On 15 Aug 2007, at 16:39, Steve Harris wrote:
Hi Juhana,
On 15 Aug 2007, at 15:43, Juhana Sadeharju wrote:
1. Denormalization. Feeding noise at the reverb
input would
save me trouble of finding all places where the problem
occurs, but is this wise? How to generate the proper noise?
You don't have to use noise, you could use a fs/2 signal at very
low amplitude, eg.
sig = 1e-30;
for (i in input)
x[i] += sig;
sig = -sig;
Hm, I've just realised that this is a bad idea if you do it to the
effect when its 100% dry. If someone else does it and the plugin are
chained it will either be inphase in which case it will build, or out
of phase in which case it will cancel and you'll have denormal
problems again :-/
Needs to be done with care. But as long as the effect is even
slightly wet it should be fine.
To avoid any risk there are cheap psuedorandom number generators you
can use, eg. take a large prime unsigned integer and keep multiplying
it by another large prime integer, then divide by UINT_MAX/2 and
subtract 1.0 to get a floating point value in [-1.0,1.0].
- Steve