Autoquit improvement: On effect plugins where it's possible for the FX to silence the output, measure the levels of the input signal for autoquit
This so that the effect won't be turned off when there's input that the effect is muting (eg. when you use the Amplifier to temporarily mute a signal)
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@@ -77,30 +77,30 @@ bool AmplifierEffect::processAudioBuffer( sampleFrame* buf, const fpp_t frames )
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for( fpp_t f = 0; f < frames; ++f )
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{
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// qDebug( "offset %d, value %f", f, m_ampControls.m_volumeModel.value( f ) );
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outSum += buf[f][0]*buf[f][0] + buf[f][1]*buf[f][1];
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sample_t s[2] = { buf[f][0], buf[f][1] };
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// convert vol/pan values to left/right values
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const float left1 = m_ampControls.m_volumeModel.value( f ) *
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( m_ampControls.m_panModel.value( f ) <= 0
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const float left1 = m_ampControls.m_volumeModel.value() *
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( m_ampControls.m_panModel.value() <= 0
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? 1.0
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: 1.0 - m_ampControls.m_panModel.value( f ) / 100.0 );
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const float right1 = m_ampControls.m_volumeModel.value( f ) *
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( m_ampControls.m_panModel.value( f ) >= 0
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const float right1 = m_ampControls.m_volumeModel.value() *
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( m_ampControls.m_panModel.value() >= 0
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? 1.0
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: 1.0 + m_ampControls.m_panModel.value( f ) / 100.0 );
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: 1.0 + m_ampControls.m_panModel.value() / 100.0 );
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// first stage amplification
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s[0] *= ( left1 / 100.0 );
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s[1] *= ( right1 / 100.0 );
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// second stage amplification
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s[0] *= ( m_ampControls.m_leftModel.value( f ) / 100.0 );
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s[1] *= ( m_ampControls.m_rightModel.value( f ) / 100.0 );
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s[0] *= ( m_ampControls.m_leftModel.value() / 100.0 );
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s[1] *= ( m_ampControls.m_rightModel.value() / 100.0 );
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buf[f][0] = d * buf[f][0] + w * s[0];
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buf[f][1] = d * buf[f][1] + w * s[1];
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outSum += buf[f][0]*buf[f][0] + buf[f][1]*buf[f][1];
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}
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checkGate( outSum / frames );
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@@ -88,13 +88,13 @@ bool BassBoosterEffect::processAudioBuffer( sampleFrame* buf, const fpp_t frames
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const float w = wetLevel();
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for( fpp_t f = 0; f < frames; ++f )
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{
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outSum += buf[f][0]*buf[f][0] + buf[f][1]*buf[f][1];
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sample_t s[2] = { buf[f][0], buf[f][1] };
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m_bbFX.nextSample( s[0], s[1] );
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buf[f][0] = d * buf[f][0] + w * s[0];
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buf[f][1] = d * buf[f][1] + w * s[1];
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outSum += buf[f][0]*buf[f][0] + buf[f][1]*buf[f][1];
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}
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checkGate( outSum / frames );
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@@ -155,11 +155,11 @@ bool DualFilterEffect::processAudioBuffer( sampleFrame* buf, const fpp_t frames
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s[0] += ( s2[0] * mix2 );
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s[1] += ( s2[1] * mix2 );
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}
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outSum += buf[f][0]*buf[f][0] + buf[f][1]*buf[f][1];
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// do another mix with dry signal
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buf[f][0] = d * buf[f][0] + w * s[0];
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buf[f][1] = d * buf[f][1] + w * s[1];
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outSum += buf[f][0]*buf[f][0] + buf[f][1]*buf[f][1];
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}
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checkGate( outSum / frames );
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@@ -214,11 +214,10 @@ bool dynProcEffect::processAudioBuffer( sampleFrame * _buf,
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s[0] *= outputGain;
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s[1] *= outputGain;
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out_sum += _buf[f][0]*_buf[f][0] + _buf[f][1]*_buf[f][1];
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// mix wet/dry signals
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_buf[f][0] = d * _buf[f][0] + w * s[0];
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_buf[f][1] = d * _buf[f][1] + w * s[1];
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out_sum += _buf[f][0]*_buf[f][0] + _buf[f][1]*_buf[f][1];
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}
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checkGate( out_sum / _frames );
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@@ -130,11 +130,10 @@ bool waveShaperEffect::processAudioBuffer( sampleFrame * _buf,
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s[0] *= output;
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s[1] *= output;
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out_sum += _buf[f][0]*_buf[f][0] + _buf[f][1]*_buf[f][1];
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// mix wet/dry signals
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_buf[f][0] = d * _buf[f][0] + w * s[0];
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_buf[f][1] = d * _buf[f][1] + w * s[1];
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out_sum += _buf[f][0]*_buf[f][0] + _buf[f][1]*_buf[f][1];
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}
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checkGate( out_sum / _frames );
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