/* ========================================
* Gatelope - Gatelope.h
* Copyright (c) 2016 airwindows, All rights reserved
* ======================================== */
#ifndef __Gatelope_H
#include "Gatelope.h"
#endif
void Gatelope::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();
//speed settings around release
double threshold = pow(A,2);
//gain settings around threshold
double trebledecay = pow(1.0-B,2)/4196.0;
double bassdecay = pow(1.0-C,2)/8192.0;
double slowAttack = (pow(D,3)*3)+0.003;
double wet = E;
slowAttack /= overallscale;
trebledecay /= overallscale;
bassdecay /= overallscale;
trebledecay += 1.0;
bassdecay += 1.0;
double attackSpeed;
double highestSample;
//this VST version comes from the AU, Gatelinked, because it's stereo.
//if used on a mono track it'll act like the mono N to N
while (--sampleFrames >= 0)
{
long double inputSampleL = *in1;
long double inputSampleR = *in2;
static int noisesourceL = 0;
static int noisesourceR = 850010;
int residue;
double applyresidue;
noisesourceL = noisesourceL % 1700021; noisesourceL++;
residue = noisesourceL * noisesourceL;
residue = residue % 170003; residue *= residue;
residue = residue % 17011; residue *= residue;
residue = residue % 1709; residue *= residue;
residue = residue % 173; residue *= residue;
residue = residue % 17;
applyresidue = residue;
applyresidue *= 0.00000001;
applyresidue *= 0.00000001;
inputSampleL += applyresidue;
if (inputSampleL<1.2e-38 && -inputSampleL<1.2e-38) {
inputSampleL -= applyresidue;
}
noisesourceR = noisesourceR % 1700021; noisesourceR++;
residue = noisesourceR * noisesourceR;
residue = residue % 170003; residue *= residue;
residue = residue % 17011; residue *= residue;
residue = residue % 1709; residue *= residue;
residue = residue % 173; residue *= residue;
residue = residue % 17;
applyresidue = residue;
applyresidue *= 0.00000001;
applyresidue *= 0.00000001;
inputSampleR += applyresidue;
if (inputSampleR<1.2e-38 && -inputSampleR<1.2e-38) {
inputSampleR -= applyresidue;
}
//for live air, we always apply the dither noise. Then, if our result is
//effectively digital black, we'll subtract it again. We want a 'air' hiss
double drySampleL = inputSampleL;
double drySampleR = inputSampleR;
if (fabs(inputSampleL) > fabs(inputSampleR)) {
attackSpeed = slowAttack - (fabs(inputSampleL)*slowAttack*0.5);
highestSample = fabs(inputSampleL);
} else {
attackSpeed = slowAttack - (fabs(inputSampleR)*slowAttack*0.5); //we're triggering off the highest amplitude
highestSample = fabs(inputSampleR); //and making highestSample the abs() of that amplitude
}
if (attackSpeed < 0.0) attackSpeed = 0.0;
//softening onset click depending on how hard we're getting it
if (flip)
{
if (highestSample > threshold)
{
treblefreq += attackSpeed;
if (treblefreq > 2.0) treblefreq = 2.0;
bassfreq -= attackSpeed;
bassfreq -= attackSpeed;
if (bassfreq < 0.0) bassfreq = 0.0;
iirLowpassAL = iirLowpassBL = inputSampleL;
iirHighpassAL = iirHighpassBL = 0.0;
iirLowpassAR = iirLowpassBR = inputSampleR;
iirHighpassAR = iirHighpassBR = 0.0;
}
else
{
treblefreq -= bassfreq;
treblefreq /= trebledecay;
treblefreq += bassfreq;
bassfreq -= treblefreq;
bassfreq /= bassdecay;
bassfreq += treblefreq;
}
if (treblefreq >= 1.0) {
iirLowpassAL = inputSampleL;
iirLowpassAR = inputSampleR;
} else {
iirLowpassAL = (iirLowpassAL * (1.0 - treblefreq)) + (inputSampleL * treblefreq);
iirLowpassAR = (iirLowpassAR * (1.0 - treblefreq)) + (inputSampleR * treblefreq);
}
if (bassfreq > 1.0) bassfreq = 1.0;
if (bassfreq > 0.0) {
iirHighpassAL = (iirHighpassAL * (1.0 - bassfreq)) + (inputSampleL * bassfreq);
iirHighpassAR = (iirHighpassAR * (1.0 - bassfreq)) + (inputSampleR * bassfreq);
} else {
iirHighpassAL = 0.0;
iirHighpassAR = 0.0;
}
if (treblefreq > bassfreq) {
inputSampleL = (iirLowpassAL - iirHighpassAL);
inputSampleR = (iirLowpassAR - iirHighpassAR);
} else {
inputSampleL = 0.0;
inputSampleR = 0.0;
}
}
else
{
if (highestSample > threshold)
{
treblefreq += attackSpeed;
if (treblefreq > 2.0) treblefreq = 2.0;
bassfreq -= attackSpeed;
bassfreq -= attackSpeed;
if (bassfreq < 0.0) bassfreq = 0.0;
iirLowpassAL = iirLowpassBL = inputSampleL;
iirHighpassAL = iirHighpassBL = 0.0;
iirLowpassAR = iirLowpassBR = inputSampleR;
iirHighpassAR = iirHighpassBR = 0.0;
}
else
{
treblefreq -= bassfreq;
treblefreq /= trebledecay;
treblefreq += bassfreq;
bassfreq -= treblefreq;
bassfreq /= bassdecay;
bassfreq += treblefreq;
}
if (treblefreq >= 1.0) {
iirLowpassBL = inputSampleL;
iirLowpassBR = inputSampleR;
} else {
iirLowpassBL = (iirLowpassBL * (1.0 - treblefreq)) + (inputSampleL * treblefreq);
iirLowpassBR = (iirLowpassBR * (1.0 - treblefreq)) + (inputSampleR * treblefreq);
}
if (bassfreq > 1.0) bassfreq = 1.0;
if (bassfreq > 0.0) {
iirHighpassBL = (iirHighpassBL * (1.0 - bassfreq)) + (inputSampleL * bassfreq);
iirHighpassBR = (iirHighpassBR * (1.0 - bassfreq)) + (inputSampleR * bassfreq);
} else {
iirHighpassBL = 0.0;
iirHighpassBR = 0.0;
}
if (treblefreq > bassfreq) {
inputSampleL = (iirLowpassBL - iirHighpassBL);
inputSampleR = (iirLowpassBR - iirHighpassBR);
} else {
inputSampleL = 0.0;
inputSampleR = 0.0;
}
}
//done full gated envelope filtered effect
inputSampleL = ((1-wet)*drySampleL)+(wet*inputSampleL);
inputSampleR = ((1-wet)*drySampleR)+(wet*inputSampleR);
//we're going to set up a dry/wet control instead of a min. threshold
flip = !flip;
//stereo 32 bit dither, made small and tidy.
int expon; frexpf((float)inputSampleL, &expon);
long double dither = (rand()/(RAND_MAX*7.737125245533627e+25))*pow(2,expon+62);
inputSampleL += (dither-fpNShapeL); fpNShapeL = dither;
frexpf((float)inputSampleR, &expon);
dither = (rand()/(RAND_MAX*7.737125245533627e+25))*pow(2,expon+62);
inputSampleR += (dither-fpNShapeR); fpNShapeR = dither;
//end 32 bit dither
*out1 = inputSampleL;
*out2 = inputSampleR;
*in1++;
*in2++;
*out1++;
*out2++;
}
}
void Gatelope::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();
//speed settings around release
double threshold = pow(A,2);
//gain settings around threshold
double trebledecay = pow(1.0-B,2)/4196.0;
double bassdecay = pow(1.0-C,2)/8192.0;
double slowAttack = (pow(D,3)*3)+0.003;
double wet = E;
slowAttack /= overallscale;
trebledecay /= overallscale;
bassdecay /= overallscale;
trebledecay += 1.0;
bassdecay += 1.0;
double attackSpeed;
double highestSample;
//this VST version comes from the AU, Gatelinked, because it's stereo.
//if used on a mono track it'll act like the mono N to N
while (--sampleFrames >= 0)
{
long double inputSampleL = *in1;
long double inputSampleR = *in2;
static int noisesourceL = 0;
static int noisesourceR = 850010;
int residue;
double applyresidue;
noisesourceL = noisesourceL % 1700021; noisesourceL++;
residue = noisesourceL * noisesourceL;
residue = residue % 170003; residue *= residue;
residue = residue % 17011; residue *= residue;
residue = residue % 1709; residue *= residue;
residue = residue % 173; residue *= residue;
residue = residue % 17;
applyresidue = residue;
applyresidue *= 0.00000001;
applyresidue *= 0.00000001;
inputSampleL += applyresidue;
if (inputSampleL<1.2e-38 && -inputSampleL<1.2e-38) {
inputSampleL -= applyresidue;
}
noisesourceR = noisesourceR % 1700021; noisesourceR++;
residue = noisesourceR * noisesourceR;
residue = residue % 170003; residue *= residue;
residue = residue % 17011; residue *= residue;
residue = residue % 1709; residue *= residue;
residue = residue % 173; residue *= residue;
residue = residue % 17;
applyresidue = residue;
applyresidue *= 0.00000001;
applyresidue *= 0.00000001;
inputSampleR += applyresidue;
if (inputSampleR<1.2e-38 && -inputSampleR<1.2e-38) {
inputSampleR -= applyresidue;
}
//for live air, we always apply the dither noise. Then, if our result is
//effectively digital black, we'll subtract it again. We want a 'air' hiss
double drySampleL = inputSampleL;
double drySampleR = inputSampleR;
if (fabs(inputSampleL) > fabs(inputSampleR)) {
attackSpeed = slowAttack - (fabs(inputSampleL)*slowAttack*0.5);
highestSample = fabs(inputSampleL);
} else {
attackSpeed = slowAttack - (fabs(inputSampleR)*slowAttack*0.5); //we're triggering off the highest amplitude
highestSample = fabs(inputSampleR); //and making highestSample the abs() of that amplitude
}
if (attackSpeed < 0.0) attackSpeed = 0.0;
//softening onset click depending on how hard we're getting it
if (flip)
{
if (highestSample > threshold)
{
treblefreq += attackSpeed;
if (treblefreq > 2.0) treblefreq = 2.0;
bassfreq -= attackSpeed;
bassfreq -= attackSpeed;
if (bassfreq < 0.0) bassfreq = 0.0;
iirLowpassAL = iirLowpassBL = inputSampleL;
iirHighpassAL = iirHighpassBL = 0.0;
iirLowpassAR = iirLowpassBR = inputSampleR;
iirHighpassAR = iirHighpassBR = 0.0;
}
else
{
treblefreq -= bassfreq;
treblefreq /= trebledecay;
treblefreq += bassfreq;
bassfreq -= treblefreq;
bassfreq /= bassdecay;
bassfreq += treblefreq;
}
if (treblefreq >= 1.0) {
iirLowpassAL = inputSampleL;
iirLowpassAR = inputSampleR;
} else {
iirLowpassAL = (iirLowpassAL * (1.0 - treblefreq)) + (inputSampleL * treblefreq);
iirLowpassAR = (iirLowpassAR * (1.0 - treblefreq)) + (inputSampleR * treblefreq);
}
if (bassfreq > 1.0) bassfreq = 1.0;
if (bassfreq > 0.0) {
iirHighpassAL = (iirHighpassAL * (1.0 - bassfreq)) + (inputSampleL * bassfreq);
iirHighpassAR = (iirHighpassAR * (1.0 - bassfreq)) + (inputSampleR * bassfreq);
} else {
iirHighpassAL = 0.0;
iirHighpassAR = 0.0;
}
if (treblefreq > bassfreq) {
inputSampleL = (iirLowpassAL - iirHighpassAL);
inputSampleR = (iirLowpassAR - iirHighpassAR);
} else {
inputSampleL = 0.0;
inputSampleR = 0.0;
}
}
else
{
if (highestSample > threshold)
{
treblefreq += attackSpeed;
if (treblefreq > 2.0) treblefreq = 2.0;
bassfreq -= attackSpeed;
bassfreq -= attackSpeed;
if (bassfreq < 0.0) bassfreq = 0.0;
iirLowpassAL = iirLowpassBL = inputSampleL;
iirHighpassAL = iirHighpassBL = 0.0;
iirLowpassAR = iirLowpassBR = inputSampleR;
iirHighpassAR = iirHighpassBR = 0.0;
}
else
{
treblefreq -= bassfreq;
treblefreq /= trebledecay;
treblefreq += bassfreq;
bassfreq -= treblefreq;
bassfreq /= bassdecay;
bassfreq += treblefreq;
}
if (treblefreq >= 1.0) {
iirLowpassBL = inputSampleL;
iirLowpassBR = inputSampleR;
} else {
iirLowpassBL = (iirLowpassBL * (1.0 - treblefreq)) + (inputSampleL * treblefreq);
iirLowpassBR = (iirLowpassBR * (1.0 - treblefreq)) + (inputSampleR * treblefreq);
}
if (bassfreq > 1.0) bassfreq = 1.0;
if (bassfreq > 0.0) {
iirHighpassBL = (iirHighpassBL * (1.0 - bassfreq)) + (inputSampleL * bassfreq);
iirHighpassBR = (iirHighpassBR * (1.0 - bassfreq)) + (inputSampleR * bassfreq);
} else {
iirHighpassBL = 0.0;
iirHighpassBR = 0.0;
}
if (treblefreq > bassfreq) {
inputSampleL = (iirLowpassBL - iirHighpassBL);
inputSampleR = (iirLowpassBR - iirHighpassBR);
} else {
inputSampleL = 0.0;
inputSampleR = 0.0;
}
}
//done full gated envelope filtered effect
inputSampleL = ((1-wet)*drySampleL)+(wet*inputSampleL);
inputSampleR = ((1-wet)*drySampleR)+(wet*inputSampleR);
//we're going to set up a dry/wet control instead of a min. threshold
flip = !flip;
//stereo 64 bit dither, made small and tidy.
int expon; frexp((double)inputSampleL, &expon);
long double dither = (rand()/(RAND_MAX*7.737125245533627e+25))*pow(2,expon+62);
dither /= 536870912.0; //needs this to scale to 64 bit zone
inputSampleL += (dither-fpNShapeL); fpNShapeL = dither;
frexp((double)inputSampleR, &expon);
dither = (rand()/(RAND_MAX*7.737125245533627e+25))*pow(2,expon+62);
dither /= 536870912.0; //needs this to scale to 64 bit zone
inputSampleR += (dither-fpNShapeR); fpNShapeR = dither;
//end 64 bit dither
*out1 = inputSampleL;
*out2 = inputSampleR;
*in1++;
*in2++;
*out1++;
*out2++;
}
}