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path: root/plugins/MacVST/PurestFade/source/PurestFadeProc.cpp
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/* ========================================
 *  PurestFade - PurestFade.h
 *  Copyright (c) 2016 airwindows, All rights reserved
 * ======================================== */

#ifndef __PurestFade_H
#include "PurestFade.h"
#endif

void PurestFade::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 = (A * 80.0)-40.0;
	if (settingchase != inputgain) {
		chasespeed *= 2.0;
		settingchase = inputgain;
		//increment the slowness for each fader movement
		//continuous alteration makes it react smoother
		//sudden jump to setting, not so much
	}
	if (chasespeed > 2500.0) chasespeed = 2500.0;
	//bail out if it's too extreme
	if (gainchase < -60.0) {
		gainchase = pow(10.0,inputgain/20.0);
		//shouldn't even be a negative number
		//this is about starting at whatever's set, when
		//plugin is instantiated.
		//Otherwise it's the target, in dB.
	}
	long double targetgain;	
	//done with top controller
	long double targetBgain = B;
	if (gainBchase < 0.0) gainBchase = targetBgain;
	//this one is not a dB value, but straight multiplication
	//done with slow fade controller
	
	long double fadeSpeed = targetBgain;
	if (fadeSpeed < 0.0027) fadeSpeed = 0.0027; //minimum fade speed
	fadeSpeed = ((getSampleRate()*0.004) / fadeSpeed);
	//this will tend to be much slower than PurestGain, and also adapt to sample rates
		
	long double outputgain;
	
    while (--sampleFrames >= 0)
    {
		long double inputSampleL = *in1;
		long double inputSampleR = *in2;
		if (fabs(inputSampleL)<1.18e-37) inputSampleL = fpd * 1.18e-37;
		if (fabs(inputSampleR)<1.18e-37) inputSampleR = fpd * 1.18e-37;

		targetgain = pow(10.0,settingchase/20.0);
		//now we have the target in our temp variable
		
		chasespeed *= 0.9999;
		chasespeed -= 0.01;
		if (chasespeed < 350.0) chasespeed = 350.0;
		//we have our chase speed compensated for recent fader activity
		
		gainchase = (((gainchase*chasespeed)+targetgain)/(chasespeed+1.0));
		//gainchase is chasing the target, as a simple multiply gain factor
		
		gainBchase = (((gainBchase*fadeSpeed)+targetBgain)/(fadeSpeed+1.0));
		//gainchase is chasing the target, as a simple multiply gain factor
		
		outputgain = gainchase * gainBchase;
		//directly multiply the dB gain by the straight multiply gain
		
		if (1.0 == outputgain)
		{
			*out1 = *in1;
			*out2 = *in2;
		} else {
			inputSampleL *= outputgain;
			inputSampleR *= outputgain;
			
			//begin 32 bit stereo floating point dither
			int expon; frexpf((float)inputSampleL, &expon);
			fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
			inputSampleL += ((double(fpd)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
			frexpf((float)inputSampleR, &expon);
			fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
			inputSampleR += ((double(fpd)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
			//end 32 bit stereo floating point dither
			*out1 = inputSampleL;
			*out2 = inputSampleR;
		}
		*in1++;
		*in2++;
		*out1++;
		*out2++;
	}
}

void PurestFade::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 = (A * 80.0)-40.0;
	if (settingchase != inputgain) {
		chasespeed *= 2.0;
		settingchase = inputgain;
		//increment the slowness for each fader movement
		//continuous alteration makes it react smoother
		//sudden jump to setting, not so much
	}
	if (chasespeed > 2500.0) chasespeed = 2500.0;
	//bail out if it's too extreme
	if (gainchase < -60.0) {
		gainchase = pow(10.0,inputgain/20.0);
		//shouldn't even be a negative number
		//this is about starting at whatever's set, when
		//plugin is instantiated.
		//Otherwise it's the target, in dB.
	}
	long double targetgain;	
	//done with top controller
	long double targetBgain = B;
	if (gainBchase < 0.0) gainBchase = targetBgain;
	//this one is not a dB value, but straight multiplication
	//done with slow fade controller
	
	long double fadeSpeed = targetBgain;
	if (fadeSpeed < 0.0027) fadeSpeed = 0.0027; //minimum fade speed
	fadeSpeed = ((getSampleRate()*0.004) / fadeSpeed);
	//this will tend to be much slower than PurestGain, and also adapt to sample rates
		
	long double outputgain;
	
    while (--sampleFrames >= 0)
    {
		long double inputSampleL = *in1;
		long double inputSampleR = *in2;
		if (fabs(inputSampleL)<1.18e-43) inputSampleL = fpd * 1.18e-43;
		if (fabs(inputSampleR)<1.18e-43) inputSampleR = fpd * 1.18e-43;
		
		targetgain = pow(10.0,settingchase/20.0);
		//now we have the target in our temp variable
		
		chasespeed *= 0.9999;
		chasespeed -= 0.01;
		if (chasespeed < 350.0) chasespeed = 350.0;
		//we have our chase speed compensated for recent fader activity
		
		gainchase = (((gainchase*chasespeed)+targetgain)/(chasespeed+1.0));
		//gainchase is chasing the target, as a simple multiply gain factor
		
		gainBchase = (((gainBchase*fadeSpeed)+targetBgain)/(fadeSpeed+1.0));
		//gainchase is chasing the target, as a simple multiply gain factor
		
		outputgain = gainchase * gainBchase;
		//directly multiply the dB gain by the straight multiply gain
		
		if (1.0 == outputgain)
		{
			*out1 = *in1;
			*out2 = *in2;
		} else {
			inputSampleL *= outputgain;
			inputSampleR *= outputgain;
			
			//begin 64 bit stereo floating point dither
			int expon; frexp((double)inputSampleL, &expon);
			fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
			inputSampleL += ((double(fpd)-uint32_t(0x7fffffff)) * 1.1e-44l * pow(2,expon+62));
			frexp((double)inputSampleR, &expon);
			fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
			inputSampleR += ((double(fpd)-uint32_t(0x7fffffff)) * 1.1e-44l * pow(2,expon+62));
			//end 64 bit stereo floating point dither
			
			*out1 = inputSampleL;
			*out2 = inputSampleR;
		}
		*in1++;
		*in2++;
		*out1++;
		*out2++;
	}
}