+inputgain)/(chasespeed+1.0));
//gainchase is chasing the target, as a simple multiply gain factor
if (1.0 != gainchase) {inputSampleL *= pow(gainchase,3); inputSampleR *= pow(gainchase,3);}
//this trim control cuts back extra hard because we will amplify after the distortion
//that will shift the distortion/antidistortion curve, in order to make faded settings
//slightly 'expanded' and fall back in the soundstage, subtly
if (inputSampleL > 1.097) inputSampleL = 1.097;
if (inputSampleL < -1.097) inputSampleL = -1.097;
inputSampleL = ((sin(inputSampleL*fabs(inputSampleL))/((fabs(inputSampleL) == 0.0) ?1:fabs(inputSampleL)))*0.8)+(sin(inputSampleL)*0.2);
if (inputSampleR > 1.097) inputSampleR = 1.097;
if (inputSampleR < -1.097) inputSampleR = -1.097;
inputSampleR = ((sin(inputSampleR*fabs(inputSampleR))/((fabs(inputSampleR) == 0.0) ?1:fabs(inputSampleR)))*0.8)+(sin(inputSampleR)*0.2);
//this is a version of Spiral blended 80/20 with regular Density ConsoleChannel.
//It's blending between two different harmonics in the overtones of the algorithm
if (1.0 != gainchase && 0.0 != gainchase) {inputSampleL /= gainchase; inputSampleR /= gainchase;}
//we re-amplify after the distortion relative to how much we cut back previously.
//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++;
}
}