aboutsummaryrefslogtreecommitdiffstats
path: root/plugins/WinVST/PurestEcho/PurestEchoProc.cpp
diff options
context:
space:
mode:
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/WinVST/PurestEcho/PurestEchoProc.cpp
parent057757aa8eb0a463caf0cdfdb5894ac5f723ff3f (diff)
downloadairwindows-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-xplugins/WinVST/PurestEcho/PurestEchoProc.cpp408
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++;
+ }
+} \ No newline at end of file