diff options
Diffstat (limited to 'plugins/MacAU/AtmosphereChannel/AtmosphereChannel.cpp')
-rwxr-xr-x | plugins/MacAU/AtmosphereChannel/AtmosphereChannel.cpp | 19 |
1 files changed, 5 insertions, 14 deletions
diff --git a/plugins/MacAU/AtmosphereChannel/AtmosphereChannel.cpp b/plugins/MacAU/AtmosphereChannel/AtmosphereChannel.cpp index d0ca7aa..6ca9131 100755 --- a/plugins/MacAU/AtmosphereChannel/AtmosphereChannel.cpp +++ b/plugins/MacAU/AtmosphereChannel/AtmosphereChannel.cpp @@ -203,7 +203,6 @@ void AtmosphereChannel::AtmosphereChannelKernel::Process( const Float32 *inSou UInt32 nSampleFrames = inFramesToProcess; const Float32 *sourceP = inSourceP; Float32 *destP = inDestP; - Float32 fpTemp; Float64 overallscale = 1.0; overallscale /= 44100.0; overallscale *= GetSampleRate(); @@ -339,23 +338,15 @@ void AtmosphereChannel::AtmosphereChannelKernel::Process( const Float32 *inSou lastSampleA = drySample; //store the raw input sample again for use next time - //noise shaping to 32-bit floating point - fpTemp = inputSample; - fpNShape += (inputSample-fpTemp); - inputSample += fpNShape; - //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 + //32 bit dither, made small and tidy. + int expon; frexpf((Float32)inputSample, &expon); + long double dither = (rand()/(RAND_MAX*7.737125245533627e+25))*pow(2,expon+62); + inputSample += (dither-fpNShape); fpNShape = dither; + //end 32 bit dither *destP = inputSample; sourceP += inNumChannels; destP += inNumChannels; } - fpNShape *= 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. } |