airwindows/plugins/MacVST/TexturizeMS/source/TexturizeMSProc.cpp
2022-11-21 09:20:21 -05:00

270 lines
8.5 KiB
C++
Executable file

/* ========================================
* TexturizeMS - TexturizeMS.h
* Copyright (c) 2016 airwindows, Airwindows uses the MIT license
* ======================================== */
#ifndef __TexturizeMS_H
#include "TexturizeMS.h"
#endif
void TexturizeMS::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrames)
{
float* in1 = inputs[0];
float* in2 = inputs[1];
float* out1 = outputs[0];
float* out2 = outputs[1];
double overallscale = 1.0;
overallscale /= 44100.0;
overallscale *= getSampleRate();
double slewAmountM = ((pow(A,2.0)*4.0)+0.71)/overallscale;
double dynAmountM = pow(B,2.0);
double wetM = pow(C,5);
double slewAmountS = ((pow(D,2.0)*4.0)+0.71)/overallscale;
double dynAmountS = pow(E,2.0);
double wetS = pow(F,5);
while (--sampleFrames >= 0)
{
double inputSampleL = *in1;
double inputSampleR = *in2;
if (fabs(inputSampleL)<1.18e-23) inputSampleL = fpdL * 1.18e-17;
if (fabs(inputSampleR)<1.18e-23) inputSampleR = fpdR * 1.18e-17;
double mid = inputSampleL + inputSampleR;
double side = inputSampleL - inputSampleR;
//assign mid and side.Between these sections, you can do mid/side processing
double drySampleM = mid;
double drySampleS = side;
//begin mid
if (mid < 0) {
if (polarityM == true) {
if (noiseAM < 0) flipM = true;
else flipM = false;
}
polarityM = false;
} else polarityM = true;
if (flipM) noiseAM += (double(fpdL)/UINT32_MAX);
else noiseAM -= (double(fpdL)/UINT32_MAX);
//here's the guts of the random walk
flipM = !flipM;
if (mid > 1.0) mid = 1.0; if (mid < -1.0) mid = -1.0;
if (dynAmountM < 0.4999) mid = (mid*dynAmountM*2.0) + (sin(mid)*(1.0-(dynAmountM*2.0)));
if (dynAmountM > 0.5001) mid = (asin(mid)*((dynAmountM*2.0)-1.0)) + (mid*(1.0-((dynAmountM*2.0)-1.0)));
//doing this in two steps means I get to not run an extra sin/asin function per sample
noiseBM = sin(noiseAM*(0.2-(dynAmountM*0.125))*fabs(mid));
double slew = fabs(mid-lastSampleM)*slewAmountM;
lastSampleM = mid*(0.86-(dynAmountM*0.125));
if (slew > 1.0) slew = 1.0;
double iirIntensity = slew;
iirIntensity *= 2.472;
iirIntensity *= iirIntensity;
if (iirIntensity > 1.0) iirIntensity = 1.0;
iirSampleM = (iirSampleM * (1.0 - iirIntensity)) + (noiseBM * iirIntensity);
noiseBM = iirSampleM;
noiseBM = (noiseBM * slew) + (noiseCM * (1.0-slew));
noiseCM = noiseBM;
mid = (noiseCM * wetM) + (drySampleM * (1.0-wetM));
//end mid
//begin side
if (side < 0) {
if (polarityS == true) {
if (noiseAS < 0) flipS = true;
else flipS = false;
}
polarityS = false;
} else polarityS = true;
if (flipS) noiseAS += (double(fpdR)/UINT32_MAX);
else noiseAS -= (double(fpdR)/UINT32_MAX);
//here's the guts of the random walk
flipS = !flipS;
if (side > 1.0) side = 1.0; if (side < -1.0) side = -1.0;
if (dynAmountS < 0.4999) side = (side*dynAmountS*2.0) + (sin(side)*(1.0-(dynAmountS*2.0)));
if (dynAmountS > 0.5001) side = (asin(side)*((dynAmountS*2.0)-1.0)) + (side*(1.0-((dynAmountS*2.0)-1.0)));
//doing this in two steps means I get to not run an extra sin/asin function per sample
noiseBS = sin(noiseAS*(0.2-(dynAmountS*0.125))*fabs(side));
slew = fabs(side-lastSampleS)*slewAmountS;
lastSampleS = side*(0.86-(dynAmountS*0.125));
if (slew > 1.0) slew = 1.0;
iirIntensity = slew;
iirIntensity *= 2.472;
iirIntensity *= iirIntensity;
if (iirIntensity > 1.0) iirIntensity = 1.0;
iirSampleS = (iirSampleS * (1.0 - iirIntensity)) + (noiseBS * iirIntensity);
noiseBS = iirSampleS;
noiseBS = (noiseBS * slew) + (noiseCS * (1.0-slew));
noiseCS = noiseBS;
side = (noiseCS * wetS) + (drySampleS * (1.0-wetS));
//end side
inputSampleL = (mid+side)/2.0;
inputSampleR = (mid-side)/2.0;
//unassign mid and side
//begin 32 bit stereo floating point dither
int expon; frexpf((float)inputSampleL, &expon);
fpdL ^= fpdL << 13; fpdL ^= fpdL >> 17; fpdL ^= fpdL << 5;
inputSampleL += ((double(fpdL)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
frexpf((float)inputSampleR, &expon);
fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5;
inputSampleR += ((double(fpdR)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
//end 32 bit stereo floating point dither
*out1 = inputSampleL;
*out2 = inputSampleR;
in1++;
in2++;
out1++;
out2++;
}
}
void TexturizeMS::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sampleFrames)
{
double* in1 = inputs[0];
double* in2 = inputs[1];
double* out1 = outputs[0];
double* out2 = outputs[1];
double overallscale = 1.0;
overallscale /= 44100.0;
overallscale *= getSampleRate();
double slewAmountM = ((pow(A,2.0)*4.0)+0.71)/overallscale;
double dynAmountM = pow(B,2.0);
double wetM = pow(C,5);
double slewAmountS = ((pow(D,2.0)*4.0)+0.71)/overallscale;
double dynAmountS = pow(E,2.0);
double wetS = pow(F,5);
while (--sampleFrames >= 0)
{
double inputSampleL = *in1;
double inputSampleR = *in2;
if (fabs(inputSampleL)<1.18e-23) inputSampleL = fpdL * 1.18e-17;
if (fabs(inputSampleR)<1.18e-23) inputSampleR = fpdR * 1.18e-17;
double mid = inputSampleL + inputSampleR;
double side = inputSampleL - inputSampleR;
//assign mid and side.Between these sections, you can do mid/side processing
double drySampleM = mid;
double drySampleS = side;
//begin mid
if (mid < 0) {
if (polarityM == true) {
if (noiseAM < 0) flipM = true;
else flipM = false;
}
polarityM = false;
} else polarityM = true;
if (flipM) noiseAM += (double(fpdL)/UINT32_MAX);
else noiseAM -= (double(fpdL)/UINT32_MAX);
//here's the guts of the random walk
flipM = !flipM;
if (mid > 1.0) mid = 1.0; if (mid < -1.0) mid = -1.0;
if (dynAmountM < 0.4999) mid = (mid*dynAmountM*2.0) + (sin(mid)*(1.0-(dynAmountM*2.0)));
if (dynAmountM > 0.5001) mid = (asin(mid)*((dynAmountM*2.0)-1.0)) + (mid*(1.0-((dynAmountM*2.0)-1.0)));
//doing this in two steps means I get to not run an extra sin/asin function per sample
noiseBM = sin(noiseAM*(0.2-(dynAmountM*0.125))*fabs(mid));
double slew = fabs(mid-lastSampleM)*slewAmountM;
lastSampleM = mid*(0.86-(dynAmountM*0.125));
if (slew > 1.0) slew = 1.0;
double iirIntensity = slew;
iirIntensity *= 2.472;
iirIntensity *= iirIntensity;
if (iirIntensity > 1.0) iirIntensity = 1.0;
iirSampleM = (iirSampleM * (1.0 - iirIntensity)) + (noiseBM * iirIntensity);
noiseBM = iirSampleM;
noiseBM = (noiseBM * slew) + (noiseCM * (1.0-slew));
noiseCM = noiseBM;
mid = (noiseCM * wetM) + (drySampleM * (1.0-wetM));
//end mid
//begin side
if (side < 0) {
if (polarityS == true) {
if (noiseAS < 0) flipS = true;
else flipS = false;
}
polarityS = false;
} else polarityS = true;
if (flipS) noiseAS += (double(fpdR)/UINT32_MAX);
else noiseAS -= (double(fpdR)/UINT32_MAX);
//here's the guts of the random walk
flipS = !flipS;
if (side > 1.0) side = 1.0; if (side < -1.0) side = -1.0;
if (dynAmountS < 0.4999) side = (side*dynAmountS*2.0) + (sin(side)*(1.0-(dynAmountS*2.0)));
if (dynAmountS > 0.5001) side = (asin(side)*((dynAmountS*2.0)-1.0)) + (side*(1.0-((dynAmountS*2.0)-1.0)));
//doing this in two steps means I get to not run an extra sin/asin function per sample
noiseBS = sin(noiseAS*(0.2-(dynAmountS*0.125))*fabs(side));
slew = fabs(side-lastSampleS)*slewAmountS;
lastSampleS = side*(0.86-(dynAmountS*0.125));
if (slew > 1.0) slew = 1.0;
iirIntensity = slew;
iirIntensity *= 2.472;
iirIntensity *= iirIntensity;
if (iirIntensity > 1.0) iirIntensity = 1.0;
iirSampleS = (iirSampleS * (1.0 - iirIntensity)) + (noiseBS * iirIntensity);
noiseBS = iirSampleS;
noiseBS = (noiseBS * slew) + (noiseCS * (1.0-slew));
noiseCS = noiseBS;
side = (noiseCS * wetS) + (drySampleS * (1.0-wetS));
//end side
inputSampleL = (mid+side)/2.0;
inputSampleR = (mid-side)/2.0;
//unassign mid and side
//begin 64 bit stereo floating point dither
//int expon; frexp((double)inputSampleL, &expon);
fpdL ^= fpdL << 13; fpdL ^= fpdL >> 17; fpdL ^= fpdL << 5;
//inputSampleL += ((double(fpdL)-uint32_t(0x7fffffff)) * 1.1e-44l * pow(2,expon+62));
//frexp((double)inputSampleR, &expon);
fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5;
//inputSampleR += ((double(fpdR)-uint32_t(0x7fffffff)) * 1.1e-44l * pow(2,expon+62));
//end 64 bit stereo floating point dither
*out1 = inputSampleL;
*out2 = inputSampleR;
in1++;
in2++;
out1++;
out2++;
}
}