mirror of
https://github.com/airwindows/airwindows.git
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237 lines
7.9 KiB
C++
Executable file
237 lines
7.9 KiB
C++
Executable file
/* ========================================
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* Dark - Dark.h
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* Copyright (c) 2016 airwindows, Airwindows uses the MIT license
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* ======================================== */
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#ifndef __Dark_H
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#include "Dark.h"
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#endif
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void Dark::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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int depth = (int)(17.0*overallscale);
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if (depth < 3) depth = 3;
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if (depth > 98) depth = 98;
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int processing = (VstInt32)( A * 1.999 );
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bool highres = false;
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if (processing == 1) highres = true;
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float scaleFactor;
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if (highres) scaleFactor = 8388608.0;
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else scaleFactor = 32768.0;
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float derez = B;
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if (derez > 0.0) scaleFactor *= pow(1.0-derez,6);
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if (scaleFactor < 0.0001) scaleFactor = 0.0001;
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float outScale = scaleFactor;
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if (outScale < 8.0) outScale = 8.0;
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while (--sampleFrames >= 0)
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{
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double inputSampleL = *in1;
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double inputSampleR = *in2;
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if (fabs(inputSampleL)<1.18e-23) inputSampleL = fpdL * 1.18e-17;
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fpdL ^= fpdL << 13; fpdL ^= fpdL >> 17; fpdL ^= fpdL << 5;
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if (fabs(inputSampleR)<1.18e-23) inputSampleR = fpdR * 1.18e-17;
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fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5;
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inputSampleL *= scaleFactor;
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inputSampleR *= scaleFactor;
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//0-1 is now one bit, now we dither
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//We are doing it first Left, then Right, because the loops may run faster if
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//they aren't too jammed full of variables. This means re-running code.
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//begin left
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int quantA = floor(inputSampleL);
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int quantB = floor(inputSampleL+1.0);
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//to do this style of dither, we quantize in either direction and then
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//do a reconstruction of what the result will be for each choice.
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//We then evaluate which one we like, and keep a history of what we previously had
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float expectedSlew = 0;
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for(int x = 0; x < depth; x++) {
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expectedSlew += (lastSampleL[x+1] - lastSampleL[x]);
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}
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expectedSlew /= depth; //we have an average of all recent slews
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//we are doing that to voice the thing down into the upper mids a bit
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//it mustn't just soften the brightest treble, it must smooth high mids too
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float testA = fabs((lastSampleL[0] - quantA) - expectedSlew);
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float testB = fabs((lastSampleL[0] - quantB) - expectedSlew);
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if (testA < testB) inputSampleL = quantA;
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else inputSampleL = quantB;
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//select whichever one departs LEAST from the vector of averaged
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//reconstructed previous final samples. This will force a kind of dithering
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//as it'll make the output end up as smooth as possible
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for(int x = depth; x >=0; x--) {
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lastSampleL[x+1] = lastSampleL[x];
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}
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lastSampleL[0] = inputSampleL;
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//end left
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//begin right
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quantA = floor(inputSampleR);
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quantB = floor(inputSampleR+1.0);
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//to do this style of dither, we quantize in either direction and then
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//do a reconstruction of what the result will be for each choice.
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//We then evaluate which one we like, and keep a history of what we previously had
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expectedSlew = 0;
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for(int x = 0; x < depth; x++) {
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expectedSlew += (lastSampleR[x+1] - lastSampleR[x]);
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}
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expectedSlew /= depth; //we have an average of all recent slews
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//we are doing that to voice the thing down into the upper mids a bit
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//it mustn't just soften the brightest treble, it must smooth high mids too
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testA = fabs((lastSampleR[0] - quantA) - expectedSlew);
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testB = fabs((lastSampleR[0] - quantB) - expectedSlew);
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if (testA < testB) inputSampleR = quantA;
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else inputSampleR = quantB;
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//select whichever one departs LEAST from the vector of averaged
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//reconstructed previous final samples. This will force a kind of dithering
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//as it'll make the output end up as smooth as possible
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for(int x = depth; x >=0; x--) {
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lastSampleR[x+1] = lastSampleR[x];
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}
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lastSampleR[0] = inputSampleR;
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//end right
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inputSampleL /= outScale;
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inputSampleR /= outScale;
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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 Dark::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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int depth = (int)(17.0*overallscale);
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if (depth < 3) depth = 3;
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if (depth > 98) depth = 98;
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int processing = (VstInt32)( A * 1.999 );
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bool highres = false;
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if (processing == 1) highres = true;
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float scaleFactor;
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if (highres) scaleFactor = 8388608.0;
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else scaleFactor = 32768.0;
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float derez = B;
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if (derez > 0.0) scaleFactor *= pow(1.0-derez,6);
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if (scaleFactor < 0.0001) scaleFactor = 0.0001;
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float outScale = scaleFactor;
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if (outScale < 8.0) outScale = 8.0;
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while (--sampleFrames >= 0)
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{
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double inputSampleL = *in1;
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double inputSampleR = *in2;
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if (fabs(inputSampleL)<1.18e-23) inputSampleL = fpdL * 1.18e-17;
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fpdL ^= fpdL << 13; fpdL ^= fpdL >> 17; fpdL ^= fpdL << 5;
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if (fabs(inputSampleR)<1.18e-23) inputSampleR = fpdR * 1.18e-17;
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fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5;
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inputSampleL *= scaleFactor;
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inputSampleR *= scaleFactor;
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//0-1 is now one bit, now we dither
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//We are doing it first Left, then Right, because the loops may run faster if
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//they aren't too jammed full of variables. This means re-running code.
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//begin left
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int quantA = floor(inputSampleL);
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int quantB = floor(inputSampleL+1.0);
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//to do this style of dither, we quantize in either direction and then
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//do a reconstruction of what the result will be for each choice.
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//We then evaluate which one we like, and keep a history of what we previously had
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float expectedSlew = 0;
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for(int x = 0; x < depth; x++) {
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expectedSlew += (lastSampleL[x+1] - lastSampleL[x]);
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}
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expectedSlew /= depth; //we have an average of all recent slews
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//we are doing that to voice the thing down into the upper mids a bit
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//it mustn't just soften the brightest treble, it must smooth high mids too
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float testA = fabs((lastSampleL[0] - quantA) - expectedSlew);
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float testB = fabs((lastSampleL[0] - quantB) - expectedSlew);
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if (testA < testB) inputSampleL = quantA;
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else inputSampleL = quantB;
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//select whichever one departs LEAST from the vector of averaged
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//reconstructed previous final samples. This will force a kind of dithering
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//as it'll make the output end up as smooth as possible
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for(int x = depth; x >=0; x--) {
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lastSampleL[x+1] = lastSampleL[x];
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}
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lastSampleL[0] = inputSampleL;
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//end left
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//begin right
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quantA = floor(inputSampleR);
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quantB = floor(inputSampleR+1.0);
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//to do this style of dither, we quantize in either direction and then
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//do a reconstruction of what the result will be for each choice.
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//We then evaluate which one we like, and keep a history of what we previously had
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expectedSlew = 0;
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for(int x = 0; x < depth; x++) {
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expectedSlew += (lastSampleR[x+1] - lastSampleR[x]);
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}
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expectedSlew /= depth; //we have an average of all recent slews
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//we are doing that to voice the thing down into the upper mids a bit
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//it mustn't just soften the brightest treble, it must smooth high mids too
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testA = fabs((lastSampleR[0] - quantA) - expectedSlew);
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testB = fabs((lastSampleR[0] - quantB) - expectedSlew);
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if (testA < testB) inputSampleR = quantA;
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else inputSampleR = quantB;
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//select whichever one departs LEAST from the vector of averaged
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//reconstructed previous final samples. This will force a kind of dithering
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//as it'll make the output end up as smooth as possible
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for(int x = depth; x >=0; x--) {
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lastSampleR[x+1] = lastSampleR[x];
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}
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lastSampleR[0] = inputSampleR;
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//end right
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inputSampleL /= outScale;
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inputSampleR /= outScale;
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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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