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-rwxr-xr-xplugins/WinVST/Dark/DarkProc.cpp237
1 files changed, 237 insertions, 0 deletions
diff --git a/plugins/WinVST/Dark/DarkProc.cpp b/plugins/WinVST/Dark/DarkProc.cpp
new file mode 100755
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--- /dev/null
+++ b/plugins/WinVST/Dark/DarkProc.cpp
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+/* ========================================
+ * Dark - Dark.h
+ * Copyright (c) 2016 airwindows, All rights reserved
+ * ======================================== */
+
+#ifndef __Dark_H
+#include "Dark.h"
+#endif
+
+void Dark::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrames)
+{
+ float* in1 = inputs[0];
+ float* in2 = inputs[1];
+ float* out1 = outputs[0];
+ float* out2 = outputs[1];
+ int processing = (VstInt32)( A * 1.999 );
+ double overallscale = 1.0;
+ overallscale /= 44100.0;
+ overallscale *= getSampleRate();
+ int depth = (int)(17.0*overallscale);
+ if (depth < 3) depth = 3;
+ if (depth > 98) depth = 98;
+ bool highres = false;
+ if (processing == 1) highres = true;
+
+ while (--sampleFrames >= 0)
+ {
+ long double inputSampleL = *in1;
+ long double inputSampleR = *in2;
+ if (fabs(inputSampleL)<1.18e-37) inputSampleL = fpd * 1.18e-37;
+ fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
+ if (fabs(inputSampleR)<1.18e-37) inputSampleR = fpd * 1.18e-37;
+ fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
+
+ if (highres) {
+ inputSampleL *= 8388608.0;
+ inputSampleR *= 8388608.0;
+ } else {
+ inputSampleL *= 32768.0;
+ inputSampleR *= 32768.0;
+ }
+ //0-1 is now one bit, now we dither
+ //We are doing it first Left, then Right, because the loops may run faster if
+ //they aren't too jammed full of variables. This means re-running code.
+
+ //begin left
+ int quantA = floor(inputSampleL);
+ int quantB = floor(inputSampleL+1.0);
+ //to do this style of dither, we quantize in either direction and then
+ //do a reconstruction of what the result will be for each choice.
+ //We then evaluate which one we like, and keep a history of what we previously had
+
+ float expectedSlew = 0;
+ for(int x = 0; x < depth; x++) {
+ expectedSlew += (lastSampleL[x+1] - lastSampleL[x]);
+ }
+ expectedSlew /= depth; //we have an average of all recent slews
+ //we are doing that to voice the thing down into the upper mids a bit
+ //it mustn't just soften the brightest treble, it must smooth high mids too
+
+ float testA = fabs((lastSampleL[0] - quantA) - expectedSlew);
+ float testB = fabs((lastSampleL[0] - quantB) - expectedSlew);
+
+ if (testA < testB) inputSampleL = quantA;
+ else inputSampleL = quantB;
+ //select whichever one departs LEAST from the vector of averaged
+ //reconstructed previous final samples. This will force a kind of dithering
+ //as it'll make the output end up as smooth as possible
+
+ for(int x = depth; x >=0; x--) {
+ lastSampleL[x+1] = lastSampleL[x];
+ }
+ lastSampleL[0] = inputSampleL;
+ //end left
+
+ //begin right
+ quantA = floor(inputSampleR);
+ quantB = floor(inputSampleR+1.0);
+ //to do this style of dither, we quantize in either direction and then
+ //do a reconstruction of what the result will be for each choice.
+ //We then evaluate which one we like, and keep a history of what we previously had
+
+ expectedSlew = 0;
+ for(int x = 0; x < depth; x++) {
+ expectedSlew += (lastSampleR[x+1] - lastSampleR[x]);
+ }
+ expectedSlew /= depth; //we have an average of all recent slews
+ //we are doing that to voice the thing down into the upper mids a bit
+ //it mustn't just soften the brightest treble, it must smooth high mids too
+
+ testA = fabs((lastSampleR[0] - quantA) - expectedSlew);
+ testB = fabs((lastSampleR[0] - quantB) - expectedSlew);
+
+ if (testA < testB) inputSampleR = quantA;
+ else inputSampleR = quantB;
+ //select whichever one departs LEAST from the vector of averaged
+ //reconstructed previous final samples. This will force a kind of dithering
+ //as it'll make the output end up as smooth as possible
+
+ for(int x = depth; x >=0; x--) {
+ lastSampleR[x+1] = lastSampleR[x];
+ }
+ lastSampleR[0] = inputSampleR;
+ //end right
+
+ if (highres) {
+ inputSampleL /= 8388608.0;
+ inputSampleR /= 8388608.0;
+ } else {
+ inputSampleL /= 32768.0;
+ inputSampleR /= 32768.0;
+ }
+
+ *out1 = inputSampleL;
+ *out2 = inputSampleR;
+
+ *in1++;
+ *in2++;
+ *out1++;
+ *out2++;
+ }
+}
+
+void Dark::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sampleFrames)
+{
+ double* in1 = inputs[0];
+ double* in2 = inputs[1];
+ double* out1 = outputs[0];
+ double* out2 = outputs[1];
+
+ int processing = (VstInt32)( A * 1.999 );
+ double overallscale = 1.0;
+ overallscale /= 44100.0;
+ overallscale *= getSampleRate();
+ int depth = (int)(17.0*overallscale);
+ if (depth < 3) depth = 3;
+ if (depth > 98) depth = 98;
+ bool highres = false;
+ if (processing == 1) highres = true;
+
+ while (--sampleFrames >= 0)
+ {
+ long double inputSampleL = *in1;
+ long double inputSampleR = *in2;
+ if (fabs(inputSampleL)<1.18e-43) inputSampleL = fpd * 1.18e-43;
+ fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
+ if (fabs(inputSampleR)<1.18e-43) inputSampleR = fpd * 1.18e-43;
+ fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
+
+ if (highres) {
+ inputSampleL *= 8388608.0;
+ inputSampleR *= 8388608.0;
+ } else {
+ inputSampleL *= 32768.0;
+ inputSampleR *= 32768.0;
+ }
+ //0-1 is now one bit, now we dither
+ //We are doing it first Left, then Right, because the loops may run faster if
+ //they aren't too jammed full of variables. This means re-running code.
+
+ //begin left
+ int quantA = floor(inputSampleL);
+ int quantB = floor(inputSampleL+1.0);
+ //to do this style of dither, we quantize in either direction and then
+ //do a reconstruction of what the result will be for each choice.
+ //We then evaluate which one we like, and keep a history of what we previously had
+
+ float expectedSlew = 0;
+ for(int x = 0; x < depth; x++) {
+ expectedSlew += (lastSampleL[x+1] - lastSampleL[x]);
+ }
+ expectedSlew /= depth; //we have an average of all recent slews
+ //we are doing that to voice the thing down into the upper mids a bit
+ //it mustn't just soften the brightest treble, it must smooth high mids too
+
+ float testA = fabs((lastSampleL[0] - quantA) - expectedSlew);
+ float testB = fabs((lastSampleL[0] - quantB) - expectedSlew);
+
+ if (testA < testB) inputSampleL = quantA;
+ else inputSampleL = quantB;
+ //select whichever one departs LEAST from the vector of averaged
+ //reconstructed previous final samples. This will force a kind of dithering
+ //as it'll make the output end up as smooth as possible
+
+ for(int x = depth; x >=0; x--) {
+ lastSampleL[x+1] = lastSampleL[x];
+ }
+ lastSampleL[0] = inputSampleL;
+ //end left
+
+ //begin right
+ quantA = floor(inputSampleR);
+ quantB = floor(inputSampleR+1.0);
+ //to do this style of dither, we quantize in either direction and then
+ //do a reconstruction of what the result will be for each choice.
+ //We then evaluate which one we like, and keep a history of what we previously had
+
+ expectedSlew = 0;
+ for(int x = 0; x < depth; x++) {
+ expectedSlew += (lastSampleR[x+1] - lastSampleR[x]);
+ }
+ expectedSlew /= depth; //we have an average of all recent slews
+ //we are doing that to voice the thing down into the upper mids a bit
+ //it mustn't just soften the brightest treble, it must smooth high mids too
+
+ testA = fabs((lastSampleR[0] - quantA) - expectedSlew);
+ testB = fabs((lastSampleR[0] - quantB) - expectedSlew);
+
+ if (testA < testB) inputSampleR = quantA;
+ else inputSampleR = quantB;
+ //select whichever one departs LEAST from the vector of averaged
+ //reconstructed previous final samples. This will force a kind of dithering
+ //as it'll make the output end up as smooth as possible
+
+ for(int x = depth; x >=0; x--) {
+ lastSampleR[x+1] = lastSampleR[x];
+ }
+ lastSampleR[0] = inputSampleR;
+ //end right
+
+ if (highres) {
+ inputSampleL /= 8388608.0;
+ inputSampleR /= 8388608.0;
+ } else {
+ inputSampleL /= 32768.0;
+ inputSampleR /= 32768.0;
+ }
+
+ *out1 = inputSampleL;
+ *out2 = inputSampleR;
+
+ *in1++;
+ *in2++;
+ *out1++;
+ *out2++;
+ }
+}