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-rwxr-xr-xplugins/MacAU/Density/Density.cpp25
1 files changed, 7 insertions, 18 deletions
diff --git a/plugins/MacAU/Density/Density.cpp b/plugins/MacAU/Density/Density.cpp
index 68c3828..7edf12b 100755
--- a/plugins/MacAU/Density/Density.cpp
+++ b/plugins/MacAU/Density/Density.cpp
@@ -184,8 +184,7 @@ void Density::DensityKernel::Reset()
{
iirSampleA = 0.0;
iirSampleB = 0.0;
- fpNShapeA = 0.0;
- fpNShapeB = 0.0;
+ fpNShape = 0.0;
fpFlip = true;
}
@@ -220,9 +219,6 @@ void Density::DensityKernel::Process( const Float32 *inSourceP,
Float64 out = fabs(density);
density = density * fabs(density);
Float64 count;
- Float32 fpTemp;
- Float64 fpOld = 0.618033988749894848204586; //golden ratio!
- Float64 fpNew = 1.0 - fpOld;
while (nSampleFrames-- > 0) {
inputSample = *sourceP;
@@ -291,20 +287,13 @@ void Density::DensityKernel::Process( const Float32 *inSourceP,
if (wet < 1.0) inputSample = (drySample * dry)+(inputSample*wet);
//nice little output stage template: if we have another scale of floating point
//number, we really don't want to meaninglessly multiply that by 1.0.
-
- //noise shaping to 32-bit floating point
- if (fpFlip) {
- fpTemp = inputSample;
- fpNShapeA = (fpNShapeA*fpOld)+((inputSample-fpTemp)*fpNew);
- inputSample += fpNShapeA;
- }
- else {
- fpTemp = inputSample;
- fpNShapeB = (fpNShapeB*fpOld)+((inputSample-fpTemp)*fpNew);
- inputSample += fpNShapeB;
- }
fpFlip = !fpFlip;
- //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;