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authorChris Johnson <jinx6568@sover.net>2020-06-21 21:58:26 -0400
committerChris Johnson <jinx6568@sover.net>2020-06-21 21:58:26 -0400
commit79dfe233eb2665089a22b9e573e2368e9757fc4e (patch)
treea2313ebf4a604ff20f0b722d92c2190cee341c3e /plugins/WinVST
parent6e0febe954289baac253c2b432d1dc4dec403c30 (diff)
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Beam
Diffstat (limited to 'plugins/WinVST')
-rwxr-xr-xplugins/WinVST/Beam/.vs/Console4Channel64/v14/.suobin0 -> 32768 bytes
-rwxr-xr-xplugins/WinVST/Beam/.vs/VSTProject/v14/.suobin0 -> 23552 bytes
-rwxr-xr-xplugins/WinVST/Beam/Beam.cpp142
-rwxr-xr-xplugins/WinVST/Beam/Beam.h67
-rwxr-xr-xplugins/WinVST/Beam/BeamProc.cpp262
-rwxr-xr-xplugins/WinVST/Beam/VSTProject.sln28
-rwxr-xr-xplugins/WinVST/Beam/VSTProject.vcxproj183
-rwxr-xr-xplugins/WinVST/Beam/VSTProject.vcxproj.filters48
-rwxr-xr-xplugins/WinVST/Beam/VSTProject.vcxproj.user19
-rwxr-xr-xplugins/WinVST/Beam/vstplug.def3
10 files changed, 752 insertions, 0 deletions
diff --git a/plugins/WinVST/Beam/.vs/Console4Channel64/v14/.suo b/plugins/WinVST/Beam/.vs/Console4Channel64/v14/.suo
new file mode 100755
index 0000000..777b846
--- /dev/null
+++ b/plugins/WinVST/Beam/.vs/Console4Channel64/v14/.suo
Binary files differ
diff --git a/plugins/WinVST/Beam/.vs/VSTProject/v14/.suo b/plugins/WinVST/Beam/.vs/VSTProject/v14/.suo
new file mode 100755
index 0000000..2d36924
--- /dev/null
+++ b/plugins/WinVST/Beam/.vs/VSTProject/v14/.suo
Binary files differ
diff --git a/plugins/WinVST/Beam/Beam.cpp b/plugins/WinVST/Beam/Beam.cpp
new file mode 100755
index 0000000..183b5e5
--- /dev/null
+++ b/plugins/WinVST/Beam/Beam.cpp
@@ -0,0 +1,142 @@
+/* ========================================
+ * Beam - Beam.h
+ * Copyright (c) 2016 airwindows, All rights reserved
+ * ======================================== */
+
+#ifndef __Beam_H
+#include "Beam.h"
+#endif
+
+AudioEffect* createEffectInstance(audioMasterCallback audioMaster) {return new Beam(audioMaster);}
+
+Beam::Beam(audioMasterCallback audioMaster) :
+ AudioEffectX(audioMaster, kNumPrograms, kNumParameters)
+{
+ A = 1.0;
+ B = 0.5;
+ C = 0.0;
+ for(int count = 0; count < 99; count++) {
+ lastSampleL[count] = 0;
+ lastSampleR[count] = 0;
+ }
+ fpd = 17;
+ //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
+}
+
+Beam::~Beam() {}
+VstInt32 Beam::getVendorVersion () {return 1000;}
+void Beam::setProgramName(char *name) {vst_strncpy (_programName, name, kVstMaxProgNameLen);}
+void Beam::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 Beam::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 Beam::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 Beam::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 Beam::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 Beam::getParameterName(VstInt32 index, char *text) {
+ switch (index) {
+ case kParamA: vst_strncpy (text, "Quant", kVstMaxParamStrLen); break;
+ case kParamB: vst_strncpy (text, "Focus", kVstMaxParamStrLen); break;
+ case kParamC: vst_strncpy (text, "DeRez", kVstMaxParamStrLen); break;
+ default: break; // unknown parameter, shouldn't happen!
+ } //this is our labels for displaying in the VST host
+}
+
+void Beam::getParameterDisplay(VstInt32 index, char *text) {
+ switch (index) {
+ case kParamA: switch((VstInt32)( A * 1.999 )) //0 to almost edge of # of params
+ { case 0: vst_strncpy (text, "CD 16", kVstMaxParamStrLen); break;
+ case 1: vst_strncpy (text, "HD 24", kVstMaxParamStrLen); break;
+ default: break; // unknown parameter, shouldn't happen!
+ } break; //completed consoletype 'popup' parameter, exit
+ case kParamB: float2string (B, 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 Beam::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 Beam::canDo(char *text)
+{ return (_canDo.find(text) == _canDo.end()) ? -1: 1; } // 1 = yes, -1 = no, 0 = don't know
+
+bool Beam::getEffectName(char* name) {
+ vst_strncpy(name, "Beam", kVstMaxProductStrLen); return true;
+}
+
+VstPlugCategory Beam::getPlugCategory() {return kPlugCategEffect;}
+
+bool Beam::getProductString(char* text) {
+ vst_strncpy (text, "airwindows Beam", kVstMaxProductStrLen); return true;
+}
+
+bool Beam::getVendorString(char* text) {
+ vst_strncpy (text, "airwindows", kVstMaxVendorStrLen); return true;
+}
diff --git a/plugins/WinVST/Beam/Beam.h b/plugins/WinVST/Beam/Beam.h
new file mode 100755
index 0000000..30e1ccd
--- /dev/null
+++ b/plugins/WinVST/Beam/Beam.h
@@ -0,0 +1,67 @@
+/* ========================================
+ * Beam - Beam.h
+ * Created 8/12/11 by SPIAdmin
+ * Copyright (c) 2011 __MyCompanyName__, All rights reserved
+ * ======================================== */
+
+#ifndef __Beam_H
+#define __Beam_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 = 'beam'; //Change this to what the AU identity is!
+
+class Beam :
+ public AudioEffectX
+{
+public:
+ Beam(audioMasterCallback audioMaster);
+ ~Beam();
+ 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;
+
+ float lastSampleL[100];
+ float lastSampleR[100];
+ uint32_t fpd;
+ //default stuff
+
+ float A;
+ float B;
+ float C;
+};
+
+#endif
diff --git a/plugins/WinVST/Beam/BeamProc.cpp b/plugins/WinVST/Beam/BeamProc.cpp
new file mode 100755
index 0000000..920f5b4
--- /dev/null
+++ b/plugins/WinVST/Beam/BeamProc.cpp
@@ -0,0 +1,262 @@
+/* ========================================
+ * Beam - Beam.h
+ * Copyright (c) 2016 airwindows, All rights reserved
+ * ======================================== */
+
+#ifndef __Beam_H
+#include "Beam.h"
+#endif
+
+void Beam::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrames)
+{
+ float* in1 = inputs[0];
+ float* in2 = inputs[1];
+ float* out1 = outputs[0];
+ float* out2 = outputs[1];
+
+ int processing = (VstInt32)( A * 1.999 );
+ float sonority = B * 1.618033988749894848204586;
+ double overallscale = 1.0;
+ overallscale /= 44100.0;
+ overallscale *= getSampleRate();
+ int depth = (int)(17.0*overallscale);
+ if (depth < 3) depth = 3;
+ if (depth > 98) depth = 98;
+ bool highres = false;
+ if (processing == 1) highres = true;
+ float scaleFactor;
+ if (highres) scaleFactor = 8388608.0;
+ else scaleFactor = 32768.0;
+ float derez = C;
+ if (derez > 0.0) scaleFactor *= pow(1.0-derez,6);
+ if (scaleFactor < 0.0001) scaleFactor = 0.0001;
+
+ while (--sampleFrames >= 0)
+ {
+ long double inputSampleL = *in1;
+ long double inputSampleR = *in2;
+ if (fabs(inputSampleL)<1.18e-37) inputSampleL = fpd * 1.18e-37;
+ fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
+ if (fabs(inputSampleR)<1.18e-37) inputSampleR = fpd * 1.18e-37;
+ fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
+
+ inputSampleL *= scaleFactor;
+ inputSampleR *= scaleFactor;
+ //0-1 is now one bit, now we dither
+
+ //We are doing it first Left, then Right, because the loops may run faster if
+ //they aren't too jammed full of variables. This means re-running code.
+
+ //begin left
+ int quantA = floor(inputSampleL);
+ int quantB = floor(inputSampleL+1.0);
+ //to do this style of dither, we quantize in either direction and then
+ //do a reconstruction of what the result will be for each choice.
+ //We then evaluate which one we like, and keep a history of what we previously had
+
+ float expectedSlewA = 0;
+ for(int x = 0; x < depth; x++) {
+ expectedSlewA += (lastSampleL[x+1] - lastSampleL[x]);
+ }
+ float expectedSlewB = expectedSlewA;
+ expectedSlewA += (lastSampleL[0] - quantA);
+ expectedSlewB += (lastSampleL[0] - quantB);
+ //now we have a collection of all slews, averaged and left at total scale
+
+ float clamp = sonority;
+ if (fabs(inputSampleL) < sonority) clamp = fabs(inputSampleL);
+
+ float testA = fabs(fabs(expectedSlewA)-clamp);
+ float testB = fabs(fabs(expectedSlewB)-clamp);
+ //doing this means the result will be lowest when it's reaching the target slope across
+ //the desired time range, either positively or negatively. Should produce the same target
+ //at whatever sample rate, as high rate stuff produces smaller increments.
+
+ if (testA < testB) inputSampleL = quantA;
+ else inputSampleL = quantB;
+ //select whichever one departs LEAST from the vector of averaged
+ //reconstructed previous final samples. This will force a kind of dithering
+ //as it'll make the output end up as smooth as possible
+
+ for(int x = depth; x >=0; x--) {
+ lastSampleL[x+1] = lastSampleL[x];
+ }
+ lastSampleL[0] = inputSampleL;
+ //end left
+
+ //begin right
+ quantA = floor(inputSampleR);
+ quantB = floor(inputSampleR+1.0);
+ //to do this style of dither, we quantize in either direction and then
+ //do a reconstruction of what the result will be for each choice.
+ //We then evaluate which one we like, and keep a history of what we previously had
+
+ expectedSlewA = 0;
+ for(int x = 0; x < depth; x++) {
+ expectedSlewA += (lastSampleR[x+1] - lastSampleR[x]);
+ }
+ expectedSlewB = expectedSlewA;
+ expectedSlewA += (lastSampleR[0] - quantA);
+ expectedSlewB += (lastSampleR[0] - quantB);
+ //now we have a collection of all slews, averaged and left at total scale
+
+ clamp = sonority;
+ if (fabs(inputSampleR) < sonority) clamp = fabs(inputSampleR);
+
+ testA = fabs(fabs(expectedSlewA)-clamp);
+ testB = fabs(fabs(expectedSlewB)-clamp);
+ //doing this means the result will be lowest when it's reaching the target slope across
+ //the desired time range, either positively or negatively. Should produce the same target
+ //at whatever sample rate, as high rate stuff produces smaller increments.
+
+ if (testA < testB) inputSampleR = quantA;
+ else inputSampleR = quantB;
+ //select whichever one departs LEAST from the vector of averaged
+ //reconstructed previous final samples. This will force a kind of dithering
+ //as it'll make the output end up as smooth as possible
+
+ for(int x = depth; x >=0; x--) {
+ lastSampleR[x+1] = lastSampleR[x];
+ }
+ lastSampleR[0] = inputSampleR;
+ //end right
+
+ inputSampleL /= scaleFactor;
+ inputSampleR /= scaleFactor;
+
+ *out1 = inputSampleL;
+ *out2 = inputSampleR;
+
+ *in1++;
+ *in2++;
+ *out1++;
+ *out2++;
+ }
+}
+
+void Beam::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sampleFrames)
+{
+ double* in1 = inputs[0];
+ double* in2 = inputs[1];
+ double* out1 = outputs[0];
+ double* out2 = outputs[1];
+
+ int processing = (VstInt32)( A * 1.999 );
+ float sonority = B * 1.618033988749894848204586;
+ double overallscale = 1.0;
+ overallscale /= 44100.0;
+ overallscale *= getSampleRate();
+ int depth = (int)(17.0*overallscale);
+ if (depth < 3) depth = 3;
+ if (depth > 98) depth = 98;
+ bool highres = false;
+ if (processing == 1) highres = true;
+ float scaleFactor;
+ if (highres) scaleFactor = 8388608.0;
+ else scaleFactor = 32768.0;
+ float derez = C;
+ if (derez > 0.0) scaleFactor *= pow(1.0-derez,6);
+ if (scaleFactor < 1.0) scaleFactor = 1.0;
+
+ while (--sampleFrames >= 0)
+ {
+ long double inputSampleL = *in1;
+ long double inputSampleR = *in2;
+ if (fabs(inputSampleL)<1.18e-43) inputSampleL = fpd * 1.18e-43;
+ fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
+ if (fabs(inputSampleR)<1.18e-43) inputSampleR = fpd * 1.18e-43;
+ fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
+
+ inputSampleL *= scaleFactor;
+ inputSampleR *= scaleFactor;
+ //0-1 is now one bit, now we dither
+
+ //We are doing it first Left, then Right, because the loops may run faster if
+ //they aren't too jammed full of variables. This means re-running code.
+
+ //begin left
+ int quantA = floor(inputSampleL);
+ int quantB = floor(inputSampleL+1.0);
+ //to do this style of dither, we quantize in either direction and then
+ //do a reconstruction of what the result will be for each choice.
+ //We then evaluate which one we like, and keep a history of what we previously had
+
+ float expectedSlewA = 0;
+ for(int x = 0; x < depth; x++) {
+ expectedSlewA += (lastSampleL[x+1] - lastSampleL[x]);
+ }
+ float expectedSlewB = expectedSlewA;
+ expectedSlewA += (lastSampleL[0] - quantA);
+ expectedSlewB += (lastSampleL[0] - quantB);
+ //now we have a collection of all slews, averaged and left at total scale
+
+ float clamp = sonority;
+ if (fabs(inputSampleL) < sonority) clamp = fabs(inputSampleL);
+
+ float testA = fabs(fabs(expectedSlewA)-clamp);
+ float testB = fabs(fabs(expectedSlewB)-clamp);
+ //doing this means the result will be lowest when it's reaching the target slope across
+ //the desired time range, either positively or negatively. Should produce the same target
+ //at whatever sample rate, as high rate stuff produces smaller increments.
+
+ if (testA < testB) inputSampleL = quantA;
+ else inputSampleL = quantB;
+ //select whichever one departs LEAST from the vector of averaged
+ //reconstructed previous final samples. This will force a kind of dithering
+ //as it'll make the output end up as smooth as possible
+
+ for(int x = depth; x >=0; x--) {
+ lastSampleL[x+1] = lastSampleL[x];
+ }
+ lastSampleL[0] = inputSampleL;
+ //end left
+
+ //begin right
+ quantA = floor(inputSampleR);
+ quantB = floor(inputSampleR+1.0);
+ //to do this style of dither, we quantize in either direction and then
+ //do a reconstruction of what the result will be for each choice.
+ //We then evaluate which one we like, and keep a history of what we previously had
+
+ expectedSlewA = 0;
+ for(int x = 0; x < depth; x++) {
+ expectedSlewA += (lastSampleR[x+1] - lastSampleR[x]);
+ }
+ expectedSlewB = expectedSlewA;
+ expectedSlewA += (lastSampleR[0] - quantA);
+ expectedSlewB += (lastSampleR[0] - quantB);
+ //now we have a collection of all slews, averaged and left at total scale
+
+ clamp = sonority;
+ if (fabs(inputSampleR) < sonority) clamp = fabs(inputSampleR);
+
+ testA = fabs(fabs(expectedSlewA)-clamp);
+ testB = fabs(fabs(expectedSlewB)-clamp);
+ //doing this means the result will be lowest when it's reaching the target slope across
+ //the desired time range, either positively or negatively. Should produce the same target
+ //at whatever sample rate, as high rate stuff produces smaller increments.
+
+ if (testA < testB) inputSampleR = quantA;
+ else inputSampleR = quantB;
+ //select whichever one departs LEAST from the vector of averaged
+ //reconstructed previous final samples. This will force a kind of dithering
+ //as it'll make the output end up as smooth as possible
+
+ for(int x = depth; x >=0; x--) {
+ lastSampleR[x+1] = lastSampleR[x];
+ }
+ lastSampleR[0] = inputSampleR;
+ //end right
+
+ inputSampleL /= scaleFactor;
+ inputSampleR /= scaleFactor;
+
+ *out1 = inputSampleL;
+ *out2 = inputSampleR;
+
+ *in1++;
+ *in2++;
+ *out1++;
+ *out2++;
+ }
+}
diff --git a/plugins/WinVST/Beam/VSTProject.sln b/plugins/WinVST/Beam/VSTProject.sln
new file mode 100755
index 0000000..694b424
--- /dev/null
+++ b/plugins/WinVST/Beam/VSTProject.sln
@@ -0,0 +1,28 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio 14
+VisualStudioVersion = 14.0.25420.1
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "VSTProject", "VSTProject.vcxproj", "{16F7AB3C-1AE0-4574-B60C-7B4DED82938C}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|x64 = Debug|x64
+ Debug|x86 = Debug|x86
+ Release|x64 = Release|x64
+ Release|x86 = Release|x86
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {16F7AB3C-1AE0-4574-B60C-7B4DED82938C}.Debug|x64.ActiveCfg = Debug|x64
+ {16F7AB3C-1AE0-4574-B60C-7B4DED82938C}.Debug|x64.Build.0 = Debug|x64
+ {16F7AB3C-1AE0-4574-B60C-7B4DED82938C}.Debug|x86.ActiveCfg = Debug|Win32
+ {16F7AB3C-1AE0-4574-B60C-7B4DED82938C}.Debug|x86.Build.0 = Debug|Win32
+ {16F7AB3C-1AE0-4574-B60C-7B4DED82938C}.Release|x64.ActiveCfg = Release|x64
+ {16F7AB3C-1AE0-4574-B60C-7B4DED82938C}.Release|x64.Build.0 = Release|x64
+ {16F7AB3C-1AE0-4574-B60C-7B4DED82938C}.Release|x86.ActiveCfg = Release|Win32
+ {16F7AB3C-1AE0-4574-B60C-7B4DED82938C}.Release|x86.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/plugins/WinVST/Beam/VSTProject.vcxproj b/plugins/WinVST/Beam/VSTProject.vcxproj
new file mode 100755
index 0000000..c19d5a9
--- /dev/null
+++ b/plugins/WinVST/Beam/VSTProject.vcxproj
@@ -0,0 +1,183 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
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+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
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+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\..\vstsdk2.4\public.sdk\source\vst2.x\audioeffect.cpp" />
+ <ClCompile Include="..\..\..\vstsdk2.4\public.sdk\source\vst2.x\audioeffectx.cpp" />
+ <ClCompile Include="..\..\..\vstsdk2.4\public.sdk\source\vst2.x\vstplugmain.cpp" />
+ <ClCompile Include="Beam.cpp" />
+ <ClCompile Include="BeamProc.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\..\vstsdk2.4\public.sdk\source\vst2.x\aeffeditor.h" />
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+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
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+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
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+ <WholeProgramOptimization>false</WholeProgramOptimization>
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+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
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+ <CharacterSet>NotSet</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="Shared">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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+ <PropertyGroup Label="UserMacros" />
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+ <TargetExt>.dll</TargetExt>
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+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level3</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <SDLCheck>true</SDLCheck>
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+ <PreprocessorDefinitions>WINDOWS;_WINDOWS;WIN32;_USRDLL;_USE_MATH_DEFINES;_CRT_SECURE_NO_DEPRECATE;VST_FORCE_DEPRECATED;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
+ <FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
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+ <BasicRuntimeChecks>Default</BasicRuntimeChecks>
+ <FunctionLevelLinking>false</FunctionLevelLinking>
+ <DebugInformationFormat>None</DebugInformationFormat>
+ </ClCompile>
+ <Link>
+ <ModuleDefinitionFile>vstplug.def</ModuleDefinitionFile>
+ <IgnoreSpecificDefaultLibraries>libcmt.dll;libcmtd.dll;msvcrt.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
+ <AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level3</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <SDLCheck>true</SDLCheck>
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+ <FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
+ <PreprocessorDefinitions>WINDOWS;_WINDOWS;WIN32;_USRDLL;_USE_MATH_DEFINES;_CRT_SECURE_NO_DEPRECATE;VST_FORCE_DEPRECATED;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <MinimalRebuild>false</MinimalRebuild>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
+ <BasicRuntimeChecks>Default</BasicRuntimeChecks>
+ <FunctionLevelLinking>false</FunctionLevelLinking>
+ <DebugInformationFormat>None</DebugInformationFormat>
+ </ClCompile>
+ <Link>
+ <AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <IgnoreSpecificDefaultLibraries>libcmt.dll;libcmtd.dll;msvcrt.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
+ <ModuleDefinitionFile>vstplug.def</ModuleDefinitionFile>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level3</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>false</FunctionLevelLinking>
+ <IntrinsicFunctions>false</IntrinsicFunctions>
+ <SDLCheck>true</SDLCheck>
+ <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
+ <AdditionalIncludeDirectories>C:\Users\christopherjohnson\Documents\Visual Studio 2015\Projects\VSTProject\vst2.x;C:\Users\christopherjohnson\Documents\vstsdk2.4;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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+ <FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
+ <PreprocessorDefinitions>WINDOWS;_WINDOWS;WIN32;_USRDLL;_USE_MATH_DEFINES;_CRT_SECURE_NO_DEPRECATE;VST_FORCE_DEPRECATED;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ </ClCompile>
+ <Link>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <IgnoreSpecificDefaultLibraries>libcmt.dll;libcmtd.dll;msvcrt.lib;libc.lib;libcd.lib;libcmt.lib;msvcrtd.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
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+ <ModuleDefinitionFile>vstplug.def</ModuleDefinitionFile>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level3</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>false</FunctionLevelLinking>
+ <IntrinsicFunctions>false</IntrinsicFunctions>
+ <SDLCheck>true</SDLCheck>
+ <AdditionalIncludeDirectories>C:\Users\christopherjohnson\Documents\Visual Studio 2015\Projects\VSTProject\vst2.x;C:\Users\christopherjohnson\Documents\vstsdk2.4;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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+ <FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
+ <PreprocessorDefinitions>WINDOWS;_WINDOWS;WIN32;_USRDLL;_USE_MATH_DEFINES;_CRT_SECURE_NO_DEPRECATE;VST_FORCE_DEPRECATED;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
+ </ClCompile>
+ <Link>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <IgnoreSpecificDefaultLibraries>libcmt.dll;libcmtd.dll;msvcrt.lib;libc.lib;libcd.lib;libcmt.lib;msvcrtd.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
+ <AdditionalDependencies>libcmt.lib;uuid.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <ModuleDefinitionFile>vstplug.def</ModuleDefinitionFile>
+ </Link>
+ </ItemDefinitionGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/plugins/WinVST/Beam/VSTProject.vcxproj.filters b/plugins/WinVST/Beam/VSTProject.vcxproj.filters
new file mode 100755
index 0000000..c85acbf
--- /dev/null
+++ b/plugins/WinVST/Beam/VSTProject.vcxproj.filters
@@ -0,0 +1,48 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="Source Files">
+ <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ <Filter Include="Header Files">
+ <UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
+ <Extensions>h;hh;hpp;hxx;hm;inl;inc;xsd</Extensions>
+ </Filter>
+ <Filter Include="Resource Files">
+ <UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
+ <Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\..\vstsdk2.4\public.sdk\source\vst2.x\audioeffect.cpp">
+ <Filter>Source Files</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\..\vstsdk2.4\public.sdk\source\vst2.x\audioeffectx.cpp">
+ <Filter>Source Files</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\..\vstsdk2.4\public.sdk\source\vst2.x\vstplugmain.cpp">
+ <Filter>Source Files</Filter>
+ </ClCompile>
+ <ClCompile Include="Beam.cpp">
+ <Filter>Source Files</Filter>
+ </ClCompile>
+ <ClCompile Include="BeamProc.cpp">
+ <Filter>Source Files</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\..\vstsdk2.4\public.sdk\source\vst2.x\aeffeditor.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
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+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\..\vstsdk2.4\public.sdk\source\vst2.x\audioeffectx.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="Beam.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/plugins/WinVST/Beam/VSTProject.vcxproj.user b/plugins/WinVST/Beam/VSTProject.vcxproj.user
new file mode 100755
index 0000000..2216267
--- /dev/null
+++ b/plugins/WinVST/Beam/VSTProject.vcxproj.user
@@ -0,0 +1,19 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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+ <DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
+ </PropertyGroup>
+</Project> \ No newline at end of file
diff --git a/plugins/WinVST/Beam/vstplug.def b/plugins/WinVST/Beam/vstplug.def
new file mode 100755
index 0000000..5bf499a
--- /dev/null
+++ b/plugins/WinVST/Beam/vstplug.def
@@ -0,0 +1,3 @@
+EXPORTS
+ VSTPluginMain
+ main=VSTPluginMain \ No newline at end of file