aboutsummaryrefslogtreecommitdiffstats
path: root/plugins/WinVST/Channel6/Channel6Proc.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'plugins/WinVST/Channel6/Channel6Proc.cpp')
-rwxr-xr-xplugins/WinVST/Channel6/Channel6Proc.cpp294
1 files changed, 294 insertions, 0 deletions
diff --git a/plugins/WinVST/Channel6/Channel6Proc.cpp b/plugins/WinVST/Channel6/Channel6Proc.cpp
new file mode 100755
index 0000000..d206851
--- /dev/null
+++ b/plugins/WinVST/Channel6/Channel6Proc.cpp
@@ -0,0 +1,294 @@
+/* ========================================
+ * Channel6 - Channel6.h
+ * Copyright (c) 2016 airwindows, All rights reserved
+ * ======================================== */
+
+#ifndef __Channel6_H
+#include "Channel6.h"
+#endif
+
+void Channel6::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrames)
+{
+ float* in1 = inputs[0];
+ float* in2 = inputs[1];
+ float* out1 = outputs[0];
+ float* out2 = outputs[1];
+
+ double overallscale = 1.0;
+ overallscale /= 44100.0;
+ overallscale *= getSampleRate();
+ const double localiirAmount = iirAmount / overallscale;
+ const double localthreshold = threshold / overallscale;
+ const double density = pow(drive,2); //this doesn't relate to the plugins Density and Drive much
+
+ while (--sampleFrames >= 0)
+ {
+ long double inputSampleL = *in1;
+ long double inputSampleR = *in2;
+
+ static int noisesourceL = 0;
+ static int noisesourceR = 850010;
+ int residue;
+ double applyresidue;
+
+ noisesourceL = noisesourceL % 1700021; noisesourceL++;
+ residue = noisesourceL * noisesourceL;
+ residue = residue % 170003; residue *= residue;
+ residue = residue % 17011; residue *= residue;
+ residue = residue % 1709; residue *= residue;
+ residue = residue % 173; residue *= residue;
+ residue = residue % 17;
+ applyresidue = residue;
+ applyresidue *= 0.00000001;
+ applyresidue *= 0.00000001;
+ inputSampleL += applyresidue;
+ if (inputSampleL<1.2e-38 && -inputSampleL<1.2e-38) {
+ inputSampleL -= applyresidue;
+ }
+
+ noisesourceR = noisesourceR % 1700021; noisesourceR++;
+ residue = noisesourceR * noisesourceR;
+ residue = residue % 170003; residue *= residue;
+ residue = residue % 17011; residue *= residue;
+ residue = residue % 1709; residue *= residue;
+ residue = residue % 173; residue *= residue;
+ residue = residue % 17;
+ applyresidue = residue;
+ applyresidue *= 0.00000001;
+ applyresidue *= 0.00000001;
+ inputSampleR += applyresidue;
+ if (inputSampleR<1.2e-38 && -inputSampleR<1.2e-38) {
+ inputSampleR -= applyresidue;
+ }
+ //for live air, we always apply the dither noise. Then, if our result is
+ //effectively digital black, we'll subtract it again. We want a 'air' hiss
+
+ if (flip)
+ {
+ iirSampleLA = (iirSampleLA * (1 - localiirAmount)) + (inputSampleL * localiirAmount);
+ inputSampleL = inputSampleL - iirSampleLA;
+ iirSampleRA = (iirSampleRA * (1 - localiirAmount)) + (inputSampleR * localiirAmount);
+ inputSampleR = inputSampleR - iirSampleRA;
+ }
+ else
+ {
+ iirSampleLB = (iirSampleLB * (1 - localiirAmount)) + (inputSampleL * localiirAmount);
+ inputSampleL = inputSampleL - iirSampleLB;
+ iirSampleRB = (iirSampleRB * (1 - localiirAmount)) + (inputSampleR * localiirAmount);
+ inputSampleR = inputSampleR - iirSampleRB;
+ }
+ //highpass section
+ long double drySampleL = inputSampleL;
+ long double drySampleR = inputSampleR;
+
+
+ if (inputSampleL > 1.0) inputSampleL = 1.0;
+ if (inputSampleL < -1.0) inputSampleL = -1.0;
+ inputSampleL *= 1.2533141373155;
+ //clip to 1.2533141373155 to reach maximum output
+
+ long double distSampleL = sin(inputSampleL * fabs(inputSampleL)) / ((inputSampleL == 0.0) ?1:fabs(inputSampleL));
+ inputSampleL = (drySampleL*(1-density))+(distSampleL*density);
+ //drive section
+
+ if (inputSampleR > 1.0) inputSampleR = 1.0;
+ if (inputSampleR < -1.0) inputSampleR = -1.0;
+ inputSampleR *= 1.2533141373155;
+ //clip to 1.2533141373155 to reach maximum output
+
+ long double distSampleR = sin(inputSampleR * fabs(inputSampleR)) / ((inputSampleR == 0.0) ?1:fabs(inputSampleR));
+ inputSampleR = (drySampleR*(1-density))+(distSampleR*density);
+ //drive section
+
+ double clamp = inputSampleL - lastSampleL;
+ if (clamp > localthreshold)
+ inputSampleL = lastSampleL + localthreshold;
+ if (-clamp > localthreshold)
+ inputSampleL = lastSampleL - localthreshold;
+ lastSampleL = inputSampleL;
+
+ clamp = inputSampleR - lastSampleR;
+ if (clamp > localthreshold)
+ inputSampleR = lastSampleR + localthreshold;
+ if (-clamp > localthreshold)
+ inputSampleR = lastSampleR - localthreshold;
+ lastSampleR = inputSampleR;
+ //slew section
+ flip = !flip;
+
+ 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
+
+ *out1 = inputSampleL;
+ *out2 = inputSampleR;
+
+ *in1++;
+ *in2++;
+ *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 Channel6::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sampleFrames)
+{
+ double* in1 = inputs[0];
+ double* in2 = inputs[1];
+ double* out1 = outputs[0];
+ double* out2 = outputs[1];
+
+ double overallscale = 1.0;
+ overallscale /= 44100.0;
+ overallscale *= getSampleRate();
+ const double localiirAmount = iirAmount / overallscale;
+ const double localthreshold = threshold / overallscale;
+ const double density = pow(drive,2); //this doesn't relate to the plugins Density and Drive much
+
+ while (--sampleFrames >= 0)
+ {
+ long double inputSampleL = *in1;
+ long double inputSampleR = *in2;
+
+ static int noisesourceL = 0;
+ static int noisesourceR = 850010;
+ int residue;
+ double applyresidue;
+
+ noisesourceL = noisesourceL % 1700021; noisesourceL++;
+ residue = noisesourceL * noisesourceL;
+ residue = residue % 170003; residue *= residue;
+ residue = residue % 17011; residue *= residue;
+ residue = residue % 1709; residue *= residue;
+ residue = residue % 173; residue *= residue;
+ residue = residue % 17;
+ applyresidue = residue;
+ applyresidue *= 0.00000001;
+ applyresidue *= 0.00000001;
+ inputSampleL += applyresidue;
+ if (inputSampleL<1.2e-38 && -inputSampleL<1.2e-38) {
+ inputSampleL -= applyresidue;
+ }
+
+ noisesourceR = noisesourceR % 1700021; noisesourceR++;
+ residue = noisesourceR * noisesourceR;
+ residue = residue % 170003; residue *= residue;
+ residue = residue % 17011; residue *= residue;
+ residue = residue % 1709; residue *= residue;
+ residue = residue % 173; residue *= residue;
+ residue = residue % 17;
+ applyresidue = residue;
+ applyresidue *= 0.00000001;
+ applyresidue *= 0.00000001;
+ inputSampleR += applyresidue;
+ if (inputSampleR<1.2e-38 && -inputSampleR<1.2e-38) {
+ inputSampleR -= applyresidue;
+ }
+ //for live air, we always apply the dither noise. Then, if our result is
+ //effectively digital black, we'll subtract it again. We want a 'air' hiss
+
+ if (flip)
+ {
+ iirSampleLA = (iirSampleLA * (1 - localiirAmount)) + (inputSampleL * localiirAmount);
+ inputSampleL = inputSampleL - iirSampleLA;
+ iirSampleRA = (iirSampleRA * (1 - localiirAmount)) + (inputSampleR * localiirAmount);
+ inputSampleR = inputSampleR - iirSampleRA;
+ }
+ else
+ {
+ iirSampleLB = (iirSampleLB * (1 - localiirAmount)) + (inputSampleL * localiirAmount);
+ inputSampleL = inputSampleL - iirSampleLB;
+ iirSampleRB = (iirSampleRB * (1 - localiirAmount)) + (inputSampleR * localiirAmount);
+ inputSampleR = inputSampleR - iirSampleRB;
+ }
+ //highpass section
+ long double drySampleL = inputSampleL;
+ long double drySampleR = inputSampleR;
+
+
+ if (inputSampleL > 1.0) inputSampleL = 1.0;
+ if (inputSampleL < -1.0) inputSampleL = -1.0;
+ inputSampleL *= 1.2533141373155;
+ //clip to 1.2533141373155 to reach maximum output
+
+ long double distSampleL = sin(inputSampleL * fabs(inputSampleL)) / ((inputSampleL == 0.0) ?1:fabs(inputSampleL));
+ inputSampleL = (drySampleL*(1-density))+(distSampleL*density);
+ //drive section
+
+ if (inputSampleR > 1.0) inputSampleR = 1.0;
+ if (inputSampleR < -1.0) inputSampleR = -1.0;
+ inputSampleR *= 1.2533141373155;
+ //clip to 1.2533141373155 to reach maximum output
+
+ long double distSampleR = sin(inputSampleR * fabs(inputSampleR)) / ((inputSampleR == 0.0) ?1:fabs(inputSampleR));
+ inputSampleR = (drySampleR*(1-density))+(distSampleR*density);
+ //drive section
+
+ double clamp = inputSampleL - lastSampleL;
+ if (clamp > localthreshold)
+ inputSampleL = lastSampleL + localthreshold;
+ if (-clamp > localthreshold)
+ inputSampleL = lastSampleL - localthreshold;
+ lastSampleL = inputSampleL;
+
+ clamp = inputSampleR - lastSampleR;
+ if (clamp > localthreshold)
+ inputSampleR = lastSampleR + localthreshold;
+ if (-clamp > localthreshold)
+ inputSampleR = lastSampleR - localthreshold;
+ lastSampleR = inputSampleR;
+ //slew section
+ flip = !flip;
+
+ 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
+
+ *out1 = inputSampleL;
+ *out2 = inputSampleR;
+
+ *in1++;
+ *in2++;
+ *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.
+}