/* ========================================
* Recurve - Recurve.h
* Copyright (c) 2016 airwindows, All rights reserved
* ======================================== */
#ifndef __Recurve_H
#include "Recurve.h"
#endif
void Recurve::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrames)
{
float* in1 = inputs[0];
float* in2 = inputs[1];
float* out1 = outputs[0];
float* out2 = outputs[1];
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;
inputSampleL *= 0.5;
inputSampleR *= 0.5;
if (gain < 0.0078125) gain = 0.0078125; if (gain > 2.0) gain = 2.0;
//gain of 1,0 gives you a super-clean one, gain of 2 is obviously compressing
//smaller number is maximum clamping, if too small it'll take a while to bounce back
inputSampleL *= gain; inputSampleR *= gain;
gain += sin((fabs(inputSampleL*4)>1)?4:fabs(inputSampleL*4))*pow(inputSampleL,4);
gain += sin((fabs(inputSampleR*4)>1)?4:fabs(inputSampleR*4))*pow(inputSampleR,4);
//4.71239 radians sined will turn to -1 which is the maximum gain reduction speed
inputSampleL *= 2.0;
inputSampleR *= 2.0;
if (inputSampleL > 0.9999) inputSampleL = 0.9999;
if (inputSampleR > 0.9999) inputSampleR = 0.9999;
if (inputSampleL < -0.9999) inputSampleL = -0.9999;
if (inputSampleR < -0.9999) inputSampleR = -0.9999;
//iron bar so people can play with this as a loudenator
//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 Recurve::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sampleFrames)
{
double* in1 = inputs[0];
double* in2 = inputs[1];
double* out1 = outputs[0];
double* out2 = outputs[1];
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;
inputSampleL *= 0.5;
inputSampleR *= 0.5;
if (gain < 0.0078125) gain = 0.0078125; if (gain > 2.0) gain = 2.0;
//gain of 1,0 gives you a super-clean one, gain of 2 is obviously compressing
//smaller number is maximum clamping, if too small it'll take a while to bounce back
inputSampleL *= gain; inputSampleR *= gain;
gain += sin((fabs(inputSampleL*4)>1)?4:fabs(inputSampleL*4))*pow(inputSampleL,4);
gain += sin((fabs(inputSampleR*4)>1)?4:fabs(inputSampleR*4))*pow(inputSampleR,4);
//4.71239 radians sined will turn to -1 which is the maximum gain reduction speed
inputSampleL *= 2.0;
inputSampleR *= 2.0;
if (inputSampleL > 0.9999) inputSampleL = 0.9999;
if (inputSampleR > 0.9999) inputSampleR = 0.9999;
if (inputSampleL < -0.9999) inputSampleL = -0.9999;
if (inputSampleR < -0.9999) inputSampleR = -0.9999;
//iron bar so people can play with this as a loudenator
//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++;
}
}