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-rwxr-xr-xplugins/MacAU/TapeDelay/TapeDelay.cpp18
1 files changed, 5 insertions, 13 deletions
diff --git a/plugins/MacAU/TapeDelay/TapeDelay.cpp b/plugins/MacAU/TapeDelay/TapeDelay.cpp
index 2a8219e..8f0ea2b 100755
--- a/plugins/MacAU/TapeDelay/TapeDelay.cpp
+++ b/plugins/MacAU/TapeDelay/TapeDelay.cpp
@@ -322,23 +322,15 @@ void TapeDelay::TapeDelayKernel::Process( const Float32 *inSourceP,
//yes this is a second bounds check. it's cheap, check EVERY time
inputSample = (inputSample * dry) + (d[delay] * wet);
- //noise shaping to 32-bit floating point
- Float32 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.
}