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author | Chris Johnson <jinx6568@sover.net> | 2018-10-22 18:04:06 -0400 |
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committer | Chris Johnson <jinx6568@sover.net> | 2018-10-22 18:04:06 -0400 |
commit | 633be2e22c6648c901f08f3b4cd4e8e14ea86443 (patch) | |
tree | 1e272c3d2b5bd29636b9f9f521af62734e4df012 /plugins/WinVST/PurestEcho/PurestEchoProc.cpp | |
parent | 057757aa8eb0a463caf0cdfdb5894ac5f723ff3f (diff) | |
download | airwindows-lv2-port-633be2e22c6648c901f08f3b4cd4e8e14ea86443.tar.gz airwindows-lv2-port-633be2e22c6648c901f08f3b4cd4e8e14ea86443.tar.bz2 airwindows-lv2-port-633be2e22c6648c901f08f3b4cd4e8e14ea86443.zip |
Updates (in case my plane crashes)
Diffstat (limited to 'plugins/WinVST/PurestEcho/PurestEchoProc.cpp')
-rwxr-xr-x | plugins/WinVST/PurestEcho/PurestEchoProc.cpp | 408 |
1 files changed, 408 insertions, 0 deletions
diff --git a/plugins/WinVST/PurestEcho/PurestEchoProc.cpp b/plugins/WinVST/PurestEcho/PurestEchoProc.cpp new file mode 100755 index 0000000..77e4b2f --- /dev/null +++ b/plugins/WinVST/PurestEcho/PurestEchoProc.cpp @@ -0,0 +1,408 @@ +/* ======================================== + * PurestEcho - PurestEcho.h + * Copyright (c) 2016 airwindows, All rights reserved + * ======================================== */ + +#ifndef __PurestEcho_H +#include "PurestEcho.h" +#endif + +void PurestEcho::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrames) +{ + float* in1 = inputs[0]; + float* in2 = inputs[1]; + float* out1 = outputs[0]; + float* out2 = outputs[1]; + + int loopLimit = (int)(totalsamples * 0.499); + //this is a double buffer so we will be splitting it in two + + double time = pow(A,2) * 0.999; + double tap1 = B; + double tap2 = C; + double tap3 = D; + double tap4 = E; + + double gainTrim = 1.0 / (1.0 + tap1 + tap2 + tap3 + tap4); + //this becomes our equal-loudness mechanic. 0.2 to 1.0 gain on all things. + double tapsTrim = gainTrim * 0.5; + //the taps interpolate and require half that gain: 0.1 to 0.5 on all taps. + + int position1 = (int)(loopLimit * time * 0.25); + int position2 = (int)(loopLimit * time * 0.5); + int position3 = (int)(loopLimit * time * 0.75); + int position4 = (int)(loopLimit * time); + //basic echo information: we're taking four equally spaced echoes and setting their levels as desired. + //position4 is what you'd have for 'just set a delay time' + + double volAfter1 = (loopLimit * time * 0.25) - position1; + double volAfter2 = (loopLimit * time * 0.5) - position2; + double volAfter3 = (loopLimit * time * 0.75) - position3; + double volAfter4 = (loopLimit * time) - position4; + //these are 0-1: casting to an (int) truncates fractional numbers towards zero (and is faster than floor() ) + //so, when we take the integer number (all above zero) and subtract it from the real value, we get 0-1 + double volBefore1 = (1.0 - volAfter1) * tap1; + double volBefore2 = (1.0 - volAfter2) * tap2; + double volBefore3 = (1.0 - volAfter3) * tap3; + double volBefore4 = (1.0 - volAfter4) * tap4; + //and if we are including a bit of the previous/next sample to interpolate, then if the sample position is 1.0001 + //we'll be leaning most heavily on the 'before' sample which is nearer to us, and the 'after' sample is almost not used. + //if the sample position is 1.9999, the 'after' sample is strong and 'before' is almost not used. + + volAfter1 *= tap1; + volAfter2 *= tap2; + volAfter3 *= tap3; + volAfter4 *= tap4; + //and like with volBefore, we also want to scale this 'interpolate' to the loudness of this tap. + //We do it here because we can do it only once per audio buffer, not on every sample. This assumes we're + //not moving the tap every sample: if so we'd have to do this every sample as well. + + int oneBefore1 = position1 - 1; + int oneBefore2 = position2 - 1; + int oneBefore3 = position3 - 1; + int oneBefore4 = position4 - 1; + if (oneBefore1 < 0) oneBefore1 = 0; + if (oneBefore2 < 0) oneBefore2 = 0; + if (oneBefore3 < 0) oneBefore3 = 0; + if (oneBefore4 < 0) oneBefore4 = 0; + int oneAfter1 = position1 + 1; + int oneAfter2 = position2 + 1; + int oneAfter3 = position3 + 1; + int oneAfter4 = position4 + 1; + //this is setting up the way we interpolate samples: we're doing an echo-darkening thing + //to make it sound better. Pretty much no acoustic delay in human-breathable air will give + //you zero attenuation at 22 kilohertz: forget this at your peril ;) + + double delaysBufferL; + double delaysBufferR; + + float fpTemp; + long double fpOld = 0.618033988749894848204586; //golden ratio! + long double fpNew = 1.0 - fpOld; + + long double inputSampleL; + long double inputSampleR; + + 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. + } + + if (gcount < 0 || gcount > loopLimit) gcount = loopLimit; + dL[gcount+loopLimit] = dL[gcount] = inputSampleL * tapsTrim; + dR[gcount+loopLimit] = dR[gcount] = inputSampleR * tapsTrim; //this is how the double buffer works: + //we can look for delay taps without ever having to 'wrap around' within our calculation. + //As long as the delay tap is less than our loop limit we can always just add it to where we're + //at, and get a valid sample back right away, no matter where we are in the buffer. + //The 0.5 is taking into account the interpolation, by padding down the whole buffer. + + delaysBufferL = (dL[gcount+oneBefore4]*volBefore4); + delaysBufferL += (dL[gcount+oneAfter4]*volAfter4); + delaysBufferL += (dL[gcount+oneBefore3]*volBefore3); + delaysBufferL += (dL[gcount+oneAfter3]*volAfter3); + delaysBufferL += (dL[gcount+oneBefore2]*volBefore2); + delaysBufferL += (dL[gcount+oneAfter2]*volAfter2); + delaysBufferL += (dL[gcount+oneBefore1]*volBefore1); + delaysBufferL += (dL[gcount+oneAfter1]*volAfter1); + + delaysBufferR = (dR[gcount+oneBefore4]*volBefore4); + delaysBufferR += (dR[gcount+oneAfter4]*volAfter4); + delaysBufferR += (dR[gcount+oneBefore3]*volBefore3); + delaysBufferR += (dR[gcount+oneAfter3]*volAfter3); + delaysBufferR += (dR[gcount+oneBefore2]*volBefore2); + delaysBufferR += (dR[gcount+oneAfter2]*volAfter2); + delaysBufferR += (dR[gcount+oneBefore1]*volBefore1); + delaysBufferR += (dR[gcount+oneAfter1]*volAfter1); + //These are the interpolated samples. We're adding them first, because we know they're smaller + //and while the value of delaysBuffer is small we'll add similarly small values to it. Note the order. + + delaysBufferL += (dL[gcount+position4]*tap4); + delaysBufferL += (dL[gcount+position3]*tap3); + delaysBufferL += (dL[gcount+position2]*tap2); + delaysBufferL += (dL[gcount+position1]*tap1); + + delaysBufferR += (dR[gcount+position4]*tap4); + delaysBufferR += (dR[gcount+position3]*tap3); + delaysBufferR += (dR[gcount+position2]*tap2); + delaysBufferR += (dR[gcount+position1]*tap1); + //These are the primary samples for the echo, and we're adding them last. As before we're starting with the + //most delayed echoes, and ending with what we think might be the loudest echo. We're building this delaybuffer + //from the faintest noises to the loudest, to avoid adding a bunch of teeny values at the end. + //You can of course put the last echo as loudest, but with diminishing echo volumes this is optimal. + //This technique is also present in other plugins such as Iron Oxide. + + inputSampleL = (inputSampleL * gainTrim) + delaysBufferL; + inputSampleR = (inputSampleR * gainTrim) + delaysBufferR; + //this could be just inputSample += d[gcount+position1]; + //for literally a single, full volume echo combined with dry. + //What I'm doing is making the echoes more interesting. + + gcount--; + + //noise shaping to 32-bit floating point + if (fpFlip) { + fpTemp = inputSampleL; + fpNShapeLA = (fpNShapeLA*fpOld)+((inputSampleL-fpTemp)*fpNew); + inputSampleL += fpNShapeLA; + fpTemp = inputSampleR; + fpNShapeRA = (fpNShapeRA*fpOld)+((inputSampleR-fpTemp)*fpNew); + inputSampleR += fpNShapeRA; + } + else { + fpTemp = inputSampleL; + fpNShapeLB = (fpNShapeLB*fpOld)+((inputSampleL-fpTemp)*fpNew); + inputSampleL += fpNShapeLB; + fpTemp = inputSampleR; + fpNShapeRB = (fpNShapeRB*fpOld)+((inputSampleR-fpTemp)*fpNew); + inputSampleR += fpNShapeRB; + } + fpFlip = !fpFlip; + //end noise shaping on 32 bit output + + *out1 = inputSampleL; + *out2 = inputSampleR; + + *in1++; + *in2++; + *out1++; + *out2++; + } +} + +void PurestEcho::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sampleFrames) +{ + double* in1 = inputs[0]; + double* in2 = inputs[1]; + double* out1 = outputs[0]; + double* out2 = outputs[1]; + + int loopLimit = (int)(totalsamples * 0.499); + //this is a double buffer so we will be splitting it in two + + double time = pow(A,2) * 0.999; + double tap1 = B; + double tap2 = C; + double tap3 = D; + double tap4 = E; + + double gainTrim = 1.0 / (1.0 + tap1 + tap2 + tap3 + tap4); + //this becomes our equal-loudness mechanic. 0.2 to 1.0 gain on all things. + double tapsTrim = gainTrim * 0.5; + //the taps interpolate and require half that gain: 0.1 to 0.5 on all taps. + + int position1 = (int)(loopLimit * time * 0.25); + int position2 = (int)(loopLimit * time * 0.5); + int position3 = (int)(loopLimit * time * 0.75); + int position4 = (int)(loopLimit * time); + //basic echo information: we're taking four equally spaced echoes and setting their levels as desired. + //position4 is what you'd have for 'just set a delay time' + + double volAfter1 = (loopLimit * time * 0.25) - position1; + double volAfter2 = (loopLimit * time * 0.5) - position2; + double volAfter3 = (loopLimit * time * 0.75) - position3; + double volAfter4 = (loopLimit * time) - position4; + //these are 0-1: casting to an (int) truncates fractional numbers towards zero (and is faster than floor() ) + //so, when we take the integer number (all above zero) and subtract it from the real value, we get 0-1 + double volBefore1 = (1.0 - volAfter1) * tap1; + double volBefore2 = (1.0 - volAfter2) * tap2; + double volBefore3 = (1.0 - volAfter3) * tap3; + double volBefore4 = (1.0 - volAfter4) * tap4; + //and if we are including a bit of the previous/next sample to interpolate, then if the sample position is 1.0001 + //we'll be leaning most heavily on the 'before' sample which is nearer to us, and the 'after' sample is almost not used. + //if the sample position is 1.9999, the 'after' sample is strong and 'before' is almost not used. + + volAfter1 *= tap1; + volAfter2 *= tap2; + volAfter3 *= tap3; + volAfter4 *= tap4; + //and like with volBefore, we also want to scale this 'interpolate' to the loudness of this tap. + //We do it here because we can do it only once per audio buffer, not on every sample. This assumes we're + //not moving the tap every sample: if so we'd have to do this every sample as well. + + int oneBefore1 = position1 - 1; + int oneBefore2 = position2 - 1; + int oneBefore3 = position3 - 1; + int oneBefore4 = position4 - 1; + if (oneBefore1 < 0) oneBefore1 = 0; + if (oneBefore2 < 0) oneBefore2 = 0; + if (oneBefore3 < 0) oneBefore3 = 0; + if (oneBefore4 < 0) oneBefore4 = 0; + int oneAfter1 = position1 + 1; + int oneAfter2 = position2 + 1; + int oneAfter3 = position3 + 1; + int oneAfter4 = position4 + 1; + //this is setting up the way we interpolate samples: we're doing an echo-darkening thing + //to make it sound better. Pretty much no acoustic delay in human-breathable air will give + //you zero attenuation at 22 kilohertz: forget this at your peril ;) + + double delaysBufferL; + double delaysBufferR; + + double fpTemp; //this is different from singlereplacing + long double fpOld = 0.618033988749894848204586; //golden ratio! + long double fpNew = 1.0 - fpOld; + + long double inputSampleL; + long double inputSampleR; + + 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. + } + + if (gcount < 0 || gcount > loopLimit) gcount = loopLimit; + dL[gcount+loopLimit] = dL[gcount] = inputSampleL * tapsTrim; + dR[gcount+loopLimit] = dR[gcount] = inputSampleR * tapsTrim; //this is how the double buffer works: + //we can look for delay taps without ever having to 'wrap around' within our calculation. + //As long as the delay tap is less than our loop limit we can always just add it to where we're + //at, and get a valid sample back right away, no matter where we are in the buffer. + //The 0.5 is taking into account the interpolation, by padding down the whole buffer. + + delaysBufferL = (dL[gcount+oneBefore4]*volBefore4); + delaysBufferL += (dL[gcount+oneAfter4]*volAfter4); + delaysBufferL += (dL[gcount+oneBefore3]*volBefore3); + delaysBufferL += (dL[gcount+oneAfter3]*volAfter3); + delaysBufferL += (dL[gcount+oneBefore2]*volBefore2); + delaysBufferL += (dL[gcount+oneAfter2]*volAfter2); + delaysBufferL += (dL[gcount+oneBefore1]*volBefore1); + delaysBufferL += (dL[gcount+oneAfter1]*volAfter1); + + delaysBufferR = (dR[gcount+oneBefore4]*volBefore4); + delaysBufferR += (dR[gcount+oneAfter4]*volAfter4); + delaysBufferR += (dR[gcount+oneBefore3]*volBefore3); + delaysBufferR += (dR[gcount+oneAfter3]*volAfter3); + delaysBufferR += (dR[gcount+oneBefore2]*volBefore2); + delaysBufferR += (dR[gcount+oneAfter2]*volAfter2); + delaysBufferR += (dR[gcount+oneBefore1]*volBefore1); + delaysBufferR += (dR[gcount+oneAfter1]*volAfter1); + //These are the interpolated samples. We're adding them first, because we know they're smaller + //and while the value of delaysBuffer is small we'll add similarly small values to it. Note the order. + + delaysBufferL += (dL[gcount+position4]*tap4); + delaysBufferL += (dL[gcount+position3]*tap3); + delaysBufferL += (dL[gcount+position2]*tap2); + delaysBufferL += (dL[gcount+position1]*tap1); + + delaysBufferR += (dR[gcount+position4]*tap4); + delaysBufferR += (dR[gcount+position3]*tap3); + delaysBufferR += (dR[gcount+position2]*tap2); + delaysBufferR += (dR[gcount+position1]*tap1); + //These are the primary samples for the echo, and we're adding them last. As before we're starting with the + //most delayed echoes, and ending with what we think might be the loudest echo. We're building this delaybuffer + //from the faintest noises to the loudest, to avoid adding a bunch of teeny values at the end. + //You can of course put the last echo as loudest, but with diminishing echo volumes this is optimal. + //This technique is also present in other plugins such as Iron Oxide. + + inputSampleL = (inputSampleL * gainTrim) + delaysBufferL; + inputSampleR = (inputSampleR * gainTrim) + delaysBufferR; + //this could be just inputSample += d[gcount+position1]; + //for literally a single, full volume echo combined with dry. + //What I'm doing is making the echoes more interesting. + + gcount--; + + //noise shaping to 64-bit floating point + if (fpFlip) { + fpTemp = inputSampleL; + fpNShapeLA = (fpNShapeLA*fpOld)+((inputSampleL-fpTemp)*fpNew); + inputSampleL += fpNShapeLA; + fpTemp = inputSampleR; + fpNShapeRA = (fpNShapeRA*fpOld)+((inputSampleR-fpTemp)*fpNew); + inputSampleR += fpNShapeRA; + } + else { + fpTemp = inputSampleL; + fpNShapeLB = (fpNShapeLB*fpOld)+((inputSampleL-fpTemp)*fpNew); + inputSampleL += fpNShapeLB; + fpTemp = inputSampleR; + fpNShapeRB = (fpNShapeRB*fpOld)+((inputSampleR-fpTemp)*fpNew); + inputSampleR += fpNShapeRB; + } + fpFlip = !fpFlip; + //end noise shaping on 64 bit output + + *out1 = inputSampleL; + *out2 = inputSampleR; + + *in1++; + *in2++; + *out1++; + *out2++; + } +}
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