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-rwxr-xr-xplugins/WinVST/ADT/ADTProc.cpp54
1 files changed, 18 insertions, 36 deletions
diff --git a/plugins/WinVST/ADT/ADTProc.cpp b/plugins/WinVST/ADT/ADTProc.cpp
index f963f2f..74d23dd 100755
--- a/plugins/WinVST/ADT/ADTProc.cpp
+++ b/plugins/WinVST/ADT/ADTProc.cpp
@@ -156,18 +156,14 @@ void ADT::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrame
if (output < 1.0) {inputSampleL *= output; inputSampleR *= output;}
- //noise shaping to 32-bit floating point
- float fpTemp = inputSampleL;
- fpNShapeL += (inputSampleL-fpTemp);
- inputSampleL += fpNShapeL;
- //if this confuses you look at the wordlength for fpTemp :)
- fpTemp = inputSampleR;
- fpNShapeR += (inputSampleR-fpTemp);
- inputSampleR += fpNShapeR;
- //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
+ //stereo 32 bit dither, made small and tidy.
+ int expon; frexpf((float)inputSampleL, &expon);
+ long double dither = (rand()/(RAND_MAX*7.737125245533627e+25))*pow(2,expon+62);
+ inputSampleL += (dither-fpNShapeL); fpNShapeL = dither;
+ frexpf((float)inputSampleR, &expon);
+ dither = (rand()/(RAND_MAX*7.737125245533627e+25))*pow(2,expon+62);
+ inputSampleR += (dither-fpNShapeR); fpNShapeR = dither;
+ //end 32 bit dither
*out1 = inputSampleL;
*out2 = inputSampleR;
@@ -177,12 +173,6 @@ void ADT::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrame
*out1++;
*out2++;
}
- fpNShapeL *= 0.999999;
- fpNShapeR *= 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.
}
void ADT::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sampleFrames)
@@ -334,18 +324,16 @@ void ADT::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sam
if (output < 1.0) {inputSampleL *= output; inputSampleR *= output;}
- //noise shaping to 64-bit floating point
- double fpTemp = inputSampleL;
- fpNShapeL += (inputSampleL-fpTemp);
- inputSampleL += fpNShapeL;
- //if this confuses you look at the wordlength for fpTemp :)
- fpTemp = inputSampleR;
- fpNShapeR += (inputSampleR-fpTemp);
- inputSampleR += fpNShapeR;
- //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 64 bit output
+ //stereo 64 bit dither, made small and tidy.
+ int expon; frexp((double)inputSampleL, &expon);
+ long double dither = (rand()/(RAND_MAX*7.737125245533627e+25))*pow(2,expon+62);
+ dither /= 536870912.0; //needs this to scale to 64 bit zone
+ inputSampleL += (dither-fpNShapeL); fpNShapeL = dither;
+ frexp((double)inputSampleR, &expon);
+ dither = (rand()/(RAND_MAX*7.737125245533627e+25))*pow(2,expon+62);
+ dither /= 536870912.0; //needs this to scale to 64 bit zone
+ inputSampleR += (dither-fpNShapeR); fpNShapeR = dither;
+ //end 64 bit dither
*out1 = inputSampleL;
*out2 = inputSampleR;
@@ -355,10 +343,4 @@ void ADT::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sam
*out1++;
*out2++;
}
- fpNShapeL *= 0.999999;
- fpNShapeR *= 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.
}