/* ========================================
* Biquad2 - Biquad2.h
* Copyright (c) 2016 airwindows, All rights reserved
* ======================================== */
#ifndef __Biquad2_H
#include "Biquad2.h"
#endif
void Biquad2::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();
int type = ceil((A*3.999)+0.00001);
double average = B*B;
double frequencytarget = average*0.39; //biquad[0], goes to 1.0
frequencytarget /= overallscale;
if (frequencytarget < 0.0015/overallscale) frequencytarget = 0.0015/overallscale;
double resonancetarget = (C*C*49.99)+0.01; //biquad[1], goes to 50.0
if (resonancetarget < 1.0) resonancetarget = 1.0;
double outputtarget = D; //scaled to res
if (type < 3) outputtarget /= sqrt(resonancetarget);
double wettarget = (E*2.0)-1.0; //wet, goes -1.0 to 1.0
//biquad contains these values:
//[0] is frequency: 0.000001 to 0.499999 is near-zero to near-Nyquist
//[1] is resonance, 0.7071 is Butterworth. Also can't be zero
//[2] is a0 but you need distinct ones for additional biquad instances so it's here
//[3] is a1 but you need distinct ones for additional biquad instances so it's here
//[4] is a2 but you need distinct ones for additional biquad instances so it's here
//[5] is b1 but you need distinct ones for additional biquad instances so it's here
//[6] is b2 but you need distinct ones for additional biquad instances so it's here
//[7] is a stored delayed sample (freq and res are stored so you can move them sample by sample)
//[8] is a stored delayed sample (you have to include the coefficient making code if you do that)
//[9] is a stored delayed sample (you have to include the coefficient making code if you do that)
//[10] is a stored delayed sample (you have to include the coefficient making code if you do that)
double K = tan(M_PI * biquad[0]);
double norm = 1.0 / (1.0 + K / biquad[1] + K * K);
//finished setting up biquad
average = (1.0-average)*10.0; //max taps is 10, and low settings use more
if (type == 1 || type == 3) average = 1.0;
double gain = average;
if (gain > 1.0) {f[0] = 1.0; gain -= 1.0;} else {f[0] = gain; gain = 0.0;}
if (gain > 1.0) {f[1] = 1.0; gain -= 1.0;} else {f[1] = gain; gain = 0.0;}
if (gain > 1.0) {f[2] = 1.0; gain -= 1.0;} else {f[2] = gain; gain = 0.0;}
if (gain > 1.0) {f[3] = 1.0; gain -= 1.0;} else {f[3] = gain; gain = 0.0;}
if (gain > 1.0) {f[4] = 1.0; gain -= 1.0;} else {f[4] = gain; gain = 0.0;}
if (gain > 1.0) {f[5] = 1.0; gain -= 1.0;} else {f[5] = gain; gain = 0.0;}
if (gain > 1.0) {f[6] = 1.0; gain -= 1.0;} else {f[6] = gain; gain = 0.0;}
if (gain > 1.0) {f[7] = 1.0; gain -= 1.0;} else {f[7] = gain; gain = 0.0;}
if (gain > 1.0) {f[8] = 1.0; gain -= 1.0;} else {f[8] = gain; gain = 0.0;}
if (gain > 1.0) {f[9] = 1.0; gain -= 1.0;} else {f[9] = gain; gain = 0.0;}
//there, now we have a neat little moving average with remainders
if (average < 1.0) average = 1.0;
f[0] /= average;
f[1] /= average;
f[2] /= average;
f[3] /= average;
f[4] /= average;
f[5] /= average;
f[6] /= average;
f[7] /= average;
f[8] /= average;
f[9] /= average;
//and now it's neatly scaled, too
//finished setting up average
while (--sampleFrames >= 0)
{
long double inputSampleL = *in1;
long double inputSampleR = *in2;
if (fabs(inputSampleL)<1.18e-37) inputSampleL = fpd * 1.18e-37;
if (fabs(inputSampleR)<1.18e-37) inputSampleR = fpd * 1.18e-37;
long double drySampleL = inputSampleL;
long double drySampleR = inputSampleR;
double chasespeed = 50000;
if (frequencychase < frequencytarget) chasespeed = 500000;
chasespeed /= resonancechase;
chasespeed *= overallscale;
frequencychase = (((frequencychase*chasespeed)+frequencytarget)/(chasespeed+1.0));
double fasterchase = 1000 * overallscale;
resonancechase = (((resonancechase*fasterchase)+resonancetarget)/(fasterchase+1.0));
outputchase = (((outputchase*fasterchase)+outputtarget)/(fasterchase+1.0));
wetchase = (((wetchase*fasterchase)+wettarget)/(fasterchase+1.0));
if (biquad[0] != frequencychase) {biquad[0] = frequencychase; K = tan(M_PI * biquad[0]);}
if (biquad[1] != resonancechase) {biquad[1] = resonancechase; norm = 1.0 / (1.0 + K / biquad[1] + K * K);}
if (type == 1) { //lowpass
biquad[2] = K * K * norm;
biquad[3] = 2.0 * biquad[2];
biquad[4] = biquad[2];
biquad[5] = 2.0 * (K * K - 1.0) * norm;
}
if (type == 2) { //highpass
biquad[2] = norm;
biquad[3] = -2.0 * biquad[2];
biquad[4] = biquad[2];
biquad[5] = 2.0 * (K * K - 1.0) * norm;
}
if (type == 3) { //bandpass
biquad[2] = K / biquad[1] * norm;
biquad[3] = 0.0; //bandpass can simplify the biquad kernel: leave out this multiply
biquad[4] = -biquad[2];
biquad[5] = 2.0 * (K * K - 1.0) * norm;
}
if (type == 4) { //notch
biquad[2] = (1.0 + K * K) * norm;
biquad[3] = 2.0 * (K * K - 1) * norm;
biquad[4] = biquad[2];
biquad[5] = biquad[3];
}
biquad[6] = (1.0 - K / biquad[1] + K * K) * norm;
inputSampleL = sin(inputSampleL);
inputSampleR = sin(inputSampleR);
//encode Console5: good cleanness
long double outSampleL = biquad[2]*inputSampleL+biquad[3]*biquad[7]+biquad[4]*biquad[8]-biquad[5]*biquad[9]-biquad[6]*biquad[10];
biquad[8] = biquad[7]; biquad[7] = inputSampleL; inputSampleL = outSampleL; biquad[10] = biquad[9]; biquad[9] = inputSampleL; //DF1 left
long double outSampleR = biquad[2]*inputSampleR+biquad[3]*biquad[11]+biquad[4]*biquad[12]-biquad[5]*biquad[13]-biquad[6]*biquad[14];
biquad[12] = biquad[11]; biquad[11] = inputSampleR; inputSampleR = outSampleR; biquad[14] = biquad[13]; biquad[13] = inputSampleR; //DF1 right
if (inputSampleL > 1.0) inputSampleL = 1.0;
if (inputSampleL < -1.0) inputSampleL = -1.0;
if (inputSampleR > 1.0) inputSampleR = 1.0;
if (inputSampleR < -1.0) inputSampleR = -1.0;
bL[9] = bL[8]; bL[8] = bL[7]; bL[7] = bL[6]; bL[6] = bL[5];
bL[5] = bL[4]; bL[4] = bL[3]; bL[3] = bL[2]; bL[2] = bL[1];
bL[1] = bL[0]; bL[0] = inputSampleL;
bR[9] = bR[8]; bR[8] = bR[7]; bR[7] = bR[6]; bR[6] = bR[5];
bR[5] = bR[4]; bR[4] = bR[3]; bR[3] = bR[2]; bR[2] = bR[1];
bR[1] = bR[0]; bR[0] = inputSampleR;
inputSampleL *= f[0];
inputSampleL += (bL[1] * f[1]);
inputSampleL += (bL[2] * f[2]);
inputSampleL += (bL[3] * f[3]);
inputSampleL += (bL[4] * f[4]);
inputSampleL += (bL[5] * f[5]);
inputSampleL += (bL[6] * f[6]);
inputSampleL += (bL[7] * f[7]);
inputSampleL += (bL[8] * f[8]);
inputSampleL += (bL[9] * f[9]); //intense averaging on deeper cutoffs
inputSampleR *= f[0];
inputSampleR += (bR[1] * f[1]);
inputSampleR += (bR[2] * f[2]);
inputSampleR += (bR[3] * f[3]);
inputSampleR += (bR[4] * f[4]);
inputSampleR += (bR[5] * f[5]);
inputSampleR += (bR[6] * f[6]);
inputSampleR += (bR[7] * f[7]);
inputSampleR += (bR[8] * f[8]);
inputSampleR += (bR[9] * f[9]); //intense averaging on deeper cutoffs
if (inputSampleL > 1.0) inputSampleL = 1.0;
if (inputSampleL < -1.0) inputSampleL = -1.0;
if (inputSampleR > 1.0) inputSampleR = 1.0;
if (inputSampleR < -1.0) inputSampleR = -1.0;
//without this, you can get a NaN condition where it spits out DC offset at full blast!
inputSampleL = asin(inputSampleL);
inputSampleR = asin(inputSampleR);
//amplitude aspect
if (inputSampleL > 1.0) inputSampleL = 1.0;
if (inputSampleL < -1.0) inputSampleL = -1.0;
if (inputSampleR > 1.0) inputSampleR = 1.0;
if (inputSampleR < -1.0) inputSampleR = -1.0;
//and then Console5 will spit out overs if you let it
if (outputchase < 1.0) {
inputSampleL *= outputchase;
inputSampleR *= outputchase;
}
if (wetchase < 1.0) {
inputSampleL = (inputSampleL*wetchase) + (drySampleL*(1.0-fabs(wetchase)));
inputSampleR = (inputSampleR*wetchase) + (drySampleR*(1.0-fabs(wetchase)));
//inv/dry/wet lets us turn LP into HP and band into notch
}
//begin 32 bit stereo floating point dither
int expon; frexpf((float)inputSampleL, &expon);
fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
inputSampleL += ((double(fpd)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
frexpf((float)inputSampleR, &expon);
fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
inputSampleR += ((double(fpd)-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 Biquad2::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();
int type = ceil((A*3.999)+0.00001);
double average = B*B;
double frequencytarget = average*0.39; //biquad[0], goes to 1.0
frequencytarget /= overallscale;
if (frequencytarget < 0.0015/overallscale) frequencytarget = 0.0015/overallscale;
double resonancetarget = (C*C*49.99)+0.01; //biquad[1], goes to 50.0
if (resonancetarget < 1.0) resonancetarget = 1.0;
double outputtarget = D; //scaled to res
if (type < 3) outputtarget /= sqrt(resonancetarget);
double wettarget = (E*2.0)-1.0; //wet, goes -1.0 to 1.0
//biquad contains these values:
//[0] is frequency: 0.000001 to 0.499999 is near-zero to near-Nyquist
//[1] is resonance, 0.7071 is Butterworth. Also can't be zero
//[2] is a0 but you need distinct ones for additional biquad instances so it's here
//[3] is a1 but you need distinct ones for additional biquad instances so it's here
//[4] is a2 but you need distinct ones for additional biquad instances so it's here
//[5] is b1 but you need distinct ones for additional biquad instances so it's here
//[6] is b2 but you need distinct ones for additional biquad instances so it's here
//[7] is a stored delayed sample (freq and res are stored so you can move them sample by sample)
//[8] is a stored delayed sample (you have to include the coefficient making code if you do that)
//[9] is a stored delayed sample (you have to include the coefficient making code if you do that)
//[10] is a stored delayed sample (you have to include the coefficient making code if you do that)
double K = tan(M_PI * biquad[0]);
double norm = 1.0 / (1.0 + K / biquad[1] + K * K);
//finished setting up biquad
average = (1.0-average)*10.0; //max taps is 10, and low settings use more
if (type == 1 || type == 3) average = 1.0;
double gain = average;
if (gain > 1.0) {f[0] = 1.0; gain -= 1.0;} else {f[0] = gain; gain = 0.0;}
if (gain > 1.0) {f[1] = 1.0; gain -= 1.0;} else {f[1] = gain; gain = 0.0;}
if (gain > 1.0) {f[2] = 1.0; gain -= 1.0;} else {f[2] = gain; gain = 0.0;}
if (gain > 1.0) {f[3] = 1.0; gain -= 1.0;} else {f[3] = gain; gain = 0.0;}
if (gain > 1.0) {f[4] = 1.0; gain -= 1.0;} else {f[4] = gain; gain = 0.0;}
if (gain > 1.0) {f[5] = 1.0; gain -= 1.0;} else {f[5] = gain; gain = 0.0;}
if (gain > 1.0) {f[6] = 1.0; gain -= 1.0;} else {f[6] = gain; gain = 0.0;}
if (gain > 1.0) {f[7] = 1.0; gain -= 1.0;} else {f[7] = gain; gain = 0.0;}
if (gain > 1.0) {f[8] = 1.0; gain -= 1.0;} else {f[8] = gain; gain = 0.0;}
if (gain > 1.0) {f[9] = 1.0; gain -= 1.0;} else {f[9] = gain; gain = 0.0;}
//there, now we have a neat little moving average with remainders
if (average < 1.0) average = 1.0;
f[0] /= average;
f[1] /= average;
f[2] /= average;
f[3] /= average;
f[4] /= average;
f[5] /= average;
f[6] /= average;
f[7] /= average;
f[8] /= average;
f[9] /= average;
//and now it's neatly scaled, too
//finished setting up average
while (--sampleFrames >= 0)
{
long double inputSampleL = *in1;
long double inputSampleR = *in2;
if (fabs(inputSampleL)<1.18e-43) inputSampleL = fpd * 1.18e-43;
if (fabs(inputSampleR)<1.18e-43) inputSampleR = fpd * 1.18e-43;
long double drySampleL = inputSampleL;
long double drySampleR = inputSampleR;
double chasespeed = 50000;
if (frequencychase < frequencytarget) chasespeed = 500000;
chasespeed /= resonancechase;
chasespeed *= overallscale;
frequencychase = (((frequencychase*chasespeed)+frequencytarget)/(chasespeed+1.0));
double fasterchase = 1000 * overallscale;
resonancechase = (((resonancechase*fasterchase)+resonancetarget)/(fasterchase+1.0));
outputchase = (((outputchase*fasterchase)+outputtarget)/(fasterchase+1.0));
wetchase = (((wetchase*fasterchase)+wettarget)/(fasterchase+1.0));
if (biquad[0] != frequencychase) {biquad[0] = frequencychase; K = tan(M_PI * biquad[0]);}
if (biquad[1] != resonancechase) {biquad[1] = resonancechase; norm = 1.0 / (1.0 + K / biquad[1] + K * K);}
if (type == 1) { //lowpass
biquad[2] = K * K * norm;
biquad[3] = 2.0 * biquad[2];
biquad[4] = biquad[2];
biquad[5] = 2.0 * (K * K - 1.0) * norm;
}
if (type == 2) { //highpass
biquad[2] = norm;
biquad[3] = -2.0 * biquad[2];
biquad[4] = biquad[2];
biquad[5] = 2.0 * (K * K - 1.0) * norm;
}
if (type == 3) { //bandpass
biquad[2] = K / biquad[1] * norm;
biquad[3] = 0.0; //bandpass can simplify the biquad kernel: leave out this multiply
biquad[4] = -biquad[2];
biquad[5] = 2.0 * (K * K - 1.0) * norm;
}
if (type == 4) { //notch
biquad[2] = (1.0 + K * K) * norm;
biquad[3] = 2.0 * (K * K - 1) * norm;
biquad[4] = biquad[2];
biquad[5] = biquad[3];
}
biquad[6] = (1.0 - K / biquad[1] + K * K) * norm;
inputSampleL = sin(inputSampleL);
inputSampleR = sin(inputSampleR);
//encode Console5: good cleanness
long double outSampleL = biquad[2]*inputSampleL+biquad[3]*biquad[7]+biquad[4]*biquad[8]-biquad[5]*biquad[9]-biquad[6]*biquad[10];
biquad[8] = biquad[7]; biquad[7] = inputSampleL; inputSampleL = outSampleL; biquad[10] = biquad[9]; biquad[9] = inputSampleL; //DF1 left
long double outSampleR = biquad[2]*inputSampleR+biquad[3]*biquad[11]+biquad[4]*biquad[12]-biquad[5]*biquad[13]-biquad[6]*biquad[14];
biquad[12] = biquad[11]; biquad[11] = inputSampleR; inputSampleR = outSampleR; biquad[14] = biquad[13]; biquad[13] = inputSampleR; //DF1 right
if (inputSampleL > 1.0) inputSampleL = 1.0;
if (inputSampleL < -1.0) inputSampleL = -1.0;
if (inputSampleR > 1.0) inputSampleR = 1.0;
if (inputSampleR < -1.0) inputSampleR = -1.0;
bL[9] = bL[8]; bL[8] = bL[7]; bL[7] = bL[6]; bL[6] = bL[5];
bL[5] = bL[4]; bL[4] = bL[3]; bL[3] = bL[2]; bL[2] = bL[1];
bL[1] = bL[0]; bL[0] = inputSampleL;
bR[9] = bR[8]; bR[8] = bR[7]; bR[7] = bR[6]; bR[6] = bR[5];
bR[5] = bR[4]; bR[4] = bR[3]; bR[3] = bR[2]; bR[2] = bR[1];
bR[1] = bR[0]; bR[0] = inputSampleR;
inputSampleL *= f[0];
inputSampleL += (bL[1] * f[1]);
inputSampleL += (bL[2] * f[2]);
inputSampleL += (bL[3] * f[3]);
inputSampleL += (bL[4] * f[4]);
inputSampleL += (bL[5] * f[5]);
inputSampleL += (bL[6] * f[6]);
inputSampleL += (bL[7] * f[7]);
inputSampleL += (bL[8] * f[8]);
inputSampleL += (bL[9] * f[9]); //intense averaging on deeper cutoffs
inputSampleR *= f[0];
inputSampleR += (bR[1] * f[1]);
inputSampleR += (bR[2] * f[2]);
inputSampleR += (bR[3] * f[3]);
inputSampleR += (bR[4] * f[4]);
inputSampleR += (bR[5] * f[5]);
inputSampleR += (bR[6] * f[6]);
inputSampleR += (bR[7] * f[7]);
inputSampleR += (bR[8] * f[8]);
inputSampleR += (bR[9] * f[9]); //intense averaging on deeper cutoffs
if (inputSampleL > 1.0) inputSampleL = 1.0;
if (inputSampleL < -1.0) inputSampleL = -1.0;
if (inputSampleR > 1.0) inputSampleR = 1.0;
if (inputSampleR < -1.0) inputSampleR = -1.0;
//without this, you can get a NaN condition where it spits out DC offset at full blast!
inputSampleL = asin(inputSampleL);
inputSampleR = asin(inputSampleR);
//amplitude aspect
if (inputSampleL > 1.0) inputSampleL = 1.0;
if (inputSampleL < -1.0) inputSampleL = -1.0;
if (inputSampleR > 1.0) inputSampleR = 1.0;
if (inputSampleR < -1.0) inputSampleR = -1.0;
//and then Console5 will spit out overs if you let it
if (outputchase < 1.0) {
inputSampleL *= outputchase;
inputSampleR *= outputchase;
}
if (wetchase < 1.0) {
inputSampleL = (inputSampleL*wetchase) + (drySampleL*(1.0-fabs(wetchase)));
inputSampleR = (inputSampleR*wetchase) + (drySampleR*(1.0-fabs(wetchase)));
//inv/dry/wet lets us turn LP into HP and band into notch
}
//begin 64 bit stereo floating point dither
int expon; frexp((double)inputSampleL, &expon);
fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
inputSampleL += ((double(fpd)-uint32_t(0x7fffffff)) * 1.1e-44l * pow(2,expon+62));
frexp((double)inputSampleR, &expon);
fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
inputSampleR += ((double(fpd)-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++;
}
}