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204 lines
7.5 KiB
C++
Executable file
204 lines
7.5 KiB
C++
Executable file
/* ========================================
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* Vibrato - Vibrato.h
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* Copyright (c) 2016 airwindows, All rights reserved
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* ======================================== */
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#ifndef __Vibrato_H
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#include "Vibrato.h"
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#endif
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void Vibrato::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 speed = pow(0.1+A,6);
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double depth = (pow(B,3) / sqrt(speed))*4.0;
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double speedB = pow(0.1+C,6);
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double depthB = pow(D,3) / sqrt(speedB);
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double tupi = 3.141592653589793238 * 2.0;
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double wet = (E*2.0)-1.0; //note: inv/dry/wet
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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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airFactorL = airPrevL - inputSampleL;
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airFactorR = airPrevR - inputSampleR;
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if (flip) {
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airEvenL += airFactorL; airOddL -= airFactorL; airFactorL = airEvenL;
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airEvenR += airFactorR; airOddR -= airFactorR; airFactorR = airEvenR;
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} else {
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airOddL += airFactorL; airEvenL -= airFactorL; airFactorL = airOddL;
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airOddR += airFactorR; airEvenR -= airFactorR; airFactorR = airOddR;
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}
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airOddL = (airOddL - ((airOddL - airEvenL)/256.0)) / 1.0001;
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airOddR = (airOddR - ((airOddR - airEvenR)/256.0)) / 1.0001;
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airEvenL = (airEvenL - ((airEvenL - airOddL)/256.0)) / 1.0001;
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airEvenR = (airEvenR - ((airEvenR - airOddR)/256.0)) / 1.0001;
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airPrevL = inputSampleL;
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airPrevR = inputSampleR;
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inputSampleL += airFactorL;
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inputSampleR += airFactorR;
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flip = !flip;
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//air, compensates for loss of highs in the interpolation
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if (gcount < 1 || gcount > 8192) {gcount = 8192;}
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int count = gcount;
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pL[count+8192] = pL[count] = inputSampleL;
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pR[count+8192] = pR[count] = inputSampleR;
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double offset = depth + (depth * sin(sweep));
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count += (int)floor(offset);
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inputSampleL = pL[count] * (1.0-(offset-floor(offset))); //less as value moves away from .0
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inputSampleL += pL[count+1]; //we can assume always using this in one way or another?
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inputSampleL += pL[count+2] * (offset-floor(offset)); //greater as value moves away from .0
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inputSampleL -= ((pL[count]-pL[count+1])-(pL[count+1]-pL[count+2]))/50.0; //interpolation hacks 'r us
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inputSampleL *= 0.5; // gain trim
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inputSampleR = pR[count] * (1.0-(offset-floor(offset))); //less as value moves away from .0
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inputSampleR += pR[count+1]; //we can assume always using this in one way or another?
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inputSampleR += pR[count+2] * (offset-floor(offset)); //greater as value moves away from .0
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inputSampleR -= ((pR[count]-pR[count+1])-(pR[count+1]-pR[count+2]))/50.0; //interpolation hacks 'r us
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inputSampleR *= 0.5; // gain trim
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sweep += (speed + (speedB * sin(sweepB) * depthB));
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sweepB += speedB;
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if (sweep > tupi){sweep -= tupi;}
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if (sweep < 0.0){sweep += tupi;} //through zero FM
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if (sweepB > tupi){sweepB -= tupi;}
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gcount--;
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//still scrolling through the samples, remember
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if (wet !=1.0) {
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inputSampleL = (inputSampleL * wet) + (drySampleL * (1.0-fabs(wet)));
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inputSampleR = (inputSampleR * wet) + (drySampleR * (1.0-fabs(wet)));
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}
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//Inv/Dry/Wet control
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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 Vibrato::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 speed = pow(0.1+A,6);
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double depth = (pow(B,3) / sqrt(speed))*4.0;
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double speedB = pow(0.1+C,6);
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double depthB = pow(D,3) / sqrt(speedB);
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double tupi = 3.141592653589793238 * 2.0;
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double wet = (E*2.0)-1.0; //note: inv/dry/wet
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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-43) inputSampleL = fpd * 1.18e-43;
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if (fabs(inputSampleR)<1.18e-43) inputSampleR = fpd * 1.18e-43;
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double drySampleL = inputSampleL;
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double drySampleR = inputSampleR;
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airFactorL = airPrevL - inputSampleL;
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airFactorR = airPrevR - inputSampleR;
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if (flip) {
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airEvenL += airFactorL; airOddL -= airFactorL; airFactorL = airEvenL;
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airEvenR += airFactorR; airOddR -= airFactorR; airFactorR = airEvenR;
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} else {
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airOddL += airFactorL; airEvenL -= airFactorL; airFactorL = airOddL;
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airOddR += airFactorR; airEvenR -= airFactorR; airFactorR = airOddR;
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}
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airOddL = (airOddL - ((airOddL - airEvenL)/256.0)) / 1.0001;
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airOddR = (airOddR - ((airOddR - airEvenR)/256.0)) / 1.0001;
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airEvenL = (airEvenL - ((airEvenL - airOddL)/256.0)) / 1.0001;
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airEvenR = (airEvenR - ((airEvenR - airOddR)/256.0)) / 1.0001;
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airPrevL = inputSampleL;
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airPrevR = inputSampleR;
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inputSampleL += airFactorL;
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inputSampleR += airFactorR;
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flip = !flip;
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//air, compensates for loss of highs in the interpolation
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if (gcount < 1 || gcount > 8192) {gcount = 8192;}
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int count = gcount;
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pL[count+8192] = pL[count] = inputSampleL;
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pR[count+8192] = pR[count] = inputSampleR;
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double offset = depth + (depth * sin(sweep));
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count += (int)floor(offset);
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inputSampleL = pL[count] * (1.0-(offset-floor(offset))); //less as value moves away from .0
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inputSampleL += pL[count+1]; //we can assume always using this in one way or another?
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inputSampleL += pL[count+2] * (offset-floor(offset)); //greater as value moves away from .0
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inputSampleL -= ((pL[count]-pL[count+1])-(pL[count+1]-pL[count+2]))/50.0; //interpolation hacks 'r us
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inputSampleL *= 0.5; // gain trim
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inputSampleR = pR[count] * (1.0-(offset-floor(offset))); //less as value moves away from .0
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inputSampleR += pR[count+1]; //we can assume always using this in one way or another?
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inputSampleR += pR[count+2] * (offset-floor(offset)); //greater as value moves away from .0
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inputSampleR -= ((pR[count]-pR[count+1])-(pR[count+1]-pR[count+2]))/50.0; //interpolation hacks 'r us
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inputSampleR *= 0.5; // gain trim
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sweep += (speed + (speedB * sin(sweepB) * depthB));
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sweepB += speedB;
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if (sweep > tupi){sweep -= tupi;}
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if (sweep < 0.0){sweep += tupi;} //through zero FM
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if (sweepB > tupi){sweepB -= tupi;}
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gcount--;
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//still scrolling through the samples, remember
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if (wet !=1.0) {
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inputSampleL = (inputSampleL * wet) + (drySampleL * (1.0-fabs(wet)));
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inputSampleR = (inputSampleR * wet) + (drySampleR * (1.0-fabs(wet)));
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}
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//Inv/Dry/Wet control
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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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