airwindows/plugins/WinVST/PDChannel/PDChannelProc.cpp
2018-03-11 22:01:32 -04:00

284 lines
No EOL
9.4 KiB
C++
Executable file

/* ========================================
* PDChannel - PDChannel.h
* Copyright (c) 2016 airwindows, All rights reserved
* ======================================== */
#ifndef __PDChannel_H
#include "PDChannel.h"
#endif
void PDChannel::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrames)
{
float* in1 = inputs[0];
float* in2 = inputs[1];
float* out1 = outputs[0];
float* out2 = outputs[1];
float fpTemp;
long double fpOld = 0.618033988749894848204586; //golden ratio!
long double fpNew = 1.0 - fpOld;
double inputgain = A;
double intensity = B;
double applyL;
double applyR;
double drySampleL;
double drySampleR;
long double inputSampleL;
long double inputSampleR;
if (settingchase != inputgain) {
chasespeed *= 2.0;
settingchase = inputgain;
}
if (chasespeed > 2500.0) chasespeed = 2500.0;
if (gainchase < 0.0) gainchase = inputgain;
while (--sampleFrames >= 0)
{
inputSampleL = *in1;
inputSampleR = *in2;
if (inputSampleL<1.2e-38 && -inputSampleL<1.2e-38) {
static int noisesource = 0;
//this declares a variable before anything else is compiled. It won't keep assigning
//it to 0 for every sample, it's as if the declaration doesn't exist in this context,
//but it lets me add this denormalization fix in a single place rather than updating
//it in three different locations. The variable isn't thread-safe but this is only
//a random seed and we can share it with whatever.
noisesource = noisesource % 1700021; noisesource++;
int residue = noisesource * noisesource;
residue = residue % 170003; residue *= residue;
residue = residue % 17011; residue *= residue;
residue = residue % 1709; residue *= residue;
residue = residue % 173; residue *= residue;
residue = residue % 17;
double applyresidue = residue;
applyresidue *= 0.00000001;
applyresidue *= 0.00000001;
inputSampleL = applyresidue;
}
if (inputSampleR<1.2e-38 && -inputSampleR<1.2e-38) {
static int noisesource = 0;
noisesource = noisesource % 1700021; noisesource++;
int residue = noisesource * noisesource;
residue = residue % 170003; residue *= residue;
residue = residue % 17011; residue *= residue;
residue = residue % 1709; residue *= residue;
residue = residue % 173; residue *= residue;
residue = residue % 17;
double applyresidue = residue;
applyresidue *= 0.00000001;
applyresidue *= 0.00000001;
inputSampleR = applyresidue;
//this denormalization routine produces a white noise at -300 dB which the noise
//shaping will interact with to produce a bipolar output, but the noise is actually
//all positive. That should stop any variables from going denormal, and the routine
//only kicks in if digital black is input. As a final touch, if you save to 24-bit
//the silence will return to being digital black again.
}
chasespeed *= 0.9999;
chasespeed -= 0.01;
if (chasespeed < 350.0) chasespeed = 350.0;
//we have our chase speed compensated for recent fader activity
gainchase = (((gainchase*chasespeed)+inputgain)/(chasespeed+1.0));
//gainchase is chasing the target, as a simple multiply gain factor
if (1.0 != gainchase) {
inputSampleL *= gainchase;
inputSampleR *= gainchase;
}
//done with trim control
inputSampleL = sin(inputSampleL);
inputSampleR = sin(inputSampleR);
//amplitude aspect
drySampleL = inputSampleL;
drySampleR = inputSampleR;
inputSampleL = sin(inputSampleL);
inputSampleR = sin(inputSampleR);
//basic distortion factor
applyL = (fabs(previousSampleL + inputSampleL) / 2.0) * intensity;
applyR = (fabs(previousSampleR + inputSampleR) / 2.0) * intensity;
//saturate less if previous sample was undistorted and low level, or if it was
//inverse polarity. Lets through highs and brightness more.
inputSampleL = (drySampleL * (1.0 - applyL)) + (inputSampleL * applyL);
inputSampleR = (drySampleR * (1.0 - applyR)) + (inputSampleR * applyR);
//dry-wet control for intensity also has FM modulation to clean up highs
previousSampleL = sin(drySampleL);
previousSampleR = sin(drySampleR);
//apply the sine while storing previous sample
//noise shaping to 32-bit floating point
if (fpFlip) {
fpTemp = inputSampleL;
fpNShapeLA = (fpNShapeLA*fpOld)+((inputSampleL-fpTemp)*fpNew);
inputSampleL += fpNShapeLA;
fpTemp = inputSampleR;
fpNShapeRA = (fpNShapeRA*fpOld)+((inputSampleR-fpTemp)*fpNew);
inputSampleR += fpNShapeRA;
}
else {
fpTemp = inputSampleL;
fpNShapeLB = (fpNShapeLB*fpOld)+((inputSampleL-fpTemp)*fpNew);
inputSampleL += fpNShapeLB;
fpTemp = inputSampleR;
fpNShapeRB = (fpNShapeRB*fpOld)+((inputSampleR-fpTemp)*fpNew);
inputSampleR += fpNShapeRB;
}
fpFlip = !fpFlip;
//end noise shaping on 32 bit output
*out1 = inputSampleL;
*out2 = inputSampleR;
*in1++;
*in2++;
*out1++;
*out2++;
}
}
void PDChannel::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sampleFrames)
{
double* in1 = inputs[0];
double* in2 = inputs[1];
double* out1 = outputs[0];
double* out2 = outputs[1];
double fpTemp;
long double fpOld = 0.618033988749894848204586; //golden ratio!
long double fpNew = 1.0 - fpOld;
double inputgain = A;
double intensity = B;
double applyL;
double applyR;
double drySampleL;
double drySampleR;
long double inputSampleL;
long double inputSampleR;
if (settingchase != inputgain) {
chasespeed *= 2.0;
settingchase = inputgain;
}
if (chasespeed > 2500.0) chasespeed = 2500.0;
if (gainchase < 0.0) gainchase = inputgain;
while (--sampleFrames >= 0)
{
inputSampleL = *in1;
inputSampleR = *in2;
if (inputSampleL<1.2e-38 && -inputSampleL<1.2e-38) {
static int noisesource = 0;
//this declares a variable before anything else is compiled. It won't keep assigning
//it to 0 for every sample, it's as if the declaration doesn't exist in this context,
//but it lets me add this denormalization fix in a single place rather than updating
//it in three different locations. The variable isn't thread-safe but this is only
//a random seed and we can share it with whatever.
noisesource = noisesource % 1700021; noisesource++;
int residue = noisesource * noisesource;
residue = residue % 170003; residue *= residue;
residue = residue % 17011; residue *= residue;
residue = residue % 1709; residue *= residue;
residue = residue % 173; residue *= residue;
residue = residue % 17;
double applyresidue = residue;
applyresidue *= 0.00000001;
applyresidue *= 0.00000001;
inputSampleL = applyresidue;
}
if (inputSampleR<1.2e-38 && -inputSampleR<1.2e-38) {
static int noisesource = 0;
noisesource = noisesource % 1700021; noisesource++;
int residue = noisesource * noisesource;
residue = residue % 170003; residue *= residue;
residue = residue % 17011; residue *= residue;
residue = residue % 1709; residue *= residue;
residue = residue % 173; residue *= residue;
residue = residue % 17;
double applyresidue = residue;
applyresidue *= 0.00000001;
applyresidue *= 0.00000001;
inputSampleR = applyresidue;
//this denormalization routine produces a white noise at -300 dB which the noise
//shaping will interact with to produce a bipolar output, but the noise is actually
//all positive. That should stop any variables from going denormal, and the routine
//only kicks in if digital black is input. As a final touch, if you save to 24-bit
//the silence will return to being digital black again.
}
chasespeed *= 0.9999;
chasespeed -= 0.01;
if (chasespeed < 350.0) chasespeed = 350.0;
//we have our chase speed compensated for recent fader activity
gainchase = (((gainchase*chasespeed)+inputgain)/(chasespeed+1.0));
//gainchase is chasing the target, as a simple multiply gain factor
if (1.0 != gainchase) {
inputSampleL *= gainchase;
inputSampleR *= gainchase;
}
//done with trim control
inputSampleL = sin(inputSampleL);
inputSampleR = sin(inputSampleR);
//amplitude aspect
drySampleL = inputSampleL;
drySampleR = inputSampleR;
inputSampleL = sin(inputSampleL);
inputSampleR = sin(inputSampleR);
//basic distortion factor
applyL = (fabs(previousSampleL + inputSampleL) / 2.0) * intensity;
applyR = (fabs(previousSampleR + inputSampleR) / 2.0) * intensity;
//saturate less if previous sample was undistorted and low level, or if it was
//inverse polarity. Lets through highs and brightness more.
inputSampleL = (drySampleL * (1.0 - applyL)) + (inputSampleL * applyL);
inputSampleR = (drySampleR * (1.0 - applyR)) + (inputSampleR * applyR);
//dry-wet control for intensity also has FM modulation to clean up highs
previousSampleL = sin(drySampleL);
previousSampleR = sin(drySampleR);
//apply the sine while storing previous sample
//noise shaping to 64-bit floating point
if (fpFlip) {
fpTemp = inputSampleL;
fpNShapeLA = (fpNShapeLA*fpOld)+((inputSampleL-fpTemp)*fpNew);
inputSampleL += fpNShapeLA;
fpTemp = inputSampleR;
fpNShapeRA = (fpNShapeRA*fpOld)+((inputSampleR-fpTemp)*fpNew);
inputSampleR += fpNShapeRA;
}
else {
fpTemp = inputSampleL;
fpNShapeLB = (fpNShapeLB*fpOld)+((inputSampleL-fpTemp)*fpNew);
inputSampleL += fpNShapeLB;
fpTemp = inputSampleR;
fpNShapeRB = (fpNShapeRB*fpOld)+((inputSampleR-fpTemp)*fpNew);
inputSampleR += fpNShapeRB;
}
fpFlip = !fpFlip;
//end noise shaping on 64 bit output
*out1 = inputSampleL;
*out2 = inputSampleR;
*in1++;
*in2++;
*out1++;
*out2++;
}
}