/* ========================================
* Console4Channel - Console4Channel.h
* Created 8/12/11 by SPIAdmin
* Copyright (c) 2011 __MyCompanyName__, All rights reserved
* ======================================== */
#ifndef __Console4Channel_H
#include "Console4Channel.h"
#endif
void Console4Channel::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();
long double inputSampleL;
long double inputSampleR;
long double half;
long double falf;
// replace inputgain with gain, serves same purpose. Stereo inputsample.
if (settingchase != gain) {
chasespeed *= 2.0;
settingchase = gain;
}
if (chasespeed > 2500.0) chasespeed = 2500.0;
if (gainchase < 0.0) gainchase = gain;
//settings section from AU
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)+gain)/(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
half = inputSampleL;
falf = fabs(half);
half *= falf;
half *= falf;
inputSampleL -= half;
half = inputSampleR;
falf = fabs(half);
half *= falf;
half *= falf;
inputSampleR -= half;
//entire audio code. kthxbai!
//this is part of the Purest line: stuff that is on every track
//needs to be DAMN LOW ON MATH srsly guys
//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 Console4Channel::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();
long double inputSampleL;
long double inputSampleR;
long double half;
long double falf;
if (settingchase != gain) {
chasespeed *= 2.0;
settingchase = gain;
}
if (chasespeed > 2500.0) chasespeed = 2500.0;
if (gainchase < 0.0) gainchase = gain;
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)+gain)/(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
half = inputSampleL;
falf = fabs(half);
half *= falf;
half *= falf;
inputSampleL -= half;
half = inputSampleR;
falf = fabs(half);
half *= falf;
half *= falf;
inputSampleR -= half;
//entire audio code. kthxbai!
//this is part of the Purest line: stuff that is on every track
//needs to be DAMN LOW ON MATH srsly guys
//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++;
}
}