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https://github.com/airwindows/airwindows.git
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387 lines
No EOL
13 KiB
C++
Executable file
387 lines
No EOL
13 KiB
C++
Executable file
/* ========================================
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* VoiceOfTheStarship - VoiceOfTheStarship.h
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* Copyright (c) 2016 airwindows, All rights reserved
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* ======================================== */
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#ifndef __VoiceOfTheStarship_H
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#include "VoiceOfTheStarship.h"
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#endif
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void VoiceOfTheStarship::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 cutoff = pow((A*0.89)+0.1,3);
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if (cutoff > 1.0) cutoff = 1.0;
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double invcutoff = 1.0 - cutoff;
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//this is the lowpass
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double overallscale = ((1.0-A)*9.0)+1.0;
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double gain = overallscale;
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if (gain > 1.0) {f[0] = 1.0; gain -= 1.0;} else {f[0] = gain; gain = 0.0;}
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if (gain > 1.0) {f[1] = 1.0; gain -= 1.0;} else {f[1] = gain; gain = 0.0;}
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if (gain > 1.0) {f[2] = 1.0; gain -= 1.0;} else {f[2] = gain; gain = 0.0;}
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if (gain > 1.0) {f[3] = 1.0; gain -= 1.0;} else {f[3] = gain; gain = 0.0;}
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if (gain > 1.0) {f[4] = 1.0; gain -= 1.0;} else {f[4] = gain; gain = 0.0;}
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if (gain > 1.0) {f[5] = 1.0; gain -= 1.0;} else {f[5] = gain; gain = 0.0;}
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if (gain > 1.0) {f[6] = 1.0; gain -= 1.0;} else {f[6] = gain; gain = 0.0;}
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if (gain > 1.0) {f[7] = 1.0; gain -= 1.0;} else {f[7] = gain; gain = 0.0;}
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if (gain > 1.0) {f[8] = 1.0; gain -= 1.0;} else {f[8] = gain; gain = 0.0;}
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if (gain > 1.0) {f[9] = 1.0; gain -= 1.0;} else {f[9] = gain; gain = 0.0;}
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//this is the moving average with remainders
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if (overallscale < 1.0) overallscale = 1.0;
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f[0] /= overallscale;
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f[1] /= overallscale;
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f[2] /= overallscale;
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f[3] /= overallscale;
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f[4] /= overallscale;
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f[5] /= overallscale;
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f[6] /= overallscale;
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f[7] /= overallscale;
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f[8] /= overallscale;
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f[9] /= overallscale;
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//and now it's neatly scaled, too
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int lowcut = floor(B*16.9);
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if (lastAlgorithm != lowcut) {
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noiseAL = 0.0; noiseBL = 0.0; noiseCL = 0.0;
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noiseAR = 0.0; noiseBR = 0.0; noiseCR = 0.0;
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for(int count = 0; count < 11; count++) {bL[count] = 0.0; bR[count] = 0.0;}
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lastAlgorithm = lowcut;
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}
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//cuts the noise back to 0 if we are changing algorithms,
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//because that also changes gains and can make loud pops.
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//We still get pops, but they'd be even worse
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int dcut;
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if (lowcut > 15) {lowcut = 1151; dcut= 11517;}
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if (lowcut == 15) {lowcut = 113; dcut= 1151;}
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if (lowcut == 14) {lowcut = 71; dcut= 719;}
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if (lowcut == 13) {lowcut = 53; dcut= 541;}
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if (lowcut == 12) {lowcut = 31; dcut= 311;}
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if (lowcut == 11) {lowcut = 23; dcut= 233;}
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if (lowcut == 10) {lowcut = 19; dcut= 191;}
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if (lowcut == 9) {lowcut = 17; dcut= 173;}
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if (lowcut == 8) {lowcut = 13; dcut= 131;}
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if (lowcut == 7) {lowcut = 11; dcut= 113;}
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if (lowcut == 6) {lowcut = 7; dcut= 79;}
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if (lowcut == 5) {lowcut = 6; dcut= 67;}
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if (lowcut == 4) {lowcut = 5; dcut= 59;}
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if (lowcut == 3) {lowcut = 4; dcut= 43;}
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if (lowcut == 2) {lowcut = 3; dcut= 37;}
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if (lowcut == 1) {lowcut = 2; dcut= 23;}
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if (lowcut < 1) {lowcut = 1; dcut= 11;}
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//this is the mechanism for cutting back subs without filtering
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double rumbletrim = sqrt(lowcut);
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//this among other things is just to give volume compensation
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double inputSampleL;
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double inputSampleR;
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while (--sampleFrames >= 0)
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{
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inputSampleL = *in1;
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inputSampleR = *in2;
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//we then ignore this!
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quadratic -= 1;
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if (quadratic < 0)
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{
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position += 1;
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quadratic = position * position;
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quadratic = quadratic % 170003; //% is C++ mod operator
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quadratic *= quadratic;
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quadratic = quadratic % 17011; //% is C++ mod operator
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quadratic *= quadratic;
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quadratic = quadratic % 1709; //% is C++ mod operator
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quadratic *= quadratic;
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quadratic = quadratic % dcut; //% is C++ mod operator
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quadratic *= quadratic;
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quadratic = quadratic % lowcut;
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//sets density of the centering force
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if (noiseAL < 0) {flipL = true;}
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else {flipL = false;}
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if (noiseAR < 0) {flipR = true;}
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else {flipR = false;}
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//every time we come here, we force the random walk to be
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//toward the center of the waveform. Without this,
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//it's a pure random walk that will generate DC.
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}
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if (flipL) noiseAL += (double(fpd)/UINT32_MAX);
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else noiseAL -= (double(fpd)/UINT32_MAX);
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if (flipR) noiseAR += (double(fpd)/UINT32_MAX);
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else noiseAR -= (double(fpd)/UINT32_MAX);
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//here's the guts of the random walk
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if (filterflip)
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{
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noiseBL *= invcutoff; noiseBL += (noiseAL*cutoff);
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inputSampleL = noiseBL;
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noiseBR *= invcutoff; noiseBR += (noiseAR*cutoff);
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inputSampleR = noiseBR;
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}
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else
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{
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noiseCL *= invcutoff; noiseCL += (noiseAL*cutoff);
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inputSampleL = noiseCL;
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noiseCR *= invcutoff; noiseCR += (noiseAR*cutoff);
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inputSampleR = noiseCR;
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}
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//now we have the output of the filter as inputSample.
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//this filter is shallower than a straight IIR: it's interleaved
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bL[9] = bL[8]; bL[8] = bL[7]; bL[7] = bL[6]; bL[6] = bL[5];
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bL[5] = bL[4]; bL[4] = bL[3]; bL[3] = bL[2]; bL[2] = bL[1];
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bL[1] = bL[0]; bL[0] = inputSampleL;
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bR[9] = bR[8]; bR[8] = bR[7]; bR[7] = bR[6]; bR[6] = bR[5];
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bR[5] = bR[4]; bR[4] = bR[3]; bR[3] = bR[2]; bR[2] = bR[1];
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bR[1] = bR[0]; bR[0] = inputSampleR;
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inputSampleL *= f[0];
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inputSampleL += (bL[1] * f[1]);
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inputSampleL += (bL[2] * f[2]);
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inputSampleL += (bL[3] * f[3]);
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inputSampleL += (bL[4] * f[4]);
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inputSampleL += (bL[5] * f[5]);
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inputSampleL += (bL[6] * f[6]);
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inputSampleL += (bL[7] * f[7]);
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inputSampleL += (bL[8] * f[8]);
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inputSampleL += (bL[9] * f[9]);
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inputSampleR *= f[0];
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inputSampleR += (bR[1] * f[1]);
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inputSampleR += (bR[2] * f[2]);
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inputSampleR += (bR[3] * f[3]);
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inputSampleR += (bR[4] * f[4]);
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inputSampleR += (bR[5] * f[5]);
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inputSampleR += (bR[6] * f[6]);
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inputSampleR += (bR[7] * f[7]);
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inputSampleR += (bR[8] * f[8]);
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inputSampleR += (bR[9] * f[9]);
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inputSampleL *= 0.1;
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inputSampleR *= 0.1;
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inputSampleL *= invcutoff;
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inputSampleR *= invcutoff;
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inputSampleL /= rumbletrim;
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inputSampleR /= rumbletrim;
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flipL = !flipL;
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flipR = !flipR;
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filterflip = !filterflip;
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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 VoiceOfTheStarship::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 cutoff = pow((A*0.89)+0.1,3);
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if (cutoff > 1.0) cutoff = 1.0;
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double invcutoff = 1.0 - cutoff;
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//this is the lowpass
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double overallscale = ((1.0-A)*9.0)+1.0;
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double gain = overallscale;
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if (gain > 1.0) {f[0] = 1.0; gain -= 1.0;} else {f[0] = gain; gain = 0.0;}
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if (gain > 1.0) {f[1] = 1.0; gain -= 1.0;} else {f[1] = gain; gain = 0.0;}
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if (gain > 1.0) {f[2] = 1.0; gain -= 1.0;} else {f[2] = gain; gain = 0.0;}
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if (gain > 1.0) {f[3] = 1.0; gain -= 1.0;} else {f[3] = gain; gain = 0.0;}
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if (gain > 1.0) {f[4] = 1.0; gain -= 1.0;} else {f[4] = gain; gain = 0.0;}
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if (gain > 1.0) {f[5] = 1.0; gain -= 1.0;} else {f[5] = gain; gain = 0.0;}
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if (gain > 1.0) {f[6] = 1.0; gain -= 1.0;} else {f[6] = gain; gain = 0.0;}
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if (gain > 1.0) {f[7] = 1.0; gain -= 1.0;} else {f[7] = gain; gain = 0.0;}
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if (gain > 1.0) {f[8] = 1.0; gain -= 1.0;} else {f[8] = gain; gain = 0.0;}
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if (gain > 1.0) {f[9] = 1.0; gain -= 1.0;} else {f[9] = gain; gain = 0.0;}
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//this is the moving average with remainders
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if (overallscale < 1.0) overallscale = 1.0;
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f[0] /= overallscale;
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f[1] /= overallscale;
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f[2] /= overallscale;
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f[3] /= overallscale;
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f[4] /= overallscale;
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f[5] /= overallscale;
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f[6] /= overallscale;
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f[7] /= overallscale;
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f[8] /= overallscale;
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f[9] /= overallscale;
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//and now it's neatly scaled, too
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int lowcut = floor(B*16.9);
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if (lastAlgorithm != lowcut) {
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noiseAL = 0.0; noiseBL = 0.0; noiseCL = 0.0;
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noiseAR = 0.0; noiseBR = 0.0; noiseCR = 0.0;
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for(int count = 0; count < 11; count++) {bL[count] = 0.0; bR[count] = 0.0;}
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lastAlgorithm = lowcut;
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}
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//cuts the noise back to 0 if we are changing algorithms,
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//because that also changes gains and can make loud pops.
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//We still get pops, but they'd be even worse
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int dcut;
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if (lowcut > 15) {lowcut = 1151; dcut= 11517;}
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if (lowcut == 15) {lowcut = 113; dcut= 1151;}
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if (lowcut == 14) {lowcut = 71; dcut= 719;}
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if (lowcut == 13) {lowcut = 53; dcut= 541;}
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if (lowcut == 12) {lowcut = 31; dcut= 311;}
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if (lowcut == 11) {lowcut = 23; dcut= 233;}
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if (lowcut == 10) {lowcut = 19; dcut= 191;}
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if (lowcut == 9) {lowcut = 17; dcut= 173;}
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if (lowcut == 8) {lowcut = 13; dcut= 131;}
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if (lowcut == 7) {lowcut = 11; dcut= 113;}
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if (lowcut == 6) {lowcut = 7; dcut= 79;}
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if (lowcut == 5) {lowcut = 6; dcut= 67;}
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if (lowcut == 4) {lowcut = 5; dcut= 59;}
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if (lowcut == 3) {lowcut = 4; dcut= 43;}
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if (lowcut == 2) {lowcut = 3; dcut= 37;}
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if (lowcut == 1) {lowcut = 2; dcut= 23;}
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if (lowcut < 1) {lowcut = 1; dcut= 11;}
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//this is the mechanism for cutting back subs without filtering
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double rumbletrim = sqrt(lowcut);
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//this among other things is just to give volume compensation
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double inputSampleL;
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double inputSampleR;
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while (--sampleFrames >= 0)
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{
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inputSampleL = *in1;
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inputSampleR = *in2;
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//we then ignore this!
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quadratic -= 1;
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if (quadratic < 0)
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{
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position += 1;
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quadratic = position * position;
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quadratic = quadratic % 170003; //% is C++ mod operator
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quadratic *= quadratic;
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quadratic = quadratic % 17011; //% is C++ mod operator
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quadratic *= quadratic;
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quadratic = quadratic % 1709; //% is C++ mod operator
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quadratic *= quadratic;
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quadratic = quadratic % dcut; //% is C++ mod operator
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quadratic *= quadratic;
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quadratic = quadratic % lowcut;
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//sets density of the centering force
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if (noiseAL < 0) {flipL = true;}
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else {flipL = false;}
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if (noiseAR < 0) {flipR = true;}
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else {flipR = false;}
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//every time we come here, we force the random walk to be
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//toward the center of the waveform. Without this,
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//it's a pure random walk that will generate DC.
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}
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if (flipL) noiseAL += (double(fpd)/UINT32_MAX);
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else noiseAL -= (double(fpd)/UINT32_MAX);
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if (flipR) noiseAR += (double(fpd)/UINT32_MAX);
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else noiseAR -= (double(fpd)/UINT32_MAX);
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//here's the guts of the random walk
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if (filterflip)
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{
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noiseBL *= invcutoff; noiseBL += (noiseAL*cutoff);
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inputSampleL = noiseBL;
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noiseBR *= invcutoff; noiseBR += (noiseAR*cutoff);
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inputSampleR = noiseBR;
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}
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else
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{
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noiseCL *= invcutoff; noiseCL += (noiseAL*cutoff);
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inputSampleL = noiseCL;
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noiseCR *= invcutoff; noiseCR += (noiseAR*cutoff);
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inputSampleR = noiseCR;
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}
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//now we have the output of the filter as inputSample.
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//this filter is shallower than a straight IIR: it's interleaved
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bL[9] = bL[8]; bL[8] = bL[7]; bL[7] = bL[6]; bL[6] = bL[5];
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bL[5] = bL[4]; bL[4] = bL[3]; bL[3] = bL[2]; bL[2] = bL[1];
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bL[1] = bL[0]; bL[0] = inputSampleL;
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bR[9] = bR[8]; bR[8] = bR[7]; bR[7] = bR[6]; bR[6] = bR[5];
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bR[5] = bR[4]; bR[4] = bR[3]; bR[3] = bR[2]; bR[2] = bR[1];
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bR[1] = bR[0]; bR[0] = inputSampleR;
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inputSampleL *= f[0];
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inputSampleL += (bL[1] * f[1]);
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inputSampleL += (bL[2] * f[2]);
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inputSampleL += (bL[3] * f[3]);
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inputSampleL += (bL[4] * f[4]);
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inputSampleL += (bL[5] * f[5]);
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inputSampleL += (bL[6] * f[6]);
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inputSampleL += (bL[7] * f[7]);
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inputSampleL += (bL[8] * f[8]);
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inputSampleL += (bL[9] * f[9]);
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inputSampleR *= f[0];
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inputSampleR += (bR[1] * f[1]);
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inputSampleR += (bR[2] * f[2]);
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inputSampleR += (bR[3] * f[3]);
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inputSampleR += (bR[4] * f[4]);
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inputSampleR += (bR[5] * f[5]);
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inputSampleR += (bR[6] * f[6]);
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inputSampleR += (bR[7] * f[7]);
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inputSampleR += (bR[8] * f[8]);
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inputSampleR += (bR[9] * f[9]);
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inputSampleL *= 0.1;
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inputSampleR *= 0.1;
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inputSampleL *= invcutoff;
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inputSampleR *= invcutoff;
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inputSampleL /= rumbletrim;
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inputSampleR /= rumbletrim;
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flipL = !flipL;
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flipR = !flipR;
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filterflip = !filterflip;
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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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} |