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Diffstat (limited to 'plugins/WinVST/Pop/PopProc.cpp')
-rwxr-xr-x | plugins/WinVST/Pop/PopProc.cpp | 588 |
1 files changed, 588 insertions, 0 deletions
diff --git a/plugins/WinVST/Pop/PopProc.cpp b/plugins/WinVST/Pop/PopProc.cpp new file mode 100755 index 0000000..ae7dd4d --- /dev/null +++ b/plugins/WinVST/Pop/PopProc.cpp @@ -0,0 +1,588 @@ +/* ======================================== + * Pop - Pop.h + * Copyright (c) 2016 airwindows, All rights reserved + * ======================================== */ + +#ifndef __Pop_H +#include "Pop.h" +#endif + +void Pop::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(); + + double highGainOffset = pow(A,2)*0.023; + double threshold = 1.001 - (1.0-pow(1.0-A,5)); + double muMakeupGain = sqrt(1.0 / threshold); + //gain settings around threshold + double release = (A*100000.0) + 300000.0; + int maxdelay = (int)(1450.0 * overallscale); + if (maxdelay > 9999) maxdelay = 9999; + release /= overallscale; + double fastest = sqrt(release); + //speed settings around release + double output = B; + double wet = C; + // µ µ µ µ µ µ µ µ µ µ µ µ is the kitten song o/~ + + 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 aPop. We want a 'air' hiss + long double drySampleL = inputSampleL; + long double drySampleR = inputSampleR; + + dL[delay] = inputSampleL; + dR[delay] = inputSampleR; + delay--; + if (delay < 0 || delay > maxdelay) {delay = maxdelay;} + //yes this is a second bounds check. it's cheap, check EVERY time + inputSampleL = (inputSampleL * thickenL) + (dL[delay] * (1.0-thickenL)); + inputSampleR = (inputSampleR * thickenR) + (dR[delay] * (1.0-thickenR)); + + long double lowestSampleL = inputSampleL; + if (fabs(inputSampleL) > fabs(previousL)) lowestSampleL = previousL; + if (fabs(lowestSampleL) > fabs(previous2L)) lowestSampleL = (lowestSampleL + previous2L) / 1.99; + if (fabs(lowestSampleL) > fabs(previous3L)) lowestSampleL = (lowestSampleL + previous3L) / 1.98; + if (fabs(lowestSampleL) > fabs(previous4L)) lowestSampleL = (lowestSampleL + previous4L) / 1.97; + if (fabs(lowestSampleL) > fabs(previous5L)) lowestSampleL = (lowestSampleL + previous5L) / 1.96; + previous5L = previous4L; + previous4L = previous3L; + previous3L = previous2L; + previous2L = previousL; + previousL = inputSampleL; + inputSampleL *= muMakeupGain; + double punchinessL = 0.95-fabs(inputSampleL*0.08); + if (punchinessL < 0.65) punchinessL = 0.65; + + long double lowestSampleR = inputSampleR; + if (fabs(inputSampleR) > fabs(previousR)) lowestSampleR = previousR; + if (fabs(lowestSampleR) > fabs(previous2R)) lowestSampleR = (lowestSampleR + previous2R) / 1.99; + if (fabs(lowestSampleR) > fabs(previous3R)) lowestSampleR = (lowestSampleR + previous3R) / 1.98; + if (fabs(lowestSampleR) > fabs(previous4R)) lowestSampleR = (lowestSampleR + previous4R) / 1.97; + if (fabs(lowestSampleR) > fabs(previous5R)) lowestSampleR = (lowestSampleR + previous5R) / 1.96; + previous5R = previous4R; + previous4R = previous3R; + previous3R = previous2R; + previous2R = previousR; + previousR = inputSampleR; + inputSampleR *= muMakeupGain; + double punchinessR = 0.95-fabs(inputSampleR*0.08); + if (punchinessR < 0.65) punchinessR = 0.65; + + //adjust coefficients for L + if (flip) + { + if (fabs(lowestSampleL) > threshold) + { + muVaryL = threshold / fabs(lowestSampleL); + muAttackL = sqrt(fabs(muSpeedAL)); + muCoefficientAL = muCoefficientAL * (muAttackL-1.0); + if (muVaryL < threshold) + { + muCoefficientAL = muCoefficientAL + threshold; + } + else + { + muCoefficientAL = muCoefficientAL + muVaryL; + } + muCoefficientAL = muCoefficientAL / muAttackL; + } + else + { + muCoefficientAL = muCoefficientAL * ((muSpeedAL * muSpeedAL)-1.0); + muCoefficientAL = muCoefficientAL + 1.0; + muCoefficientAL = muCoefficientAL / (muSpeedAL * muSpeedAL); + } + muNewSpeedL = muSpeedAL * (muSpeedAL-1); + muNewSpeedL = muNewSpeedL + fabs(lowestSampleL*release)+fastest; + muSpeedAL = muNewSpeedL / muSpeedAL; + } + else + { + if (fabs(lowestSampleL) > threshold) + { + muVaryL = threshold / fabs(lowestSampleL); + muAttackL = sqrt(fabs(muSpeedBL)); + muCoefficientBL = muCoefficientBL * (muAttackL-1); + if (muVaryL < threshold) + { + muCoefficientBL = muCoefficientBL + threshold; + } + else + { + muCoefficientBL = muCoefficientBL + muVaryL; + } + muCoefficientBL = muCoefficientBL / muAttackL; + } + else + { + muCoefficientBL = muCoefficientBL * ((muSpeedBL * muSpeedBL)-1.0); + muCoefficientBL = muCoefficientBL + 1.0; + muCoefficientBL = muCoefficientBL / (muSpeedBL * muSpeedBL); + } + muNewSpeedL = muSpeedBL * (muSpeedBL-1); + muNewSpeedL = muNewSpeedL + fabs(lowestSampleL*release)+fastest; + muSpeedBL = muNewSpeedL / muSpeedBL; + } + //got coefficients, adjusted speeds for L + + //adjust coefficients for R + if (flip) + { + if (fabs(lowestSampleR) > threshold) + { + muVaryR = threshold / fabs(lowestSampleR); + muAttackR = sqrt(fabs(muSpeedAR)); + muCoefficientAR = muCoefficientAR * (muAttackR-1.0); + if (muVaryR < threshold) + { + muCoefficientAR = muCoefficientAR + threshold; + } + else + { + muCoefficientAR = muCoefficientAR + muVaryR; + } + muCoefficientAR = muCoefficientAR / muAttackR; + } + else + { + muCoefficientAR = muCoefficientAR * ((muSpeedAR * muSpeedAR)-1.0); + muCoefficientAR = muCoefficientAR + 1.0; + muCoefficientAR = muCoefficientAR / (muSpeedAR * muSpeedAR); + } + muNewSpeedR = muSpeedAR * (muSpeedAR-1); + muNewSpeedR = muNewSpeedR + fabs(lowestSampleR*release)+fastest; + muSpeedAR = muNewSpeedR / muSpeedAR; + } + else + { + if (fabs(lowestSampleR) > threshold) + { + muVaryR = threshold / fabs(lowestSampleR); + muAttackR = sqrt(fabs(muSpeedBR)); + muCoefficientBR = muCoefficientBR * (muAttackR-1); + if (muVaryR < threshold) + { + muCoefficientBR = muCoefficientBR + threshold; + } + else + { + muCoefficientBR = muCoefficientBR + muVaryR; + } + muCoefficientBR = muCoefficientBR / muAttackR; + } + else + { + muCoefficientBR = muCoefficientBR * ((muSpeedBR * muSpeedBR)-1.0); + muCoefficientBR = muCoefficientBR + 1.0; + muCoefficientBR = muCoefficientBR / (muSpeedBR * muSpeedBR); + } + muNewSpeedR = muSpeedBR * (muSpeedBR-1); + muNewSpeedR = muNewSpeedR + fabs(lowestSampleR*release)+fastest; + muSpeedBR = muNewSpeedR / muSpeedBR; + } + //got coefficients, adjusted speeds for R + + long double coefficientL = highGainOffset; + if (flip) coefficientL += pow(muCoefficientAL,2); + else coefficientL += pow(muCoefficientBL,2); + inputSampleL *= coefficientL; + thickenL = (coefficientL/5)+punchinessL;//0.80; + thickenL = (1.0-wet)+(wet*thickenL); + + long double coefficientR = highGainOffset; + if (flip) coefficientR += pow(muCoefficientAR,2); + else coefficientR += pow(muCoefficientBR,2); + inputSampleR *= coefficientR; + thickenR = (coefficientR/5)+punchinessR;//0.80; + thickenR = (1.0-wet)+(wet*thickenR); + //applied compression with vari-vari-µ-µ-µ-µ-µ-µ-is-the-kitten-song o/~ + //applied gain correction to control output level- tends to constrain sound rather than inflate it + + long double bridgerectifier = fabs(inputSampleL); + if (bridgerectifier > 1.2533141373155) bridgerectifier = 1.2533141373155; + bridgerectifier = sin(bridgerectifier * fabs(bridgerectifier)) / ((bridgerectifier == 0.0) ?1:fabs(bridgerectifier)); + //using Spiral instead of Density algorithm + if (inputSampleL > 0) inputSampleL = (inputSampleL*coefficientL)+(bridgerectifier*(1-coefficientL)); + else inputSampleL = (inputSampleL*coefficientL)-(bridgerectifier*(1-coefficientL)); + //second stage of overdrive to prevent overs and allow bloody loud extremeness + + bridgerectifier = fabs(inputSampleR); + if (bridgerectifier > 1.2533141373155) bridgerectifier = 1.2533141373155; + bridgerectifier = sin(bridgerectifier * fabs(bridgerectifier)) / ((bridgerectifier == 0.0) ?1:fabs(bridgerectifier)); + //using Spiral instead of Density algorithm + if (inputSampleR > 0) inputSampleR = (inputSampleR*coefficientR)+(bridgerectifier*(1-coefficientR)); + else inputSampleR = (inputSampleR*coefficientR)-(bridgerectifier*(1-coefficientR)); + //second stage of overdrive to prevent overs and allow bloody loud extremeness + + flip = !flip; + + if (output < 1.0) {inputSampleL *= output;inputSampleR *= output;} + if (wet<1.0) { + inputSampleL = (drySampleL*(1.0-wet))+(inputSampleL*wet); + inputSampleR = (drySampleR*(1.0-wet))+(inputSampleR*wet); + } + + //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 Pop::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(); + + double highGainOffset = pow(A,2)*0.023; + double threshold = 1.001 - (1.0-pow(1.0-A,5)); + double muMakeupGain = sqrt(1.0 / threshold); + //gain settings around threshold + double release = (A*100000.0) + 300000.0; + int maxdelay = (int)(1450.0 * overallscale); + if (maxdelay > 9999) maxdelay = 9999; + release /= overallscale; + double fastest = sqrt(release); + //speed settings around release + double output = B; + double wet = C; + // µ µ µ µ µ µ µ µ µ µ µ µ is the kitten song o/~ + + 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 aPop. We want a 'air' hiss + long double drySampleL = inputSampleL; + long double drySampleR = inputSampleR; + + dL[delay] = inputSampleL; + dR[delay] = inputSampleR; + delay--; + if (delay < 0 || delay > maxdelay) {delay = maxdelay;} + //yes this is a second bounds check. it's cheap, check EVERY time + inputSampleL = (inputSampleL * thickenL) + (dL[delay] * (1.0-thickenL)); + inputSampleR = (inputSampleR * thickenR) + (dR[delay] * (1.0-thickenR)); + + long double lowestSampleL = inputSampleL; + if (fabs(inputSampleL) > fabs(previousL)) lowestSampleL = previousL; + if (fabs(lowestSampleL) > fabs(previous2L)) lowestSampleL = (lowestSampleL + previous2L) / 1.99; + if (fabs(lowestSampleL) > fabs(previous3L)) lowestSampleL = (lowestSampleL + previous3L) / 1.98; + if (fabs(lowestSampleL) > fabs(previous4L)) lowestSampleL = (lowestSampleL + previous4L) / 1.97; + if (fabs(lowestSampleL) > fabs(previous5L)) lowestSampleL = (lowestSampleL + previous5L) / 1.96; + previous5L = previous4L; + previous4L = previous3L; + previous3L = previous2L; + previous2L = previousL; + previousL = inputSampleL; + inputSampleL *= muMakeupGain; + double punchinessL = 0.95-fabs(inputSampleL*0.08); + if (punchinessL < 0.65) punchinessL = 0.65; + + long double lowestSampleR = inputSampleR; + if (fabs(inputSampleR) > fabs(previousR)) lowestSampleR = previousR; + if (fabs(lowestSampleR) > fabs(previous2R)) lowestSampleR = (lowestSampleR + previous2R) / 1.99; + if (fabs(lowestSampleR) > fabs(previous3R)) lowestSampleR = (lowestSampleR + previous3R) / 1.98; + if (fabs(lowestSampleR) > fabs(previous4R)) lowestSampleR = (lowestSampleR + previous4R) / 1.97; + if (fabs(lowestSampleR) > fabs(previous5R)) lowestSampleR = (lowestSampleR + previous5R) / 1.96; + previous5R = previous4R; + previous4R = previous3R; + previous3R = previous2R; + previous2R = previousR; + previousR = inputSampleR; + inputSampleR *= muMakeupGain; + double punchinessR = 0.95-fabs(inputSampleR*0.08); + if (punchinessR < 0.65) punchinessR = 0.65; + + //adjust coefficients for L + if (flip) + { + if (fabs(lowestSampleL) > threshold) + { + muVaryL = threshold / fabs(lowestSampleL); + muAttackL = sqrt(fabs(muSpeedAL)); + muCoefficientAL = muCoefficientAL * (muAttackL-1.0); + if (muVaryL < threshold) + { + muCoefficientAL = muCoefficientAL + threshold; + } + else + { + muCoefficientAL = muCoefficientAL + muVaryL; + } + muCoefficientAL = muCoefficientAL / muAttackL; + } + else + { + muCoefficientAL = muCoefficientAL * ((muSpeedAL * muSpeedAL)-1.0); + muCoefficientAL = muCoefficientAL + 1.0; + muCoefficientAL = muCoefficientAL / (muSpeedAL * muSpeedAL); + } + muNewSpeedL = muSpeedAL * (muSpeedAL-1); + muNewSpeedL = muNewSpeedL + fabs(lowestSampleL*release)+fastest; + muSpeedAL = muNewSpeedL / muSpeedAL; + } + else + { + if (fabs(lowestSampleL) > threshold) + { + muVaryL = threshold / fabs(lowestSampleL); + muAttackL = sqrt(fabs(muSpeedBL)); + muCoefficientBL = muCoefficientBL * (muAttackL-1); + if (muVaryL < threshold) + { + muCoefficientBL = muCoefficientBL + threshold; + } + else + { + muCoefficientBL = muCoefficientBL + muVaryL; + } + muCoefficientBL = muCoefficientBL / muAttackL; + } + else + { + muCoefficientBL = muCoefficientBL * ((muSpeedBL * muSpeedBL)-1.0); + muCoefficientBL = muCoefficientBL + 1.0; + muCoefficientBL = muCoefficientBL / (muSpeedBL * muSpeedBL); + } + muNewSpeedL = muSpeedBL * (muSpeedBL-1); + muNewSpeedL = muNewSpeedL + fabs(lowestSampleL*release)+fastest; + muSpeedBL = muNewSpeedL / muSpeedBL; + } + //got coefficients, adjusted speeds for L + + //adjust coefficients for R + if (flip) + { + if (fabs(lowestSampleR) > threshold) + { + muVaryR = threshold / fabs(lowestSampleR); + muAttackR = sqrt(fabs(muSpeedAR)); + muCoefficientAR = muCoefficientAR * (muAttackR-1.0); + if (muVaryR < threshold) + { + muCoefficientAR = muCoefficientAR + threshold; + } + else + { + muCoefficientAR = muCoefficientAR + muVaryR; + } + muCoefficientAR = muCoefficientAR / muAttackR; + } + else + { + muCoefficientAR = muCoefficientAR * ((muSpeedAR * muSpeedAR)-1.0); + muCoefficientAR = muCoefficientAR + 1.0; + muCoefficientAR = muCoefficientAR / (muSpeedAR * muSpeedAR); + } + muNewSpeedR = muSpeedAR * (muSpeedAR-1); + muNewSpeedR = muNewSpeedR + fabs(lowestSampleR*release)+fastest; + muSpeedAR = muNewSpeedR / muSpeedAR; + } + else + { + if (fabs(lowestSampleR) > threshold) + { + muVaryR = threshold / fabs(lowestSampleR); + muAttackR = sqrt(fabs(muSpeedBR)); + muCoefficientBR = muCoefficientBR * (muAttackR-1); + if (muVaryR < threshold) + { + muCoefficientBR = muCoefficientBR + threshold; + } + else + { + muCoefficientBR = muCoefficientBR + muVaryR; + } + muCoefficientBR = muCoefficientBR / muAttackR; + } + else + { + muCoefficientBR = muCoefficientBR * ((muSpeedBR * muSpeedBR)-1.0); + muCoefficientBR = muCoefficientBR + 1.0; + muCoefficientBR = muCoefficientBR / (muSpeedBR * muSpeedBR); + } + muNewSpeedR = muSpeedBR * (muSpeedBR-1); + muNewSpeedR = muNewSpeedR + fabs(lowestSampleR*release)+fastest; + muSpeedBR = muNewSpeedR / muSpeedBR; + } + //got coefficients, adjusted speeds for R + + long double coefficientL = highGainOffset; + if (flip) coefficientL += pow(muCoefficientAL,2); + else coefficientL += pow(muCoefficientBL,2); + inputSampleL *= coefficientL; + thickenL = (coefficientL/5)+punchinessL;//0.80; + thickenL = (1.0-wet)+(wet*thickenL); + + long double coefficientR = highGainOffset; + if (flip) coefficientR += pow(muCoefficientAR,2); + else coefficientR += pow(muCoefficientBR,2); + inputSampleR *= coefficientR; + thickenR = (coefficientR/5)+punchinessR;//0.80; + thickenR = (1.0-wet)+(wet*thickenR); + //applied compression with vari-vari-µ-µ-µ-µ-µ-µ-is-the-kitten-song o/~ + //applied gain correction to control output level- tends to constrain sound rather than inflate it + + long double bridgerectifier = fabs(inputSampleL); + if (bridgerectifier > 1.2533141373155) bridgerectifier = 1.2533141373155; + bridgerectifier = sin(bridgerectifier * fabs(bridgerectifier)) / ((bridgerectifier == 0.0) ?1:fabs(bridgerectifier)); + //using Spiral instead of Density algorithm + if (inputSampleL > 0) inputSampleL = (inputSampleL*coefficientL)+(bridgerectifier*(1-coefficientL)); + else inputSampleL = (inputSampleL*coefficientL)-(bridgerectifier*(1-coefficientL)); + //second stage of overdrive to prevent overs and allow bloody loud extremeness + + bridgerectifier = fabs(inputSampleR); + if (bridgerectifier > 1.2533141373155) bridgerectifier = 1.2533141373155; + bridgerectifier = sin(bridgerectifier * fabs(bridgerectifier)) / ((bridgerectifier == 0.0) ?1:fabs(bridgerectifier)); + //using Spiral instead of Density algorithm + if (inputSampleR > 0) inputSampleR = (inputSampleR*coefficientR)+(bridgerectifier*(1-coefficientR)); + else inputSampleR = (inputSampleR*coefficientR)-(bridgerectifier*(1-coefficientR)); + //second stage of overdrive to prevent overs and allow bloody loud extremeness + + flip = !flip; + + if (output < 1.0) {inputSampleL *= output;inputSampleR *= output;} + if (wet<1.0) { + inputSampleL = (drySampleL*(1.0-wet))+(inputSampleL*wet); + inputSampleR = (drySampleR*(1.0-wet))+(inputSampleR*wet); + } + + //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. +} |