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-rwxr-xr-xplugins/LinuxVST/build/Beam/BeamProc.cpp262
1 files changed, 262 insertions, 0 deletions
diff --git a/plugins/LinuxVST/build/Beam/BeamProc.cpp b/plugins/LinuxVST/build/Beam/BeamProc.cpp
new file mode 100755
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+++ b/plugins/LinuxVST/build/Beam/BeamProc.cpp
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+/* ========================================
+ * 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++;
+ }
+}