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authorChris Johnson <jinx6568@sover.net>2018-10-22 18:04:06 -0400
committerChris Johnson <jinx6568@sover.net>2018-10-22 18:04:06 -0400
commit633be2e22c6648c901f08f3b4cd4e8e14ea86443 (patch)
tree1e272c3d2b5bd29636b9f9f521af62734e4df012 /plugins/MacVST/DeEss/source
parent057757aa8eb0a463caf0cdfdb5894ac5f723ff3f (diff)
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Updates (in case my plane crashes)
Diffstat (limited to 'plugins/MacVST/DeEss/source')
-rwxr-xr-xplugins/MacVST/DeEss/source/DeEss.cpp152
-rwxr-xr-xplugins/MacVST/DeEss/source/DeEss.h115
-rwxr-xr-xplugins/MacVST/DeEss/source/DeEssProc.cpp348
3 files changed, 615 insertions, 0 deletions
diff --git a/plugins/MacVST/DeEss/source/DeEss.cpp b/plugins/MacVST/DeEss/source/DeEss.cpp
new file mode 100755
index 0000000..64a9503
--- /dev/null
+++ b/plugins/MacVST/DeEss/source/DeEss.cpp
@@ -0,0 +1,152 @@
+/* ========================================
+ * DeEss - DeEss.h
+ * Copyright (c) 2016 airwindows, All rights reserved
+ * ======================================== */
+
+#ifndef __DeEss_H
+#include "DeEss.h"
+#endif
+
+AudioEffect* createEffectInstance(audioMasterCallback audioMaster) {return new DeEss(audioMaster);}
+
+DeEss::DeEss(audioMasterCallback audioMaster) :
+ AudioEffectX(audioMaster, kNumPrograms, kNumParameters)
+{
+ A = 0.0;
+ B = 0.5; //-48.0 to 0.0
+ C = 0.5;
+
+ s1L = s2L = s3L = s4L = s5L = s6L= s7L = 0.0;
+ m1L = m2L = m3L = m4L = m5L = m6L = 0.0;
+ c1L = c2L = c3L = c4L = c5L = 0.0;
+ ratioAL = ratioBL = 1.0;
+ iirSampleAL = 0.0;
+ iirSampleBL = 0.0;
+
+ s1R = s2R = s3R = s4R = s5R = s6R = s7R = 0.0;
+ m1R = m2R = m3R = m4R = m5R = m6R = 0.0;
+ c1R = c2R = c3R = c4R = c5R = 0.0;
+ ratioAR = ratioBR = 1.0;
+ iirSampleAR = 0.0;
+ iirSampleBR = 0.0;
+
+ flip = false;
+
+ fpNShapeL = 0.0;
+ fpNShapeR = 0.0;
+ //this is reset: values being initialized only once. Startup values, whatever they are.
+
+ _canDo.insert("plugAsChannelInsert"); // plug-in can be used as a channel insert effect.
+ _canDo.insert("plugAsSend"); // plug-in can be used as a send effect.
+ _canDo.insert("x2in2out");
+ setNumInputs(kNumInputs);
+ setNumOutputs(kNumOutputs);
+ setUniqueID(kUniqueId);
+ canProcessReplacing(); // supports output replacing
+ canDoubleReplacing(); // supports double precision processing
+ programsAreChunks(true);
+ vst_strncpy (_programName, "Default", kVstMaxProgNameLen); // default program name
+}
+
+DeEss::~DeEss() {}
+VstInt32 DeEss::getVendorVersion () {return 1000;}
+void DeEss::setProgramName(char *name) {vst_strncpy (_programName, name, kVstMaxProgNameLen);}
+void DeEss::getProgramName(char *name) {vst_strncpy (name, _programName, kVstMaxProgNameLen);}
+//airwindows likes to ignore this stuff. Make your own programs, and make a different plugin rather than
+//trying to do versioning and preventing people from using older versions. Maybe they like the old one!
+
+static float pinParameter(float data)
+{
+ if (data < 0.0f) return 0.0f;
+ if (data > 1.0f) return 1.0f;
+ return data;
+}
+
+VstInt32 DeEss::getChunk (void** data, bool isPreset)
+{
+ float *chunkData = (float *)calloc(kNumParameters, sizeof(float));
+ chunkData[0] = A;
+ chunkData[1] = B;
+ chunkData[2] = C;
+ /* Note: The way this is set up, it will break if you manage to save settings on an Intel
+ machine and load them on a PPC Mac. However, it's fine if you stick to the machine you
+ started with. */
+
+ *data = chunkData;
+ return kNumParameters * sizeof(float);
+}
+
+VstInt32 DeEss::setChunk (void* data, VstInt32 byteSize, bool isPreset)
+{
+ float *chunkData = (float *)data;
+ A = pinParameter(chunkData[0]);
+ B = pinParameter(chunkData[1]);
+ C = pinParameter(chunkData[2]);
+ /* We're ignoring byteSize as we found it to be a filthy liar */
+
+ /* calculate any other fields you need here - you could copy in
+ code from setParameter() here. */
+ return 0;
+}
+
+void DeEss::setParameter(VstInt32 index, float value) {
+ switch (index) {
+ case kParamA: A = value; break;
+ case kParamB: B = value; break;
+ case kParamC: C = value; break;
+ default: throw; // unknown parameter, shouldn't happen!
+ }
+}
+
+float DeEss::getParameter(VstInt32 index) {
+ switch (index) {
+ case kParamA: return A; break;
+ case kParamB: return B; break;
+ case kParamC: return C; break;
+ default: break; // unknown parameter, shouldn't happen!
+ } return 0.0; //we only need to update the relevant name, this is simple to manage
+}
+
+void DeEss::getParameterName(VstInt32 index, char *text) {
+ switch (index) {
+ case kParamA: vst_strncpy (text, "Intense", kVstMaxParamStrLen); break;
+ case kParamB: vst_strncpy (text, "Max DS", kVstMaxParamStrLen); break;
+ case kParamC: vst_strncpy (text, "Freq", kVstMaxParamStrLen); break;
+ default: break; // unknown parameter, shouldn't happen!
+ } //this is our labels for displaying in the VST host
+}
+
+void DeEss::getParameterDisplay(VstInt32 index, char *text) {
+ switch (index) {
+ case kParamA: float2string (A, text, kVstMaxParamStrLen); break;
+ case kParamB: float2string ((B-1.0)*48.0, text, kVstMaxParamStrLen); break;
+ case kParamC: float2string (C, text, kVstMaxParamStrLen); break;
+ default: break; // unknown parameter, shouldn't happen!
+ } //this displays the values and handles 'popups' where it's discrete choices
+}
+
+void DeEss::getParameterLabel(VstInt32 index, char *text) {
+ switch (index) {
+ case kParamA: vst_strncpy (text, "", kVstMaxParamStrLen); break;
+ case kParamB: vst_strncpy (text, "", kVstMaxParamStrLen); break;
+ case kParamC: vst_strncpy (text, "", kVstMaxParamStrLen); break;
+ default: break; // unknown parameter, shouldn't happen!
+ }
+}
+
+VstInt32 DeEss::canDo(char *text)
+{ return (_canDo.find(text) == _canDo.end()) ? -1: 1; } // 1 = yes, -1 = no, 0 = don't know
+
+bool DeEss::getEffectName(char* name) {
+ vst_strncpy(name, "DeEss", kVstMaxProductStrLen); return true;
+}
+
+VstPlugCategory DeEss::getPlugCategory() {return kPlugCategEffect;}
+
+bool DeEss::getProductString(char* text) {
+ vst_strncpy (text, "airwindows DeEss", kVstMaxProductStrLen); return true;
+}
+
+bool DeEss::getVendorString(char* text) {
+ vst_strncpy (text, "airwindows", kVstMaxVendorStrLen); return true;
+}
diff --git a/plugins/MacVST/DeEss/source/DeEss.h b/plugins/MacVST/DeEss/source/DeEss.h
new file mode 100755
index 0000000..dcab1e6
--- /dev/null
+++ b/plugins/MacVST/DeEss/source/DeEss.h
@@ -0,0 +1,115 @@
+/* ========================================
+ * DeEss - DeEss.h
+ * Created 8/12/11 by SPIAdmin
+ * Copyright (c) 2011 __MyCompanyName__, All rights reserved
+ * ======================================== */
+
+#ifndef __DeEss_H
+#define __DeEss_H
+
+#ifndef __audioeffect__
+#include "audioeffectx.h"
+#endif
+
+#include <set>
+#include <string>
+#include <math.h>
+
+enum {
+ kParamA = 0,
+ kParamB = 1,
+ kParamC = 2,
+ kNumParameters = 3
+}; //
+
+const int kNumPrograms = 0;
+const int kNumInputs = 2;
+const int kNumOutputs = 2;
+const unsigned long kUniqueId = 'dess'; //Change this to what the AU identity is!
+
+class DeEss :
+ public AudioEffectX
+{
+public:
+ DeEss(audioMasterCallback audioMaster);
+ ~DeEss();
+ virtual bool getEffectName(char* name); // The plug-in name
+ virtual VstPlugCategory getPlugCategory(); // The general category for the plug-in
+ virtual bool getProductString(char* text); // This is a unique plug-in string provided by Steinberg
+ virtual bool getVendorString(char* text); // Vendor info
+ virtual VstInt32 getVendorVersion(); // Version number
+ virtual void processReplacing (float** inputs, float** outputs, VstInt32 sampleFrames);
+ virtual void processDoubleReplacing (double** inputs, double** outputs, VstInt32 sampleFrames);
+ virtual void getProgramName(char *name); // read the name from the host
+ virtual void setProgramName(char *name); // changes the name of the preset displayed in the host
+ virtual VstInt32 getChunk (void** data, bool isPreset);
+ virtual VstInt32 setChunk (void* data, VstInt32 byteSize, bool isPreset);
+ virtual float getParameter(VstInt32 index); // get the parameter value at the specified index
+ virtual void setParameter(VstInt32 index, float value); // set the parameter at index to value
+ virtual void getParameterLabel(VstInt32 index, char *text); // label for the parameter (eg dB)
+ virtual void getParameterName(VstInt32 index, char *text); // name of the parameter
+ virtual void getParameterDisplay(VstInt32 index, char *text); // text description of the current value
+ virtual VstInt32 canDo(char *text);
+private:
+ char _programName[kVstMaxProgNameLen + 1];
+ std::set< std::string > _canDo;
+
+ double s1L;
+ double s2L;
+ double s3L;
+ double s4L;
+ double s5L;
+ double s6L;
+ double s7L;
+ double m1L;
+ double m2L;
+ double m3L;
+ double m4L;
+ double m5L;
+ double m6L;
+ double c1L;
+ double c2L;
+ double c3L;
+ double c4L;
+ double c5L;
+ double ratioAL;
+ double ratioBL;
+ double iirSampleAL;
+ double iirSampleBL;
+
+ double s1R;
+ double s2R;
+ double s3R;
+ double s4R;
+ double s5R;
+ double s6R;
+ double s7R;
+ double m1R;
+ double m2R;
+ double m3R;
+ double m4R;
+ double m5R;
+ double m6R;
+ double c1R;
+ double c2R;
+ double c3R;
+ double c4R;
+ double c5R;
+ double ratioAR;
+ double ratioBR;
+ double iirSampleAR;
+ double iirSampleBR;
+
+
+ bool flip;
+
+ long double fpNShapeL;
+ long double fpNShapeR;
+ //default stuff
+
+ float A;
+ float B;
+ float C;
+};
+
+#endif
diff --git a/plugins/MacVST/DeEss/source/DeEssProc.cpp b/plugins/MacVST/DeEss/source/DeEssProc.cpp
new file mode 100755
index 0000000..9a8e14b
--- /dev/null
+++ b/plugins/MacVST/DeEss/source/DeEssProc.cpp
@@ -0,0 +1,348 @@
+/* ========================================
+ * 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;
+
+ //noise shaping to 32-bit floating point
+ float fpTemp = inputSampleL;
+ fpNShapeL += (inputSampleL-fpTemp);
+ inputSampleL += fpNShapeL;
+ //if this confuses you look at the wordlength for fpTemp :)
+ fpTemp = inputSampleR;
+ fpNShapeR += (inputSampleR-fpTemp);
+ inputSampleR += fpNShapeR;
+ //for deeper space and warmth, we try a non-oscillating noise shaping
+ //that is kind of ruthless: it will forever retain the rounding errors
+ //except we'll dial it back a hair at the end of every buffer processed
+ //end noise shaping on 32 bit output
+
+ *out1 = inputSampleL;
+ *out2 = inputSampleR;
+
+ *in1++;
+ *in2++;
+ *out1++;
+ *out2++;
+ }
+ fpNShapeL *= 0.999999;
+ fpNShapeR *= 0.999999;
+ //we will just delicately dial back the FP noise shaping, not even every sample
+ //this is a good place to put subtle 'no runaway' calculations, though bear in mind
+ //that it will be called more often when you use shorter sample buffers in the DAW.
+ //So, very low latency operation will call these calculations more often.
+}
+
+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;
+
+ //noise shaping to 64-bit floating point
+ double fpTemp = inputSampleL;
+ fpNShapeL += (inputSampleL-fpTemp);
+ inputSampleL += fpNShapeL;
+ //if this confuses you look at the wordlength for fpTemp :)
+ fpTemp = inputSampleR;
+ fpNShapeR += (inputSampleR-fpTemp);
+ inputSampleR += fpNShapeR;
+ //for deeper space and warmth, we try a non-oscillating noise shaping
+ //that is kind of ruthless: it will forever retain the rounding errors
+ //except we'll dial it back a hair at the end of every buffer processed
+ //end noise shaping on 64 bit output
+
+ *out1 = inputSampleL;
+ *out2 = inputSampleR;
+
+ *in1++;
+ *in2++;
+ *out1++;
+ *out2++;
+ }
+ fpNShapeL *= 0.999999;
+ fpNShapeR *= 0.999999;
+ //we will just delicately dial back the FP noise shaping, not even every sample
+ //this is a good place to put subtle 'no runaway' calculations, though bear in mind
+ //that it will be called more often when you use shorter sample buffers in the DAW.
+ //So, very low latency operation will call these calculations more often.
+}