diff options
Diffstat (limited to 'plugins/WinVST/Compresaturator/CompresaturatorProc.cpp')
-rwxr-xr-x | plugins/WinVST/Compresaturator/CompresaturatorProc.cpp | 438 |
1 files changed, 438 insertions, 0 deletions
diff --git a/plugins/WinVST/Compresaturator/CompresaturatorProc.cpp b/plugins/WinVST/Compresaturator/CompresaturatorProc.cpp new file mode 100755 index 0000000..f39d52e --- /dev/null +++ b/plugins/WinVST/Compresaturator/CompresaturatorProc.cpp @@ -0,0 +1,438 @@ +/* ======================================== + * Compresaturator - Compresaturator.h + * Copyright (c) 2016 airwindows, All rights reserved + * ======================================== */ + +#ifndef __Compresaturator_H +#include "Compresaturator.h" +#endif + +void Compresaturator::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrames) +{ + float* in1 = inputs[0]; + float* in2 = inputs[1]; + float* out1 = outputs[0]; + float* out2 = outputs[1]; + + double inputgain = pow(10.0,((A*24.0)-12.0)/20.0); + double satComp = B*2.0; + int widestRange = C*C*C*5000; + if (widestRange < 50) widestRange = 50; + satComp += (((double)widestRange/3000.0)*satComp); + //set the max wideness of comp zone, minimum range boosted (too much?) + double output = D; + double wet = E; + + 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 + long double drySampleL = inputSampleL; + long double drySampleR = inputSampleR; + + if (dCount < 1 || dCount > 5000) {dCount = 5000;} + + //begin drive L + long double temp = inputSampleL; + double variSpeed = 1.0 + ((padFactorL/lastWidthL)*satComp); + if (variSpeed < 1.0) variSpeed = 1.0; + double totalgain = inputgain / variSpeed; + if (totalgain != 1.0) { + inputSampleL *= totalgain; + if (totalgain < 1.0) { + temp *= totalgain; + //no boosting beyond unity please + } + } + + long double bridgerectifier = fabs(inputSampleL); + double overspill = 0; + int targetWidth = widestRange; + //we now have defaults and an absolute input value to work with + if (bridgerectifier < 0.01) padFactorL *= 0.9999; + //in silences we bring back padFactor if it got out of hand + if (bridgerectifier > 1.57079633) { + bridgerectifier = 1.57079633; + targetWidth = 8; + } + //if our output's gone beyond saturating to distorting, we begin chasing the + //buffer size smaller. Anytime we don't have that, we expand (smoothest sound, only adding to an increasingly subdivided buffer) + + bridgerectifier = sin(bridgerectifier); + if (inputSampleL > 0) { + inputSampleL = bridgerectifier; + overspill = temp - bridgerectifier; + } + + if (inputSampleL < 0) { + inputSampleL = -bridgerectifier; + overspill = (-temp) - bridgerectifier; + } + //drive section L + + //begin drive R + temp = inputSampleR; + variSpeed = 1.0 + ((padFactorR/lastWidthR)*satComp); + if (variSpeed < 1.0) variSpeed = 1.0; + totalgain = inputgain / variSpeed; + if (totalgain != 1.0) { + inputSampleR *= totalgain; + if (totalgain < 1.0) { + temp *= totalgain; + //no boosting beyond unity please + } + } + + bridgerectifier = fabs(inputSampleR); + overspill = 0; + targetWidth = widestRange; + //we now have defaults and an absolute input value to work with + if (bridgerectifier < 0.01) padFactorR *= 0.9999; + //in silences we bring back padFactor if it got out of hand + if (bridgerectifier > 1.57079633) { + bridgerectifier = 1.57079633; + targetWidth = 8; + } + //if our output's gone beyond saturating to distorting, we begin chasing the + //buffer size smaller. Anytime we don't have that, we expand (smoothest sound, only adding to an increasingly subdivided buffer) + + bridgerectifier = sin(bridgerectifier); + if (inputSampleR > 0) { + inputSampleR = bridgerectifier; + overspill = temp - bridgerectifier; + } + + if (inputSampleR < 0) { + inputSampleR = -bridgerectifier; + overspill = (-temp) - bridgerectifier; + } + //drive section R + + + dL[dCount + 5000] = dL[dCount] = overspill * satComp; + dR[dCount + 5000] = dR[dCount] = overspill * satComp; + dCount--; + //we now have a big buffer to draw from, which is always positive amount of overspill + + //begin pad L + padFactorL += dL[dCount]; + double randy = (rand()/(double)RAND_MAX); + if ((targetWidth*randy) > lastWidthL) { + //we are expanding the buffer so we don't remove this trailing sample + lastWidthL += 1; + } else { + padFactorL -= dL[dCount+lastWidthL]; + //zero change, or target is smaller and we are shrinking + if (targetWidth < lastWidthL) { + lastWidthL -= 1; + if (lastWidthL < 2) lastWidthL = 2; + //sanity check as randy can give us target zero + padFactorL -= dL[dCount+lastWidthL]; + } + } + //variable attack/release speed more rapid as comp intensity increases + //implemented in a way where we're repeatedly not altering the buffer as it expands, which makes the comp artifacts smoother + if (padFactorL < 0) padFactorL = 0; + //end pad L + + //begin pad R + padFactorR += dR[dCount]; + randy = (rand()/(double)RAND_MAX); + if ((targetWidth*randy) > lastWidthR) { + //we are expanding the buffer so we don't remove this trailing sample + lastWidthR += 1; + } else { + padFactorR -= dR[dCount+lastWidthR]; + //zero change, or target is smaller and we are shrinking + if (targetWidth < lastWidthR) { + lastWidthR -= 1; + if (lastWidthR < 2) lastWidthR = 2; + //sanity check as randy can give us target zero + padFactorR -= dR[dCount+lastWidthR]; + } + } + //variable attack/release speed more rapid as comp intensity increases + //implemented in a way where we're repeatedly not altering the buffer as it expands, which makes the comp artifacts smoother + if (padFactorR < 0) padFactorR = 0; + //end pad R + + if (output < 1.0) { + inputSampleL *= output; + inputSampleR *= output; + } + + if (wet < 1.0) { + inputSampleL = (inputSampleL * wet) + (drySampleL * (1.0-wet)); + inputSampleR = (inputSampleR * wet) + (drySampleR * (1.0-wet)); + } + + //begin 32 bit stereo floating point dither + int expon; frexpf((float)inputSampleL, &expon); + fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5; + inputSampleL += static_cast<int32_t>(fpd) * 5.960464655174751e-36L * pow(2,expon+62); + frexpf((float)inputSampleR, &expon); + fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5; + inputSampleR += static_cast<int32_t>(fpd) * 5.960464655174751e-36L * pow(2,expon+62); + //end 32 bit stereo floating point dither + + *out1 = inputSampleL; + *out2 = inputSampleR; + + *in1++; + *in2++; + *out1++; + *out2++; + } +} + +void Compresaturator::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sampleFrames) +{ + double* in1 = inputs[0]; + double* in2 = inputs[1]; + double* out1 = outputs[0]; + double* out2 = outputs[1]; + + double inputgain = pow(10.0,((A*24.0)-12.0)/20.0); + double satComp = B*2.0; + int widestRange = C*C*5000; + if (widestRange < 50) widestRange = 50; + satComp += (((double)widestRange/3000.0)*satComp); + //set the max wideness of comp zone, minimum range boosted (too much?) + double output = D; + double wet = E; + + 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 + long double drySampleL = inputSampleL; + long double drySampleR = inputSampleR; + + if (dCount < 1 || dCount > 5000) {dCount = 5000;} + + //begin L + long double temp = inputSampleL; + double variSpeed = 1.0 + ((padFactorL/lastWidthL)*satComp); + if (variSpeed < 1.0) variSpeed = 1.0; + double totalgain = inputgain / variSpeed; + if (totalgain != 1.0) { + inputSampleL *= totalgain; + if (totalgain < 1.0) { + temp *= totalgain; + //no boosting beyond unity please + } + } + + long double bridgerectifier = fabs(inputSampleL); + double overspill = 0; + int targetWidth = widestRange; + //we now have defaults and an absolute input value to work with + if (bridgerectifier < 0.01) padFactorL *= 0.9999; + //in silences we bring back padFactor if it got out of hand + if (bridgerectifier > 1.57079633) { + bridgerectifier = 1.57079633; + targetWidth = 8; + } + //if our output's gone beyond saturating to distorting, we begin chasing the + //buffer size smaller. Anytime we don't have that, we expand (smoothest sound, only adding to an increasingly subdivided buffer) + + bridgerectifier = sin(bridgerectifier); + if (inputSampleL > 0) { + inputSampleL = bridgerectifier; + overspill = temp - bridgerectifier; + } + + if (inputSampleL < 0) { + inputSampleL = -bridgerectifier; + overspill = (-temp) - bridgerectifier; + } + //drive section + + dL[dCount + 5000] = dL[dCount] = overspill * satComp; + //we now have a big buffer to draw from, which is always positive amount of overspill + + padFactorL += dL[dCount]; + double randy = (rand()/(double)RAND_MAX); + if ((targetWidth*randy) > lastWidthL) { + //we are expanding the buffer so we don't remove this trailing sample + lastWidthL += 1; + } else { + padFactorL -= dL[dCount+lastWidthL]; + //zero change, or target is smaller and we are shrinking + if (targetWidth < lastWidthL) { + lastWidthL -= 1; + if (lastWidthL < 2) lastWidthL = 2; + //sanity check as randy can give us target zero + padFactorL -= dL[dCount+lastWidthL]; + } + } + //variable attack/release speed more rapid as comp intensity increases + //implemented in a way where we're repeatedly not altering the buffer as it expands, which makes the comp artifacts smoother + if (padFactorL < 0) padFactorL = 0; + //end L + + //begin R + temp = inputSampleR; + variSpeed = 1.0 + ((padFactorR/lastWidthR)*satComp); + if (variSpeed < 1.0) variSpeed = 1.0; + totalgain = inputgain / variSpeed; + if (totalgain != 1.0) { + inputSampleR *= totalgain; + if (totalgain < 1.0) { + temp *= totalgain; + //no boosting beyond unity please + } + } + + bridgerectifier = fabs(inputSampleR); + overspill = 0; + targetWidth = widestRange; + //we now have defaults and an absolute input value to work with + if (bridgerectifier < 0.01) padFactorR *= 0.9999; + //in silences we bring back padFactor if it got out of hand + if (bridgerectifier > 1.57079633) { + bridgerectifier = 1.57079633; + targetWidth = 8; + } + //if our output's gone beyond saturating to distorting, we begin chasing the + //buffer size smaller. Anytime we don't have that, we expand (smoothest sound, only adding to an increasingly subdivided buffer) + + bridgerectifier = sin(bridgerectifier); + if (inputSampleR > 0) { + inputSampleR = bridgerectifier; + overspill = temp - bridgerectifier; + } + + if (inputSampleR < 0) { + inputSampleR = -bridgerectifier; + overspill = (-temp) - bridgerectifier; + } + //drive section + + dR[dCount + 5000] = dR[dCount] = overspill * satComp; + //we now have a big buffer to draw from, which is always positive amount of overspill + + padFactorR += dR[dCount]; + randy = (rand()/(double)RAND_MAX); + if ((targetWidth*randy) > lastWidthR) { + //we are expanding the buffer so we don't remove this trailing sample + lastWidthR += 1; + } else { + padFactorR -= dR[dCount+lastWidthR]; + //zero change, or target is smaller and we are shrinking + if (targetWidth < lastWidthR) { + lastWidthR -= 1; + if (lastWidthR < 2) lastWidthR = 2; + //sanity check as randy can give us target zero + padFactorR -= dR[dCount+lastWidthR]; + } + } + //variable attack/release speed more rapid as comp intensity increases + //implemented in a way where we're repeatedly not altering the buffer as it expands, which makes the comp artifacts smoother + if (padFactorR < 0) padFactorR = 0; + //end R + + dCount--; + + if (output < 1.0) { + inputSampleL *= output; + inputSampleR *= output; + } + + if (wet < 1.0) { + inputSampleL = (inputSampleL * wet) + (drySampleL * (1.0-wet)); + inputSampleR = (inputSampleR * wet) + (drySampleR * (1.0-wet)); + } + + //begin 64 bit stereo floating point dither + int expon; frexp((double)inputSampleL, &expon); + fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5; + inputSampleL += static_cast<int32_t>(fpd) * 1.110223024625156e-44L * pow(2,expon+62); + frexp((double)inputSampleR, &expon); + fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5; + inputSampleR += static_cast<int32_t>(fpd) * 1.110223024625156e-44L * pow(2,expon+62); + //end 64 bit stereo floating point dither + + *out1 = inputSampleL; + *out2 = inputSampleR; + + *in1++; + *in2++; + *out1++; + *out2++; + } +} |