// Loudness War Winner: Because negative LUFS are boring // Copyright (C) 2022 Robbert van der Helm // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . use nih_plug::prelude::*; use std::sync::Arc; mod filter; /// The length of silence after which the signal should start fading out into silence. This is to /// avoid outputting a constant DC signal. const SILENCE_FADEOUT_START_MS: f32 = 1000.0; /// The time it takes after `SILENCE_FADEOUT_START_MS` to fade from a full scale DC signal to silence. const SILENCE_FADEOUT_END_MS: f32 = SILENCE_FADEOUT_START_MS + 1000.0; /// The center frequency for our optional bandpass filter, in Hertz. const BP_FREQUENCY: f32 = 5500.0; struct LoudnessWarWinner { params: Arc, sample_rate: f32, /// To win even harder we'll band-pass the signal around 5.5 kHz when the `WIN HARDER` parameter /// is enabled. And we'll cascade four of these filters while we're at it. bp_filters: Vec<[filter::Biquad; 4]>, /// The number of samples since the last non-zero sample. This is used to fade into silence when /// the input has also been silent for a while instead of outputting a constant DC signal. All /// channels need to be silent for a signal to be considered silent. num_silent_samples: u32, /// `SILENCE_FADEOUT_START_MS` converted to samples. silence_fadeout_start_samples: u32, /// `SILENCE_FADEOUT_END_MS` converted to samples. silence_fadeout_end_samples: u32, /// The length of the fadeout, in samples. silence_fadeout_length_samples: u32, } #[derive(Params)] struct LoudnessWarWinnerParams { /// The output gain, set to -24 dB by default because oof ouchie. #[id = "output"] output_gain: FloatParam, /// When non-zero, this engages a bandpass filter around 5.5 kHz to help with the LUFS /// K-Weighting. This is a fraction in `[0, 1]`. [`LoudnessWarWinner::update_bp_filters()`] /// calculates the filter's Q value basedo n this. #[id = "powah"] win_harder_factor: FloatParam, } impl Default for LoudnessWarWinner { fn default() -> Self { Self { params: Arc::new(LoudnessWarWinnerParams::default()), sample_rate: 1.0, bp_filters: Vec::new(), num_silent_samples: 0, silence_fadeout_start_samples: 0, silence_fadeout_end_samples: 0, silence_fadeout_length_samples: 0, } } } impl Default for LoudnessWarWinnerParams { fn default() -> Self { Self { output_gain: FloatParam::new( "Output Gain", util::db_to_gain(-24.0), // Because we're representing gain as decibels the range is already logarithmic FloatRange::Linear { min: util::db_to_gain(-24.0), max: util::db_to_gain(0.0), }, ) .with_smoother(SmoothingStyle::Logarithmic(10.0)) .with_unit(" dB") .with_value_to_string(formatters::v2s_f32_gain_to_db(2)) .with_string_to_value(formatters::s2v_f32_gain_to_db()), win_harder_factor: FloatParam::new( "WIN HARDER", 0.0, // This ramps up hard, so we'll make sure the 'usable' (for a lack of a better word) // value range is larger FloatRange::Skewed { min: 0.0, max: 1.0, factor: FloatRange::skew_factor(-2.0), }, ) .with_smoother(SmoothingStyle::Linear(30.0)) .with_unit("%") .with_value_to_string(formatters::v2s_f32_percentage(0)) .with_string_to_value(formatters::s2v_f32_percentage()), } } } impl Plugin for LoudnessWarWinner { const NAME: &'static str = "Loudness War Winner"; const VENDOR: &'static str = "Robbert van der Helm"; const URL: &'static str = env!("CARGO_PKG_HOMEPAGE"); const EMAIL: &'static str = "mail@robbertvanderhelm.nl"; const VERSION: &'static str = env!("CARGO_PKG_VERSION"); const DEFAULT_INPUT_CHANNELS: u32 = 2; const DEFAULT_OUTPUT_CHANNELS: u32 = 2; type BackgroundTask = (); fn params(&self) -> Arc { self.params.clone() } fn accepts_bus_config(&self, config: &BusConfig) -> bool { config.num_input_channels == config.num_output_channels && config.num_input_channels > 0 } fn initialize( &mut self, bus_config: &BusConfig, buffer_config: &BufferConfig, _context: &mut impl InitContext, ) -> bool { self.sample_rate = buffer_config.sample_rate; self.bp_filters.resize( bus_config.num_output_channels as usize, [filter::Biquad::default(); 4], ); self.update_bp_filters(); self.silence_fadeout_start_samples = (SILENCE_FADEOUT_START_MS / 1000.0 * buffer_config.sample_rate).round() as u32; self.silence_fadeout_end_samples = (SILENCE_FADEOUT_END_MS / 1000.0 * buffer_config.sample_rate).round() as u32; self.silence_fadeout_length_samples = self.silence_fadeout_end_samples - self.silence_fadeout_start_samples; true } fn reset(&mut self) { for filters in &mut self.bp_filters { for filter in filters { filter.reset(); } } // Start with silence, so we don't immediately output a DC signal if the plugin is inserted // on a silent channel self.num_silent_samples = self.silence_fadeout_end_samples; } fn process( &mut self, buffer: &mut Buffer, _aux: &mut AuxiliaryBuffers, _context: &mut impl ProcessContext, ) -> ProcessStatus { for mut channel_samples in buffer.iter_samples() { let output_gain = self.params.output_gain.smoothed.next(); // When the `WIN_HARDER` parameter is engaged, we'll band-pass the signal around 5 kHz if self.params.win_harder_factor.smoothed.is_smoothing() { self.update_bp_filters(); } let apply_bp_filters = self.params.win_harder_factor.smoothed.previous_value() > 0.0; let mut is_silent = true; for (sample, bp_filters) in channel_samples.iter_mut().zip(&mut self.bp_filters) { is_silent &= *sample == 0.0; // For better performance we can move this conditional to an outer loop, but right // now it shouldn't be too bad if apply_bp_filters { for filter in bp_filters { *sample = filter.process(*sample); } } *sample = if *sample >= 0.0 { 1.0 } else { -1.0 } * output_gain; } // To avoid outputting a constant DC signal even when there's no input we'll slowly fade // into silence if is_silent { self.num_silent_samples += 1; if self.num_silent_samples >= self.silence_fadeout_end_samples { for sample in channel_samples { *sample = 0.0; } } else if self.num_silent_samples >= self.silence_fadeout_start_samples { let fadeout_gain = 1.0 - ((self.num_silent_samples - self.silence_fadeout_start_samples) as f32 / self.silence_fadeout_length_samples as f32); for sample in channel_samples { *sample *= fadeout_gain; } } } else { self.num_silent_samples = 0; } } ProcessStatus::Normal } } impl LoudnessWarWinner { /// Update the band-pass filters. This should only be called during processing if /// `self.params.win_harder_factor.smoothed.is_smoothing()`. fn update_bp_filters(&mut self) { let q = 0.00001 + (self.params.win_harder_factor.smoothed.next() * 30.0); let biquad_coefficients = filter::BiquadCoefficients::bandpass(self.sample_rate, BP_FREQUENCY, q); for filters in &mut self.bp_filters { for filter in filters { filter.coefficients = biquad_coefficients; } } } } impl ClapPlugin for LoudnessWarWinner { const CLAP_ID: &'static str = "nl.robbertvanderhelm.loudness-war-winner"; const CLAP_DESCRIPTION: Option<&'static str> = Some("Win the loudness war with ease"); const CLAP_MANUAL_URL: Option<&'static str> = Some(Self::URL); const CLAP_SUPPORT_URL: Option<&'static str> = None; const CLAP_FEATURES: &'static [ClapFeature] = &[ ClapFeature::AudioEffect, ClapFeature::Stereo, ClapFeature::Mono, ClapFeature::Limiter, ClapFeature::Distortion, ClapFeature::Utility, ClapFeature::Custom("pain"), ]; } impl Vst3Plugin for LoudnessWarWinner { const VST3_CLASS_ID: [u8; 16] = *b"LoudnessWar.RvdH"; const VST3_CATEGORIES: &'static str = "Fx|Dynamics|Distortion"; } nih_export_clap!(LoudnessWarWinner); nih_export_vst3!(LoudnessWarWinner);