frac32.positive adds gain to input audio
frac32.positive Level Threshold (with auto make-up gain)
frac32.positive Release rate
frac32.positive Goal Volume
frac32.positive Open to turn limiter into expander (glitches when both threshold and expander values are high, causing a fat, harsh distortion. Awesome for bassdrums!)
frac32buffer input wave
frac32buffer out
int32_t out1;
int32_t out2;
int32_t out3;
int rate = ((1 << 26) + (1 << 25) + (1 << 24) + (1 << 23) + (inlet_rate >> 4))
<< 2;
int32_t in;
in = ___SMMUL(inlet_in << 3, ((1 << 26) + (inlet_gainAdd)) << 3);
int sabs;
sabs = (in >= 0) ? in : -in;
if (sabs > out1) {
out1 = sabs;
} else {
out1 = ___SMMUL(out1 << 3, rate);
}
int32_t thresa = (inlet_threshold >= (1 << 18)) ? inlet_threshold : (1 << 18);
Float_t f;
f.f = (thresa);
int32_t r1 = ((f.parts.exponent & 0x7F) - 18) << 24;
int32_t r2 = logt[f.parts.mantissa >> 15] << 10;
int32_t thresh = r1 + r2;
int32_t thresb;
thresb = ___SMMUL(out1 << 3, inlet_expander << 2) +
___SMMUL(thresa << 3, ((1 << 27) - inlet_expander) << 2);
f.f = (thresb > out1) ? thresb : out1;
r1 = ((f.parts.exponent & 0x7F) - 18) << 24;
r2 = logt[f.parts.mantissa >> 15] << 10;
int32_t audioIn = r1 + r2;
int32_t slog = (thresh - audioIn);
f.f = (1 << 27);
r1 = ((f.parts.exponent & 0x7F) - 18) << 24;
r2 = logt[f.parts.mantissa >> 15] << 10;
int32_t normal = r1 + r2;
int32_t normat = (normal - thresh);
int8_t s = (slog >> 24) + 12;
uint8_t ei = slog >> 16;
int32_t audioOut;
if (s >= 0)
audioOut = (expt[ei] << s);
else
audioOut = (expt[ei] >> (-s));
s = (normat >> 24) + 6;
ei = normat >> 16;
int32_t norman;
if (s >= 0)
norman = (expt[ei] << s);
else
norman = (expt[ei] >> (-s));
int32_t outa = ___SMMUL(audioOut << 2, in << 3);
int32_t outb = (outa >> 3) * (norman >> 18);
outlet_out = ___SMMUL(outb << 3, inlet_goal << 2);