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356 lines
11 KiB
C++
Executable file
356 lines
11 KiB
C++
Executable file
/* ========================================
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* Gatelope - Gatelope.h
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* Copyright (c) 2016 airwindows, Airwindows uses the MIT license
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* ======================================== */
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#ifndef __Gatelope_H
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#include "Gatelope.h"
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#endif
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void Gatelope::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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//speed settings around release
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double threshold = pow(A,2);
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//gain settings around threshold
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double trebledecay = pow(1.0-B,2)/4196.0;
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double bassdecay = pow(1.0-C,2)/8192.0;
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double slowAttack = (pow(D,3)*3)+0.003;
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double wet = E;
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slowAttack /= overallscale;
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trebledecay /= overallscale;
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bassdecay /= overallscale;
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trebledecay += 1.0;
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bassdecay += 1.0;
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double attackSpeed;
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double highestSample;
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//this VST version comes from the AU, Gatelinked, because it's stereo.
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//if used on a mono track it'll act like the mono N to N
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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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if (fabs(inputSampleR)<1.18e-23) inputSampleR = fpdR * 1.18e-17;
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double drySampleL = inputSampleL;
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double drySampleR = inputSampleR;
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if (fabs(inputSampleL) > fabs(inputSampleR)) {
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attackSpeed = slowAttack - (fabs(inputSampleL)*slowAttack*0.5);
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highestSample = fabs(inputSampleL);
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} else {
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attackSpeed = slowAttack - (fabs(inputSampleR)*slowAttack*0.5); //we're triggering off the highest amplitude
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highestSample = fabs(inputSampleR); //and making highestSample the abs() of that amplitude
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}
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if (attackSpeed < 0.0) attackSpeed = 0.0;
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//softening onset click depending on how hard we're getting it
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if (flip)
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{
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if (highestSample > threshold)
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{
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treblefreq += attackSpeed;
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if (treblefreq > 2.0) treblefreq = 2.0;
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bassfreq -= attackSpeed;
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bassfreq -= attackSpeed;
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if (bassfreq < 0.0) bassfreq = 0.0;
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iirLowpassAL = iirLowpassBL = inputSampleL;
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iirHighpassAL = iirHighpassBL = 0.0;
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iirLowpassAR = iirLowpassBR = inputSampleR;
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iirHighpassAR = iirHighpassBR = 0.0;
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}
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else
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{
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treblefreq -= bassfreq;
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treblefreq /= trebledecay;
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treblefreq += bassfreq;
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bassfreq -= treblefreq;
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bassfreq /= bassdecay;
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bassfreq += treblefreq;
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}
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if (treblefreq >= 1.0) {
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iirLowpassAL = inputSampleL;
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iirLowpassAR = inputSampleR;
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} else {
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iirLowpassAL = (iirLowpassAL * (1.0 - treblefreq)) + (inputSampleL * treblefreq);
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iirLowpassAR = (iirLowpassAR * (1.0 - treblefreq)) + (inputSampleR * treblefreq);
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}
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if (bassfreq > 1.0) bassfreq = 1.0;
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if (bassfreq > 0.0) {
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iirHighpassAL = (iirHighpassAL * (1.0 - bassfreq)) + (inputSampleL * bassfreq);
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iirHighpassAR = (iirHighpassAR * (1.0 - bassfreq)) + (inputSampleR * bassfreq);
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} else {
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iirHighpassAL = 0.0;
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iirHighpassAR = 0.0;
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}
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if (treblefreq > bassfreq) {
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inputSampleL = (iirLowpassAL - iirHighpassAL);
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inputSampleR = (iirLowpassAR - iirHighpassAR);
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} else {
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inputSampleL = 0.0;
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inputSampleR = 0.0;
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}
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}
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else
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{
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if (highestSample > threshold)
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{
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treblefreq += attackSpeed;
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if (treblefreq > 2.0) treblefreq = 2.0;
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bassfreq -= attackSpeed;
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bassfreq -= attackSpeed;
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if (bassfreq < 0.0) bassfreq = 0.0;
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iirLowpassAL = iirLowpassBL = inputSampleL;
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iirHighpassAL = iirHighpassBL = 0.0;
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iirLowpassAR = iirLowpassBR = inputSampleR;
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iirHighpassAR = iirHighpassBR = 0.0;
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}
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else
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{
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treblefreq -= bassfreq;
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treblefreq /= trebledecay;
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treblefreq += bassfreq;
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bassfreq -= treblefreq;
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bassfreq /= bassdecay;
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bassfreq += treblefreq;
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}
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if (treblefreq >= 1.0) {
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iirLowpassBL = inputSampleL;
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iirLowpassBR = inputSampleR;
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} else {
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iirLowpassBL = (iirLowpassBL * (1.0 - treblefreq)) + (inputSampleL * treblefreq);
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iirLowpassBR = (iirLowpassBR * (1.0 - treblefreq)) + (inputSampleR * treblefreq);
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}
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if (bassfreq > 1.0) bassfreq = 1.0;
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if (bassfreq > 0.0) {
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iirHighpassBL = (iirHighpassBL * (1.0 - bassfreq)) + (inputSampleL * bassfreq);
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iirHighpassBR = (iirHighpassBR * (1.0 - bassfreq)) + (inputSampleR * bassfreq);
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} else {
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iirHighpassBL = 0.0;
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iirHighpassBR = 0.0;
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}
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if (treblefreq > bassfreq) {
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inputSampleL = (iirLowpassBL - iirHighpassBL);
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inputSampleR = (iirLowpassBR - iirHighpassBR);
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} else {
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inputSampleL = 0.0;
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inputSampleR = 0.0;
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}
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}
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//done full gated envelope filtered effect
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inputSampleL = ((1-wet)*drySampleL)+(wet*inputSampleL);
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inputSampleR = ((1-wet)*drySampleR)+(wet*inputSampleR);
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//we're going to set up a dry/wet control instead of a min. threshold
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flip = !flip;
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//begin 32 bit stereo floating point dither
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int expon; frexpf((float)inputSampleL, &expon);
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fpdL ^= fpdL << 13; fpdL ^= fpdL >> 17; fpdL ^= fpdL << 5;
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inputSampleL += ((double(fpdL)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
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frexpf((float)inputSampleR, &expon);
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fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5;
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inputSampleR += ((double(fpdR)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
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//end 32 bit stereo floating point dither
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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 Gatelope::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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//speed settings around release
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double threshold = pow(A,2);
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//gain settings around threshold
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double trebledecay = pow(1.0-B,2)/4196.0;
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double bassdecay = pow(1.0-C,2)/8192.0;
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double slowAttack = (pow(D,3)*3)+0.003;
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double wet = E;
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slowAttack /= overallscale;
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trebledecay /= overallscale;
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bassdecay /= overallscale;
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trebledecay += 1.0;
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bassdecay += 1.0;
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double attackSpeed;
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double highestSample;
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//this VST version comes from the AU, Gatelinked, because it's stereo.
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//if used on a mono track it'll act like the mono N to N
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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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if (fabs(inputSampleR)<1.18e-23) inputSampleR = fpdR * 1.18e-17;
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double drySampleL = inputSampleL;
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double drySampleR = inputSampleR;
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if (fabs(inputSampleL) > fabs(inputSampleR)) {
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attackSpeed = slowAttack - (fabs(inputSampleL)*slowAttack*0.5);
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highestSample = fabs(inputSampleL);
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} else {
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attackSpeed = slowAttack - (fabs(inputSampleR)*slowAttack*0.5); //we're triggering off the highest amplitude
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highestSample = fabs(inputSampleR); //and making highestSample the abs() of that amplitude
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}
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if (attackSpeed < 0.0) attackSpeed = 0.0;
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//softening onset click depending on how hard we're getting it
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if (flip)
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{
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if (highestSample > threshold)
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{
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treblefreq += attackSpeed;
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if (treblefreq > 2.0) treblefreq = 2.0;
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bassfreq -= attackSpeed;
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bassfreq -= attackSpeed;
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if (bassfreq < 0.0) bassfreq = 0.0;
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iirLowpassAL = iirLowpassBL = inputSampleL;
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iirHighpassAL = iirHighpassBL = 0.0;
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iirLowpassAR = iirLowpassBR = inputSampleR;
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iirHighpassAR = iirHighpassBR = 0.0;
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}
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else
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{
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treblefreq -= bassfreq;
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treblefreq /= trebledecay;
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treblefreq += bassfreq;
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bassfreq -= treblefreq;
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bassfreq /= bassdecay;
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bassfreq += treblefreq;
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}
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if (treblefreq >= 1.0) {
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iirLowpassAL = inputSampleL;
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iirLowpassAR = inputSampleR;
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} else {
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iirLowpassAL = (iirLowpassAL * (1.0 - treblefreq)) + (inputSampleL * treblefreq);
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iirLowpassAR = (iirLowpassAR * (1.0 - treblefreq)) + (inputSampleR * treblefreq);
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}
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if (bassfreq > 1.0) bassfreq = 1.0;
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if (bassfreq > 0.0) {
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iirHighpassAL = (iirHighpassAL * (1.0 - bassfreq)) + (inputSampleL * bassfreq);
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iirHighpassAR = (iirHighpassAR * (1.0 - bassfreq)) + (inputSampleR * bassfreq);
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} else {
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iirHighpassAL = 0.0;
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iirHighpassAR = 0.0;
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}
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if (treblefreq > bassfreq) {
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inputSampleL = (iirLowpassAL - iirHighpassAL);
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inputSampleR = (iirLowpassAR - iirHighpassAR);
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} else {
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inputSampleL = 0.0;
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inputSampleR = 0.0;
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}
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}
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else
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{
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if (highestSample > threshold)
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{
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treblefreq += attackSpeed;
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if (treblefreq > 2.0) treblefreq = 2.0;
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bassfreq -= attackSpeed;
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bassfreq -= attackSpeed;
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if (bassfreq < 0.0) bassfreq = 0.0;
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iirLowpassAL = iirLowpassBL = inputSampleL;
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iirHighpassAL = iirHighpassBL = 0.0;
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iirLowpassAR = iirLowpassBR = inputSampleR;
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iirHighpassAR = iirHighpassBR = 0.0;
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}
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else
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{
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treblefreq -= bassfreq;
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treblefreq /= trebledecay;
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treblefreq += bassfreq;
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bassfreq -= treblefreq;
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bassfreq /= bassdecay;
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bassfreq += treblefreq;
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}
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if (treblefreq >= 1.0) {
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iirLowpassBL = inputSampleL;
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iirLowpassBR = inputSampleR;
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} else {
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iirLowpassBL = (iirLowpassBL * (1.0 - treblefreq)) + (inputSampleL * treblefreq);
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iirLowpassBR = (iirLowpassBR * (1.0 - treblefreq)) + (inputSampleR * treblefreq);
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}
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if (bassfreq > 1.0) bassfreq = 1.0;
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if (bassfreq > 0.0) {
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iirHighpassBL = (iirHighpassBL * (1.0 - bassfreq)) + (inputSampleL * bassfreq);
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iirHighpassBR = (iirHighpassBR * (1.0 - bassfreq)) + (inputSampleR * bassfreq);
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} else {
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iirHighpassBL = 0.0;
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iirHighpassBR = 0.0;
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}
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if (treblefreq > bassfreq) {
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inputSampleL = (iirLowpassBL - iirHighpassBL);
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inputSampleR = (iirLowpassBR - iirHighpassBR);
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} else {
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inputSampleL = 0.0;
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inputSampleR = 0.0;
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}
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}
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//done full gated envelope filtered effect
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inputSampleL = ((1-wet)*drySampleL)+(wet*inputSampleL);
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inputSampleR = ((1-wet)*drySampleR)+(wet*inputSampleR);
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//we're going to set up a dry/wet control instead of a min. threshold
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flip = !flip;
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//begin 64 bit stereo floating point dither
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//int expon; frexp((double)inputSampleL, &expon);
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fpdL ^= fpdL << 13; fpdL ^= fpdL >> 17; fpdL ^= fpdL << 5;
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//inputSampleL += ((double(fpdL)-uint32_t(0x7fffffff)) * 1.1e-44l * pow(2,expon+62));
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//frexp((double)inputSampleR, &expon);
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fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5;
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//inputSampleR += ((double(fpdR)-uint32_t(0x7fffffff)) * 1.1e-44l * pow(2,expon+62));
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//end 64 bit stereo floating point dither
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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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