/* ======================================== * 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++; } }