/* ========================================
* DeEss - DeEss.h
* Copyright (c) 2016 airwindows, All rights reserved
* ======================================== */
#ifndef __DeEss_H
#include "DeEss.h"
#endif
void DeEss::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();
double intensity = pow(A,5)*(8192/overallscale);
double maxdess = 1.0 / pow(10.0,((B-1.0)*48.0)/20);
double iirAmount = pow(C,2)/overallscale;
double offset;
double sense;
double recovery;
double attackspeed;
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 aDeEss. We want a 'air' hiss
s3L = s2L;
s2L = s1L;
s1L = inputSampleL;
m1L = (s1L-s2L)*((s1L-s2L)/1.3);
m2L = (s2L-s3L)*((s1L-s2L)/1.3);
sense = fabs((m1L-m2L)*((m1L-m2L)/1.3));
//this will be 0 for smooth, high for SSS
attackspeed = 7.0+(sense*1024);
//this does not vary with intensity, but it does react to onset transients
sense = 1.0+(intensity*intensity*sense);
if (sense > intensity) {sense = intensity;}
//this will be 1 for smooth, 'intensity' for SSS
recovery = 1.0+(0.01/sense);
//this will be 1.1 for smooth, 1.0000000...1 for SSS
offset = 1.0-fabs(inputSampleL);
if (flip) {
iirSampleAL = (iirSampleAL * (1 - (offset * iirAmount))) + (inputSampleL * (offset * iirAmount));
if (ratioAL < sense)
{ratioAL = ((ratioAL*attackspeed)+sense)/(attackspeed+1.0);}
else
{ratioAL = 1.0+((ratioAL-1.0)/recovery);}
//returny to 1/1 code
if (ratioAL > maxdess){ratioAL = maxdess;}
inputSampleL = iirSampleAL+((inputSampleL-iirSampleAL)/ratioAL);
}
else {
iirSampleBL = (iirSampleBL * (1 - (offset * iirAmount))) + (inputSampleL * (offset * iirAmount));
if (ratioBL < sense)
{ratioBL = ((ratioBL*attackspeed)+sense)/(attackspeed+1.0);}
else
{ratioBL = 1.0+((ratioBL-1.0)/recovery);}
//returny to 1/1 code
if (ratioBL > maxdess){ratioBL = maxdess;}
inputSampleL = iirSampleBL+((inputSampleL-iirSampleBL)/ratioBL);
} //have the ratio chase Sense
s3R = s2R;
s2R = s1R;
s1R = inputSampleR;
m1R = (s1R-s2R)*((s1R-s2R)/1.3);
m2R = (s2R-s3R)*((s1R-s2R)/1.3);
sense = fabs((m1R-m2R)*((m1R-m2R)/1.3));
//this will be 0 for smooth, high for SSS
attackspeed = 7.0+(sense*1024);
//this does not vary with intensity, but it does react to onset transients
sense = 1.0+(intensity*intensity*sense);
if (sense > intensity) {sense = intensity;}
//this will be 1 for smooth, 'intensity' for SSS
recovery = 1.0+(0.01/sense);
//this will be 1.1 for smooth, 1.0000000...1 for SSS
offset = 1.0-fabs(inputSampleR);
if (flip) {
iirSampleAR = (iirSampleAR * (1 - (offset * iirAmount))) + (inputSampleR * (offset * iirAmount));
if (ratioAR < sense)
{ratioAR = ((ratioAR*attackspeed)+sense)/(attackspeed+1.0);}
else
{ratioAR = 1.0+((ratioAR-1.0)/recovery);}
//returny to 1/1 code
if (ratioAR > maxdess){ratioAR = maxdess;}
inputSampleR = iirSampleAR+((inputSampleR-iirSampleAR)/ratioAR);
}
else {
iirSampleBR = (iirSampleBR * (1 - (offset * iirAmount))) + (inputSampleR * (offset * iirAmount));
if (ratioBR < sense)
{ratioBR = ((ratioBR*attackspeed)+sense)/(attackspeed+1.0);}
else
{ratioBR = 1.0+((ratioBR-1.0)/recovery);}
//returny to 1/1 code
if (ratioBR > maxdess){ratioBR = maxdess;}
inputSampleR = iirSampleBR+((inputSampleR-iirSampleBR)/ratioBR);
} //have the ratio chase Sense
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 DeEss::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();
double intensity = pow(A,5)*(8192/overallscale);
double maxdess = 1.0 / pow(10.0,((B-1.0)*48.0)/20);
double iirAmount = pow(C,2)/overallscale;
double offset;
double sense;
double recovery;
double attackspeed;
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 aDeEss. We want a 'air' hiss
s3L = s2L;
s2L = s1L;
s1L = inputSampleL;
m1L = (s1L-s2L)*((s1L-s2L)/1.3);
m2L = (s2L-s3L)*((s1L-s2L)/1.3);
sense = fabs((m1L-m2L)*((m1L-m2L)/1.3));
//this will be 0 for smooth, high for SSS
attackspeed = 7.0+(sense*1024);
//this does not vary with intensity, but it does react to onset transients
sense = 1.0+(intensity*intensity*sense);
if (sense > intensity) {sense = intensity;}
//this will be 1 for smooth, 'intensity' for SSS
recovery = 1.0+(0.01/sense);
//this will be 1.1 for smooth, 1.0000000...1 for SSS
offset = 1.0-fabs(inputSampleL);
if (flip) {
iirSampleAL = (iirSampleAL * (1 - (offset * iirAmount))) + (inputSampleL * (offset * iirAmount));
if (ratioAL < sense)
{ratioAL = ((ratioAL*attackspeed)+sense)/(attackspeed+1.0);}
else
{ratioAL = 1.0+((ratioAL-1.0)/recovery);}
//returny to 1/1 code
if (ratioAL > maxdess){ratioAL = maxdess;}
inputSampleL = iirSampleAL+((inputSampleL-iirSampleAL)/ratioAL);
}
else {
iirSampleBL = (iirSampleBL * (1 - (offset * iirAmount))) + (inputSampleL * (offset * iirAmount));
if (ratioBL < sense)
{ratioBL = ((ratioBL*attackspeed)+sense)/(attackspeed+1.0);}
else
{ratioBL = 1.0+((ratioBL-1.0)/recovery);}
//returny to 1/1 code
if (ratioBL > maxdess){ratioBL = maxdess;}
inputSampleL = iirSampleBL+((inputSampleL-iirSampleBL)/ratioBL);
} //have the ratio chase Sense
s3R = s2R;
s2R = s1R;
s1R = inputSampleR;
m1R = (s1R-s2R)*((s1R-s2R)/1.3);
m2R = (s2R-s3R)*((s1R-s2R)/1.3);
sense = fabs((m1R-m2R)*((m1R-m2R)/1.3));
//this will be 0 for smooth, high for SSS
attackspeed = 7.0+(sense*1024);
//this does not vary with intensity, but it does react to onset transients
sense = 1.0+(intensity*intensity*sense);
if (sense > intensity) {sense = intensity;}
//this will be 1 for smooth, 'intensity' for SSS
recovery = 1.0+(0.01/sense);
//this will be 1.1 for smooth, 1.0000000...1 for SSS
offset = 1.0-fabs(inputSampleR);
if (flip) {
iirSampleAR = (iirSampleAR * (1 - (offset * iirAmount))) + (inputSampleR * (offset * iirAmount));
if (ratioAR < sense)
{ratioAR = ((ratioAR*attackspeed)+sense)/(attackspeed+1.0);}
else
{ratioAR = 1.0+((ratioAR-1.0)/recovery);}
//returny to 1/1 code
if (ratioAR > maxdess){ratioAR = maxdess;}
inputSampleR = iirSampleAR+((inputSampleR-iirSampleAR)/ratioAR);
}
else {
iirSampleBR = (iirSampleBR * (1 - (offset * iirAmount))) + (inputSampleR * (offset * iirAmount));
if (ratioBR < sense)
{ratioBR = ((ratioBR*attackspeed)+sense)/(attackspeed+1.0);}
else
{ratioBR = 1.0+((ratioBR-1.0)/recovery);}
//returny to 1/1 code
if (ratioBR > maxdess){ratioBR = maxdess;}
inputSampleR = iirSampleBR+((inputSampleR-iirSampleBR)/ratioBR);
} //have the ratio chase Sense
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++;
}
}