/* ========================================
* Compresaturator - Compresaturator.h
* Copyright (c) 2016 airwindows, All rights reserved
* ======================================== */
#ifndef __Compresaturator_H
#include "Compresaturator.h"
#endif
void Compresaturator::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrames)
{
float* in1 = inputs[0];
float* in2 = inputs[1];
float* out1 = outputs[0];
float* out2 = outputs[1];
double inputgain = pow(10.0,((A*24.0)-12.0)/20.0);
double satComp = B*2.0;
int widestRange = C*C*C*5000;
if (widestRange < 50) widestRange = 50;
satComp += (((double)widestRange/3000.0)*satComp);
//set the max wideness of comp zone, minimum range boosted (too much?)
double output = D;
double wet = E;
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
long double drySampleL = inputSampleL;
long double drySampleR = inputSampleR;
if (dCount < 1 || dCount > 5000) {dCount = 5000;}
//begin drive L
long double temp = inputSampleL;
double variSpeed = 1.0 + ((padFactorL/lastWidthL)*satComp);
if (variSpeed < 1.0) variSpeed = 1.0;
double totalgain = inputgain / variSpeed;
if (totalgain != 1.0) {
inputSampleL *= totalgain;
if (totalgain < 1.0) {
temp *= totalgain;
//no boosting beyond unity please
}
}
long double bridgerectifier = fabs(inputSampleL);
double overspill = 0;
int targetWidth = widestRange;
//we now have defaults and an absolute input value to work with
if (bridgerectifier < 0.01) padFactorL *= 0.9999;
//in silences we bring back padFactor if it got out of hand
if (bridgerectifier > 1.57079633) {
bridgerectifier = 1.57079633;
targetWidth = 8;
}
//if our output's gone beyond saturating to distorting, we begin chasing the
//buffer size smaller. Anytime we don't have that, we expand (smoothest sound, only adding to an increasingly subdivided buffer)
bridgerectifier = sin(bridgerectifier);
if (inputSampleL > 0) {
inputSampleL = bridgerectifier;
overspill = temp - bridgerectifier;
}
if (inputSampleL < 0) {
inputSampleL = -bridgerectifier;
overspill = (-temp) - bridgerectifier;
}
//drive section L
//begin drive R
temp = inputSampleR;
variSpeed = 1.0 + ((padFactorR/lastWidthR)*satComp);
if (variSpeed < 1.0) variSpeed = 1.0;
totalgain = inputgain / variSpeed;
if (totalgain != 1.0) {
inputSampleR *= totalgain;
if (totalgain < 1.0) {
temp *= totalgain;
//no boosting beyond unity please
}
}
bridgerectifier = fabs(inputSampleR);
overspill = 0;
targetWidth = widestRange;
//we now have defaults and an absolute input value to work with
if (bridgerectifier < 0.01) padFactorR *= 0.9999;
//in silences we bring back padFactor if it got out of hand
if (bridgerectifier > 1.57079633) {
bridgerectifier = 1.57079633;
targetWidth = 8;
}
//if our output's gone beyond saturating to distorting, we begin chasing the
//buffer size smaller. Anytime we don't have that, we expand (smoothest sound, only adding to an increasingly subdivided buffer)
bridgerectifier = sin(bridgerectifier);
if (inputSampleR > 0) {
inputSampleR = bridgerectifier;
overspill = temp - bridgerectifier;
}
if (inputSampleR < 0) {
inputSampleR = -bridgerectifier;
overspill = (-temp) - bridgerectifier;
}
//drive section R
dL[dCount + 5000] = dL[dCount] = overspill * satComp;
dR[dCount + 5000] = dR[dCount] = overspill * satComp;
dCount--;
//we now have a big buffer to draw from, which is always positive amount of overspill
//begin pad L
padFactorL += dL[dCount];
double randy = (rand()/(double)RAND_MAX);
if ((targetWidth*randy) > lastWidthL) {
//we are expanding the buffer so we don't remove this trailing sample
lastWidthL += 1;
} else {
padFactorL -= dL[dCount+lastWidthL];
//zero change, or target is smaller and we are shrinking
if (targetWidth < lastWidthL) {
lastWidthL -= 1;
if (lastWidthL < 2) lastWidthL = 2;
//sanity check as randy can give us target zero
padFactorL -= dL[dCount+lastWidthL];
}
}
//variable attack/release speed more rapid as comp intensity increases
//implemented in a way where we're repeatedly not altering the buffer as it expands, which makes the comp artifacts smoother
if (padFactorL < 0) padFactorL = 0;
//end pad L
//begin pad R
padFactorR += dR[dCount];
randy = (rand()/(double)RAND_MAX);
if ((targetWidth*randy) > lastWidthR) {
//we are expanding the buffer so we don't remove this trailing sample
lastWidthR += 1;
} else {
padFactorR -= dR[dCount+lastWidthR];
//zero change, or target is smaller and we are shrinking
if (targetWidth < lastWidthR) {
lastWidthR -= 1;
if (lastWidthR < 2) lastWidthR = 2;
//sanity check as randy can give us target zero
padFactorR -= dR[dCount+lastWidthR];
}
}
//variable attack/release speed more rapid as comp intensity increases
//implemented in a way where we're repeatedly not altering the buffer as it expands, which makes the comp artifacts smoother
if (padFactorR < 0) padFactorR = 0;
//end pad R
if (output < 1.0) {
inputSampleL *= output;
inputSampleR *= output;
}
if (wet < 1.0) {
inputSampleL = (inputSampleL * wet) + (drySampleL * (1.0-wet));
inputSampleR = (inputSampleR * wet) + (drySampleR * (1.0-wet));
}
//begin 32 bit stereo floating point dither
int expon; frexpf((float)inputSampleL, &expon);
fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
inputSampleL += static_cast<int32_t>(fpd) * 5.960464655174751e-36L * pow(2,expon+62);
frexpf((float)inputSampleR, &expon);
fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
inputSampleR += static_cast<int32_t>(fpd) * 5.960464655174751e-36L * pow(2,expon+62);
//end 32 bit stereo floating point dither
*out1 = inputSampleL;
*out2 = inputSampleR;
*in1++;
*in2++;
*out1++;
*out2++;
}
}
void Compresaturator::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sampleFrames)
{
double* in1 = inputs[0];
double* in2 = inputs[1];
double* out1 = outputs[0];
double* out2 = outputs[1];
double inputgain = pow(10.0,((A*24.0)-12.0)/20.0);
double satComp = B*2.0;
int widestRange = C*C*5000;
if (widestRange < 50) widestRange = 50;
satComp += (((double)widestRange/3000.0)*satComp);
//set the max wideness of comp zone, minimum range boosted (too much?)
double output = D;
double wet = E;
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
long double drySampleL = inputSampleL;
long double drySampleR = inputSampleR;
if (dCount < 1 || dCount > 5000) {dCount = 5000;}
//begin L
long double temp = inputSampleL;
double variSpeed = 1.0 + ((padFactorL/lastWidthL)*satComp);
if (variSpeed < 1.0) variSpeed = 1.0;
double totalgain = inputgain / variSpeed;
if (totalgain != 1.0) {
inputSampleL *= totalgain;
if (totalgain < 1.0) {
temp *= totalgain;
//no boosting beyond unity please
}
}
long double bridgerectifier = fabs(inputSampleL);
double overspill = 0;
int targetWidth = widestRange;
//we now have defaults and an absolute input value to work with
if (bridgerectifier < 0.01) padFactorL *= 0.9999;
//in silences we bring back padFactor if it got out of hand
if (bridgerectifier > 1.57079633) {
bridgerectifier = 1.57079633;
targetWidth = 8;
}
//if our output's gone beyond saturating to distorting, we begin chasing the
//buffer size smaller. Anytime we don't have that, we expand (smoothest sound, only adding to an increasingly subdivided buffer)
bridgerectifier = sin(bridgerectifier);
if (inputSampleL > 0) {
inputSampleL = bridgerectifier;
overspill = temp - bridgerectifier;
}
if (inputSampleL < 0) {
inputSampleL = -bridgerectifier;
overspill = (-temp) - bridgerectifier;
}
//drive section
dL[dCount + 5000] = dL[dCount] = overspill * satComp;
//we now have a big buffer to draw from, which is always positive amount of overspill
padFactorL += dL[dCount];
double randy = (rand()/(double)RAND_MAX);
if ((targetWidth*randy) > lastWidthL) {
//we are expanding the buffer so we don't remove this trailing sample
lastWidthL += 1;
} else {
padFactorL -= dL[dCount+lastWidthL];
//zero change, or target is smaller and we are shrinking
if (targetWidth < lastWidthL) {
lastWidthL -= 1;
if (lastWidthL < 2) lastWidthL = 2;
//sanity check as randy can give us target zero
padFactorL -= dL[dCount+lastWidthL];
}
}
//variable attack/release speed more rapid as comp intensity increases
//implemented in a way where we're repeatedly not altering the buffer as it expands, which makes the comp artifacts smoother
if (padFactorL < 0) padFactorL = 0;
//end L
//begin R
temp = inputSampleR;
variSpeed = 1.0 + ((padFactorR/lastWidthR)*satComp);
if (variSpeed < 1.0) variSpeed = 1.0;
totalgain = inputgain / variSpeed;
if (totalgain != 1.0) {
inputSampleR *= totalgain;
if (totalgain < 1.0) {
temp *= totalgain;
//no boosting beyond unity please
}
}
bridgerectifier = fabs(inputSampleR);
overspill = 0;
targetWidth = widestRange;
//we now have defaults and an absolute input value to work with
if (bridgerectifier < 0.01) padFactorR *= 0.9999;
//in silences we bring back padFactor if it got out of hand
if (bridgerectifier > 1.57079633) {
bridgerectifier = 1.57079633;
targetWidth = 8;
}
//if our output's gone beyond saturating to distorting, we begin chasing the
//buffer size smaller. Anytime we don't have that, we expand (smoothest sound, only adding to an increasingly subdivided buffer)
bridgerectifier = sin(bridgerectifier);
if (inputSampleR > 0) {
inputSampleR = bridgerectifier;
overspill = temp - bridgerectifier;
}
if (inputSampleR < 0) {
inputSampleR = -bridgerectifier;
overspill = (-temp) - bridgerectifier;
}
//drive section
dR[dCount + 5000] = dR[dCount] = overspill * satComp;
//we now have a big buffer to draw from, which is always positive amount of overspill
padFactorR += dR[dCount];
randy = (rand()/(double)RAND_MAX);
if ((targetWidth*randy) > lastWidthR) {
//we are expanding the buffer so we don't remove this trailing sample
lastWidthR += 1;
} else {
padFactorR -= dR[dCount+lastWidthR];
//zero change, or target is smaller and we are shrinking
if (targetWidth < lastWidthR) {
lastWidthR -= 1;
if (lastWidthR < 2) lastWidthR = 2;
//sanity check as randy can give us target zero
padFactorR -= dR[dCount+lastWidthR];
}
}
//variable attack/release speed more rapid as comp intensity increases
//implemented in a way where we're repeatedly not altering the buffer as it expands, which makes the comp artifacts smoother
if (padFactorR < 0) padFactorR = 0;
//end R
dCount--;
if (output < 1.0) {
inputSampleL *= output;
inputSampleR *= output;
}
if (wet < 1.0) {
inputSampleL = (inputSampleL * wet) + (drySampleL * (1.0-wet));
inputSampleR = (inputSampleR * wet) + (drySampleR * (1.0-wet));
}
//begin 64 bit stereo floating point dither
int expon; frexp((double)inputSampleL, &expon);
fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
inputSampleL += static_cast<int32_t>(fpd) * 1.110223024625156e-44L * pow(2,expon+62);
frexp((double)inputSampleR, &expon);
fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
inputSampleR += static_cast<int32_t>(fpd) * 1.110223024625156e-44L * pow(2,expon+62);
//end 64 bit stereo floating point dither
*out1 = inputSampleL;
*out2 = inputSampleR;
*in1++;
*in2++;
*out1++;
*out2++;
}
}