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270 lines
8.5 KiB
C++
Executable file
270 lines
8.5 KiB
C++
Executable file
/* ========================================
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* TexturizeMS - TexturizeMS.h
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* Copyright (c) 2016 airwindows, Airwindows uses the MIT license
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* ======================================== */
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#ifndef __TexturizeMS_H
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#include "TexturizeMS.h"
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#endif
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void TexturizeMS::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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double slewAmountM = ((pow(A,2.0)*4.0)+0.71)/overallscale;
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double dynAmountM = pow(B,2.0);
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double wetM = pow(C,5);
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double slewAmountS = ((pow(D,2.0)*4.0)+0.71)/overallscale;
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double dynAmountS = pow(E,2.0);
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double wetS = pow(F,5);
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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 mid = inputSampleL + inputSampleR;
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double side = inputSampleL - inputSampleR;
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//assign mid and side.Between these sections, you can do mid/side processing
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double drySampleM = mid;
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double drySampleS = side;
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//begin mid
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if (mid < 0) {
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if (polarityM == true) {
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if (noiseAM < 0) flipM = true;
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else flipM = false;
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}
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polarityM = false;
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} else polarityM = true;
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if (flipM) noiseAM += (double(fpdL)/UINT32_MAX);
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else noiseAM -= (double(fpdL)/UINT32_MAX);
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//here's the guts of the random walk
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flipM = !flipM;
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if (mid > 1.0) mid = 1.0; if (mid < -1.0) mid = -1.0;
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if (dynAmountM < 0.4999) mid = (mid*dynAmountM*2.0) + (sin(mid)*(1.0-(dynAmountM*2.0)));
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if (dynAmountM > 0.5001) mid = (asin(mid)*((dynAmountM*2.0)-1.0)) + (mid*(1.0-((dynAmountM*2.0)-1.0)));
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//doing this in two steps means I get to not run an extra sin/asin function per sample
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noiseBM = sin(noiseAM*(0.2-(dynAmountM*0.125))*fabs(mid));
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double slew = fabs(mid-lastSampleM)*slewAmountM;
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lastSampleM = mid*(0.86-(dynAmountM*0.125));
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if (slew > 1.0) slew = 1.0;
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double iirIntensity = slew;
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iirIntensity *= 2.472;
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iirIntensity *= iirIntensity;
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if (iirIntensity > 1.0) iirIntensity = 1.0;
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iirSampleM = (iirSampleM * (1.0 - iirIntensity)) + (noiseBM * iirIntensity);
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noiseBM = iirSampleM;
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noiseBM = (noiseBM * slew) + (noiseCM * (1.0-slew));
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noiseCM = noiseBM;
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mid = (noiseCM * wetM) + (drySampleM * (1.0-wetM));
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//end mid
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//begin side
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if (side < 0) {
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if (polarityS == true) {
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if (noiseAS < 0) flipS = true;
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else flipS = false;
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}
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polarityS = false;
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} else polarityS = true;
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if (flipS) noiseAS += (double(fpdR)/UINT32_MAX);
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else noiseAS -= (double(fpdR)/UINT32_MAX);
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//here's the guts of the random walk
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flipS = !flipS;
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if (side > 1.0) side = 1.0; if (side < -1.0) side = -1.0;
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if (dynAmountS < 0.4999) side = (side*dynAmountS*2.0) + (sin(side)*(1.0-(dynAmountS*2.0)));
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if (dynAmountS > 0.5001) side = (asin(side)*((dynAmountS*2.0)-1.0)) + (side*(1.0-((dynAmountS*2.0)-1.0)));
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//doing this in two steps means I get to not run an extra sin/asin function per sample
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noiseBS = sin(noiseAS*(0.2-(dynAmountS*0.125))*fabs(side));
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slew = fabs(side-lastSampleS)*slewAmountS;
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lastSampleS = side*(0.86-(dynAmountS*0.125));
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if (slew > 1.0) slew = 1.0;
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iirIntensity = slew;
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iirIntensity *= 2.472;
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iirIntensity *= iirIntensity;
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if (iirIntensity > 1.0) iirIntensity = 1.0;
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iirSampleS = (iirSampleS * (1.0 - iirIntensity)) + (noiseBS * iirIntensity);
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noiseBS = iirSampleS;
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noiseBS = (noiseBS * slew) + (noiseCS * (1.0-slew));
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noiseCS = noiseBS;
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side = (noiseCS * wetS) + (drySampleS * (1.0-wetS));
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//end side
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inputSampleL = (mid+side)/2.0;
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inputSampleR = (mid-side)/2.0;
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//unassign mid and side
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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 TexturizeMS::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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double slewAmountM = ((pow(A,2.0)*4.0)+0.71)/overallscale;
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double dynAmountM = pow(B,2.0);
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double wetM = pow(C,5);
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double slewAmountS = ((pow(D,2.0)*4.0)+0.71)/overallscale;
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double dynAmountS = pow(E,2.0);
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double wetS = pow(F,5);
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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 mid = inputSampleL + inputSampleR;
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double side = inputSampleL - inputSampleR;
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//assign mid and side.Between these sections, you can do mid/side processing
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double drySampleM = mid;
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double drySampleS = side;
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//begin mid
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if (mid < 0) {
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if (polarityM == true) {
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if (noiseAM < 0) flipM = true;
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else flipM = false;
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}
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polarityM = false;
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} else polarityM = true;
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if (flipM) noiseAM += (double(fpdL)/UINT32_MAX);
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else noiseAM -= (double(fpdL)/UINT32_MAX);
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//here's the guts of the random walk
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flipM = !flipM;
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if (mid > 1.0) mid = 1.0; if (mid < -1.0) mid = -1.0;
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if (dynAmountM < 0.4999) mid = (mid*dynAmountM*2.0) + (sin(mid)*(1.0-(dynAmountM*2.0)));
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if (dynAmountM > 0.5001) mid = (asin(mid)*((dynAmountM*2.0)-1.0)) + (mid*(1.0-((dynAmountM*2.0)-1.0)));
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//doing this in two steps means I get to not run an extra sin/asin function per sample
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noiseBM = sin(noiseAM*(0.2-(dynAmountM*0.125))*fabs(mid));
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double slew = fabs(mid-lastSampleM)*slewAmountM;
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lastSampleM = mid*(0.86-(dynAmountM*0.125));
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if (slew > 1.0) slew = 1.0;
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double iirIntensity = slew;
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iirIntensity *= 2.472;
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iirIntensity *= iirIntensity;
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if (iirIntensity > 1.0) iirIntensity = 1.0;
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iirSampleM = (iirSampleM * (1.0 - iirIntensity)) + (noiseBM * iirIntensity);
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noiseBM = iirSampleM;
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noiseBM = (noiseBM * slew) + (noiseCM * (1.0-slew));
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noiseCM = noiseBM;
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mid = (noiseCM * wetM) + (drySampleM * (1.0-wetM));
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//end mid
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//begin side
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if (side < 0) {
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if (polarityS == true) {
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if (noiseAS < 0) flipS = true;
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else flipS = false;
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}
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polarityS = false;
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} else polarityS = true;
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if (flipS) noiseAS += (double(fpdR)/UINT32_MAX);
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else noiseAS -= (double(fpdR)/UINT32_MAX);
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//here's the guts of the random walk
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flipS = !flipS;
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if (side > 1.0) side = 1.0; if (side < -1.0) side = -1.0;
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if (dynAmountS < 0.4999) side = (side*dynAmountS*2.0) + (sin(side)*(1.0-(dynAmountS*2.0)));
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if (dynAmountS > 0.5001) side = (asin(side)*((dynAmountS*2.0)-1.0)) + (side*(1.0-((dynAmountS*2.0)-1.0)));
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//doing this in two steps means I get to not run an extra sin/asin function per sample
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noiseBS = sin(noiseAS*(0.2-(dynAmountS*0.125))*fabs(side));
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slew = fabs(side-lastSampleS)*slewAmountS;
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lastSampleS = side*(0.86-(dynAmountS*0.125));
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if (slew > 1.0) slew = 1.0;
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iirIntensity = slew;
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iirIntensity *= 2.472;
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iirIntensity *= iirIntensity;
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if (iirIntensity > 1.0) iirIntensity = 1.0;
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iirSampleS = (iirSampleS * (1.0 - iirIntensity)) + (noiseBS * iirIntensity);
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noiseBS = iirSampleS;
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noiseBS = (noiseBS * slew) + (noiseCS * (1.0-slew));
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noiseCS = noiseBS;
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side = (noiseCS * wetS) + (drySampleS * (1.0-wetS));
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//end side
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inputSampleL = (mid+side)/2.0;
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inputSampleR = (mid-side)/2.0;
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//unassign mid and side
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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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