| 185 | } |
| 186 | |
| 187 | void DynamicsCompressorKernel::process(ContextRenderLock & r, |
| 188 | const float * sourceChannels[], |
| 189 | float * destinationChannels[], |
| 190 | unsigned numberOfChannels, |
| 191 | int framesToProcess, |
| 192 | float dbThreshold, |
| 193 | float dbKnee, |
| 194 | float ratio, |
| 195 | float attackTime, |
| 196 | float releaseTime, |
| 197 | float preDelayTime, |
| 198 | float dbPostGain, |
| 199 | float effectBlend, /* equal power crossfade */ |
| 200 | float releaseZone1, |
| 201 | float releaseZone2, |
| 202 | float releaseZone3, |
| 203 | float releaseZone4) |
| 204 | { |
| 205 | ASSERT(m_preDelayBuffers.size() == numberOfChannels); |
| 206 | |
| 207 | float sampleRate = r.context()->sampleRate(); |
| 208 | |
| 209 | m_meteringReleaseK = static_cast<float>(discreteTimeConstantForSampleRate(meteringReleaseTimeConstant, sampleRate)); |
| 210 | |
| 211 | float dryMix = 1 - effectBlend; |
| 212 | float wetMix = effectBlend; |
| 213 | |
| 214 | float k = updateStaticCurveParameters(dbThreshold, dbKnee, ratio); |
| 215 | |
| 216 | // Makeup gain. |
| 217 | float fullRangeGain = saturate(1, k); |
| 218 | float fullRangeMakeupGain = 1 / fullRangeGain; |
| 219 | |
| 220 | // Empirical/perceptual tuning. |
| 221 | fullRangeMakeupGain = powf(fullRangeMakeupGain, 0.6f); |
| 222 | |
| 223 | float masterLinearGain = decibelsToLinear(dbPostGain) * fullRangeMakeupGain; |
| 224 | |
| 225 | // Attack parameters. |
| 226 | attackTime = max(0.001f, attackTime); |
| 227 | float attackFrames = attackTime * sampleRate; |
| 228 | |
| 229 | // Release parameters. |
| 230 | float releaseFrames = sampleRate * releaseTime; |
| 231 | |
| 232 | // Detector release time. |
| 233 | float satReleaseTime = 0.0025f; |
| 234 | float satReleaseFrames = satReleaseTime * sampleRate; |
| 235 | |
| 236 | // Create a smooth function which passes through four points. |
| 237 | |
| 238 | // Polynomial of the form |
| 239 | // y = a + b*x + c*x^2 + d*x^3 + e*x^4; |
| 240 | |
| 241 | float y1 = releaseFrames * releaseZone1; |
| 242 | float y2 = releaseFrames * releaseZone2; |
| 243 | float y3 = releaseFrames * releaseZone3; |
| 244 | float y4 = releaseFrames * releaseZone4; |
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