text: /* ========================================
   *  Console7Cascade - Console7Cascade.h
   *  Copyright (c) 2016 airwindows, All rights reserved
   * ======================================== */
  
  #ifndef __Console7Cascade_H
  #include "Console7Cascade.h"
  #endif
  
  void Console7Cascade::processReplacing(float **inputs, float **outputs, VstInt32 sampleFrames) 
  {
      float* in1  =  inputs[0];
      float* in2  =  inputs[1];
      float* out1 = outputs[0];
      float* out2 = outputs[1];
  	
  	long double inputgain = 1.0-(pow(1.0-A,2));
  	if (gainchase != inputgain) chasespeed *= 2.0;
  	if (chasespeed > sampleFrames) chasespeed = sampleFrames;
  	if (gainchase < 0.0) gainchase = inputgain;
  	
  	biquadE[0] = biquadD[0] = biquadC[0] = biquadB[0] = biquadA[0] = 20000.0 / getSampleRate();
  	biquadA[1] = 3.19622661; //tenth order Butterworth out of five biquads
  	biquadB[1] = 1.10134463;
  	biquadC[1] = 0.70710678;
  	biquadD[1] = 0.56116312;
      biquadE[1] = 0.50623256;
  	
  	double K = tan(M_PI * biquadA[0]); //lowpass
  	double norm = 1.0 / (1.0 + K / biquadA[1] + K * K);
  	biquadA[2] = K * K * norm;
  	biquadA[3] = 2.0 * biquadA[2];
  	biquadA[4] = biquadA[2];
  	biquadA[5] = 2.0 * (K * K - 1.0) * norm;
  	biquadA[6] = (1.0 - K / biquadA[1] + K * K) * norm;
  	
  	K = tan(M_PI * biquadA[0]);
  	norm = 1.0 / (1.0 + K / biquadB[1] + K * K);
  	biquadB[2] = K * K * norm;
  	biquadB[3] = 2.0 * biquadB[2];
  	biquadB[4] = biquadB[2];
  	biquadB[5] = 2.0 * (K * K - 1.0) * norm;
  	biquadB[6] = (1.0 - K / biquadB[1] + K * K) * norm;
  	
  	K = tan(M_PI * biquadC[0]);
  	norm = 1.0 / (1.0 + K / biquadC[1] + K * K);
  	biquadC[2] = K * K * norm;
  	biquadC[3] = 2.0 * biquadC[2];
  	biquadC[4] = biquadC[2];
  	biquadC[5] = 2.0 * (K * K - 1.0) * norm;
  	biquadC[6] = (1.0 - K / biquadC[1] + K * K) * norm;
  	
  	K = tan(M_PI * biquadD[0]);
  	norm = 1.0 / (1.0 + K / biquadD[1] + K * K);
  	biquadD[2] = K * K * norm;
  	biquadD[3] = 2.0 * biquadD[2];
  	biquadD[4] = biquadD[2];
  	biquadD[5] = 2.0 * (K * K - 1.0) * norm;
  	biquadD[6] = (1.0 - K / biquadD[1] + K * K) * norm;
  	
  	K = tan(M_PI * biquadE[0]);
  	norm = 1.0 / (1.0 + K / biquadE[1] + K * K);
  	biquadE[2] = K * K * norm;
  	biquadE[3] = 2.0 * biquadE[2];
  	biquadE[4] = biquadE[2];
  	biquadE[5] = 2.0 * (K * K - 1.0) * norm;
  	biquadE[6] = (1.0 - K / biquadE[1] + K * K) * norm;
  	
      while (--sampleFrames >= 0)
      {
  		long double inputSampleL = *in1;
  		long double inputSampleR = *in2;
  		if (fabs(inputSampleL)<1.18e-23) inputSampleL = fpdL * 1.18e-17;
  		if (fabs(inputSampleR)<1.18e-23) inputSampleR = fpdR * 1.18e-17;
  		
  		long double outSampleL = biquadA[2]*inputSampleL+biquadA[3]*biquadA[7]+biquadA[4]*biquadA[8]-biquadA[5]*biquadA[9]-biquadA[6]*biquadA[10];
  		biquadA[8] = biquadA[7]; biquadA[7] = inputSampleL; inputSampleL = outSampleL; biquadA[10] = biquadA[9]; biquadA[9] = inputSampleL; //DF1 left
  		long double outSampleR = biquadA[2]*inputSampleR+biquadA[3]*biquadA[11]+biquadA[4]*biquadA[12]-biquadA[5]*biquadA[13]-biquadA[6]*biquadA[14];
  		biquadA[12] = biquadA[11]; biquadA[11] = inputSampleR; inputSampleR = outSampleR; biquadA[14] = biquadA[13]; biquadA[13] = inputSampleR; //DF1 right
  
  		chasespeed *= 0.9999; chasespeed -= 0.01; if (chasespeed < 64.0) chasespeed = 64.0;
  		//we have our chase speed compensated for recent fader activity
  		gainchase = (((gainchase*chasespeed)+inputgain)/(chasespeed+1.0));
  		//gainchase is chasing the target, as a simple multiply gain factor
  		double cascade = gainchase + (gainchase*0.62);
  		
  		if (1.0 != cascade) {inputSampleL *= cascade; inputSampleR *= cascade;}
  		if (inputSampleL > 1.097) inputSampleL = 1.097;
  		if (inputSampleL < -1.097) inputSampleL = -1.097;
  		inputSampleL = ((sin(inputSampleL*fabs(inputSampleL))/((fabs(inputSampleL) == 0.0) ?1:fabs(inputSampleL)))*0.8)+(sin(inputSampleL)*0.2);
  		if (inputSampleR > 1.097) inputSampleR = 1.097;
  		if (inputSampleR < -1.097) inputSampleR = -1.097;
  		inputSampleR = ((sin(inputSampleR*fabs(inputSampleR))/((fabs(inputSampleR) == 0.0) ?1:fabs(inputSampleR)))*0.8)+(sin(inputSampleR)*0.2);
  		//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
  				
  		outSampleL = biquadB[2]*inputSampleL+biquadB[3]*biquadB[7]+biquadB[4]*biquadB[8]-biquadB[5]*biquadB[9]-biquadB[6]*biquadB[10];
  		biquadB[8] = biquadB[7]; biquadB[7] = inputSampleL; inputSampleL = outSampleL; biquadB[10] = biquadB[9]; biquadB[9] = inputSampleL; //DF1 left
  		outSampleR = biquadB[2]*inputSampleR+biquadB[3]*biquadB[11]+biquadB[4]*biquadB[12]-biquadB[5]*biquadB[13]-biquadB[6]*biquadB[14];
  		biquadB[12] = biquadB[11]; biquadB[11] = inputSampleR; inputSampleR = outSampleR; biquadB[14] = biquadB[13]; biquadB[13] = inputSampleR; //DF1 right
  		
  		if (1.0 != cascade) {inputSampleL *= cascade; inputSampleR *= cascade;}
  		if (inputSampleL > 1.097) inputSampleL = 1.097;
  		if (inputSampleL < -1.097) inputSampleL = -1.097;
  		inputSampleL = ((sin(inputSampleL*fabs(inputSampleL))/((fabs(inputSampleL) == 0.0) ?1:fabs(inputSampleL)))*0.8)+(sin(inputSampleL)*0.2);
  		if (inputSampleR > 1.097) inputSampleR = 1.097;
  		if (inputSampleR < -1.097) inputSampleR = -1.097;
  		inputSampleR = ((sin(inputSampleR*fabs(inputSampleR))/((fabs(inputSampleR) == 0.0) ?1:fabs(inputSampleR)))*0.8)+(sin(inputSampleR)*0.2);
  		//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
  		
  		outSampleL = biquadC[2]*inputSampleL+biquadC[3]*biquadC[7]+biquadC[4]*biquadC[8]-biquadC[5]*biquadC[9]-biquadC[6]*biquadC[10];
  		biquadC[8] = biquadC[7]; biquadC[7] = inputSampleL; inputSampleL = outSampleL; biquadC[10] = biquadC[9]; biquadC[9] = inputSampleL; //DF1 left
  		outSampleR = biquadC[2]*inputSampleR+biquadC[3]*biquadC[11]+biquadC[4]*biquadC[12]-biquadC[5]*biquadC[13]-biquadC[6]*biquadC[14];
  		biquadC[12] = biquadC[11]; biquadC[11] = inputSampleR; inputSampleR = outSampleR; biquadC[14] = biquadC[13]; biquadC[13] = inputSampleR; //DF1 right
  		
  		if (1.0 != cascade) {inputSampleL *= cascade; inputSampleR *= cascade;}
  		if (inputSampleL > 1.097) inputSampleL = 1.097;
  		if (inputSampleL < -1.097) inputSampleL = -1.097;
  		inputSampleL = ((sin(inputSampleL*fabs(inputSampleL))/((fabs(inputSampleL) == 0.0) ?1:fabs(inputSampleL)))*0.8)+(sin(inputSampleL)*0.2);
  		if (inputSampleR > 1.097) inputSampleR = 1.097;
  		if (inputSampleR < -1.097) inputSampleR = -1.097;
  		inputSampleR = ((sin(inputSampleR*fabs(inputSampleR))/((fabs(inputSampleR) == 0.0) ?1:fabs(inputSampleR)))*0.8)+(sin(inputSampleR)*0.2);
  		//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
  		
  		outSampleL = biquadD[2]*inputSampleL+biquadD[3]*biquadD[7]+biquadD[4]*biquadD[8]-biquadD[5]*biquadD[9]-biquadD[6]*biquadD[10];
  		biquadD[8] = biquadD[7]; biquadD[7] = inputSampleL; inputSampleL = outSampleL; biquadD[10] = biquadD[9]; biquadD[9] = inputSampleL; //DF1 left
  		outSampleR = biquadD[2]*inputSampleR+biquadD[3]*biquadD[11]+biquadD[4]*biquadD[12]-biquadD[5]*biquadD[13]-biquadD[6]*biquadD[14];
  		biquadD[12] = biquadD[11]; biquadD[11] = inputSampleR; inputSampleR = outSampleR; biquadD[14] = biquadD[13]; biquadD[13] = inputSampleR; //DF1 right
  		
  		if (1.0 != cascade) {inputSampleL *= cascade; inputSampleR *= cascade;}
  		if (inputSampleL > 1.097) inputSampleL = 1.097;
  		if (inputSampleL < -1.097) inputSampleL = -1.097;
  		inputSampleL = ((sin(inputSampleL*fabs(inputSampleL))/((fabs(inputSampleL) == 0.0) ?1:fabs(inputSampleL)))*0.8)+(sin(inputSampleL)*0.2);
  		if (inputSampleR > 1.097) inputSampleR = 1.097;
  		if (inputSampleR < -1.097) inputSampleR = -1.097;
  		inputSampleR = ((sin(inputSampleR*fabs(inputSampleR))/((fabs(inputSampleR) == 0.0) ?1:fabs(inputSampleR)))*0.8)+(sin(inputSampleR)*0.2);
  		//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
  		
  		outSampleL = biquadE[2]*inputSampleL+biquadE[3]*biquadE[7]+biquadE[4]*biquadE[8]-biquadE[5]*biquadE[9]-biquadE[6]*biquadE[10];
  		biquadE[8] = biquadE[7]; biquadE[7] = inputSampleL; inputSampleL = outSampleL; biquadE[10] = biquadE[9]; biquadE[9] = inputSampleL; //DF1 left
  		outSampleR = biquadE[2]*inputSampleR+biquadE[3]*biquadE[11]+biquadE[4]*biquadE[12]-biquadE[5]*biquadE[13]-biquadE[6]*biquadE[14];
  		biquadE[12] = biquadE[11]; biquadE[11] = inputSampleR; inputSampleR = outSampleR; biquadE[14] = biquadE[13]; biquadE[13] = inputSampleR; //DF1 right
  		
  		if (1.0 != cascade) {inputSampleL *= cascade; inputSampleR *= cascade;}
  		if (inputSampleL > 1.097) inputSampleL = 1.097;
  		if (inputSampleL < -1.097) inputSampleL = -1.097;
  		inputSampleL = ((sin(inputSampleL*fabs(inputSampleL))/((fabs(inputSampleL) == 0.0) ?1:fabs(inputSampleL)))*0.8)+(sin(inputSampleL)*0.2);
  		if (inputSampleR > 1.097) inputSampleR = 1.097;
  		if (inputSampleR < -1.097) inputSampleR = -1.097;
  		inputSampleR = ((sin(inputSampleR*fabs(inputSampleR))/((fabs(inputSampleR) == 0.0) ?1:fabs(inputSampleR)))*0.8)+(sin(inputSampleR)*0.2);
  		//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
  		
  		if (cascade > 1.0) {inputSampleL /= cascade; inputSampleR /= cascade;}
  		//we re-amplify after the distortion relative to how much we cut back previously.
  		
  		//begin 32 bit stereo floating point dither
  		int expon; frexpf((float)inputSampleL, &expon);
  		fpdL ^= fpdL << 13; fpdL ^= fpdL >> 17; fpdL ^= fpdL << 5;
  		inputSampleL += ((double(fpdL)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
  		frexpf((float)inputSampleR, &expon);
  		fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5;
  		inputSampleR += ((double(fpdR)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
  		//end 32 bit stereo floating point dither
  		
  		*out1 = inputSampleL;
  		*out2 = inputSampleR;
  
  		*in1++;
  		*in2++;
  		*out1++;
  		*out2++;
      }
  }
  
  void Console7Cascade::processDoubleReplacing(double **inputs, double **outputs, VstInt32 sampleFrames) 
  {
      double* in1  =  inputs[0];
      double* in2  =  inputs[1];
      double* out1 = outputs[0];
      double* out2 = outputs[1];
  	
  	long double inputgain = 1.0-(pow(1.0-A,2));
  	if (gainchase != inputgain) chasespeed *= 2.0;
  	if (chasespeed > sampleFrames) chasespeed = sampleFrames;
  	if (gainchase < 0.0) gainchase = inputgain;
  	
  	biquadE[0] = biquadD[0] = biquadC[0] = biquadB[0] = biquadA[0] = 20000.0 / getSampleRate();
  	biquadA[1] = 3.19622661; //tenth order Butterworth out of five biquads
  	biquadB[1] = 1.10134463;
  	biquadC[1] = 0.70710678;
  	biquadD[1] = 0.56116312;
      biquadE[1] = 0.50623256;
  	
  	double K = tan(M_PI * biquadA[0]); //lowpass
  	double norm = 1.0 / (1.0 + K / biquadA[1] + K * K);
  	biquadA[2] = K * K * norm;
  	biquadA[3] = 2.0 * biquadA[2];
  	biquadA[4] = biquadA[2];
  	biquadA[5] = 2.0 * (K * K - 1.0) * norm;
  	biquadA[6] = (1.0 - K / biquadA[1] + K * K) * norm;
  	
  	K = tan(M_PI * biquadA[0]);
  	norm = 1.0 / (1.0 + K / biquadB[1] + K * K);
  	biquadB[2] = K * K * norm;
  	biquadB[3] = 2.0 * biquadB[2];
  	biquadB[4] = biquadB[2];
  	biquadB[5] = 2.0 * (K * K - 1.0) * norm;
  	biquadB[6] = (1.0 - K / biquadB[1] + K * K) * norm;
  	
  	K = tan(M_PI * biquadC[0]);
  	norm = 1.0 / (1.0 + K / biquadC[1] + K * K);
  	biquadC[2] = K * K * norm;
  	biquadC[3] = 2.0 * biquadC[2];
  	biquadC[4] = biquadC[2];
  	biquadC[5] = 2.0 * (K * K - 1.0) * norm;
  	biquadC[6] = (1.0 - K / biquadC[1] + K * K) * norm;
  	
  	K = tan(M_PI * biquadD[0]);
  	norm = 1.0 / (1.0 + K / biquadD[1] + K * K);
  	biquadD[2] = K * K * norm;
  	biquadD[3] = 2.0 * biquadD[2];
  	biquadD[4] = biquadD[2];
  	biquadD[5] = 2.0 * (K * K - 1.0) * norm;
  	biquadD[6] = (1.0 - K / biquadD[1] + K * K) * norm;
  	
  	K = tan(M_PI * biquadE[0]);
  	norm = 1.0 / (1.0 + K / biquadE[1] + K * K);
  	biquadE[2] = K * K * norm;
  	biquadE[3] = 2.0 * biquadE[2];
  	biquadE[4] = biquadE[2];
  	biquadE[5] = 2.0 * (K * K - 1.0) * norm;
  	biquadE[6] = (1.0 - K / biquadE[1] + K * K) * norm;
  	
      while (--sampleFrames >= 0)
      {
  		long double inputSampleL = *in1;
  		long double inputSampleR = *in2;
  		if (fabs(inputSampleL)<1.18e-23) inputSampleL = fpdL * 1.18e-17;
  		if (fabs(inputSampleR)<1.18e-23) inputSampleR = fpdR * 1.18e-17;
  		
  		long double outSampleL = biquadA[2]*inputSampleL+biquadA[3]*biquadA[7]+biquadA[4]*biquadA[8]-biquadA[5]*biquadA[9]-biquadA[6]*biquadA[10];
  		biquadA[8] = biquadA[7]; biquadA[7] = inputSampleL; inputSampleL = outSampleL; biquadA[10] = biquadA[9]; biquadA[9] = inputSampleL; //DF1 left
  		long double outSampleR = biquadA[2]*inputSampleR+biquadA[3]*biquadA[11]+biquadA[4]*biquadA[12]-biquadA[5]*biquadA[13]-biquadA[6]*biquadA[14];
  		biquadA[12] = biquadA[11]; biquadA[11] = inputSampleR; inputSampleR = outSampleR; biquadA[14] = biquadA[13]; biquadA[13] = inputSampleR; //DF1 right
  		
  		chasespeed *= 0.9999; chasespeed -= 0.01; if (chasespeed < 64.0) chasespeed = 64.0;
  		//we have our chase speed compensated for recent fader activity
  		gainchase = (((gainchase*chasespeed)+inputgain)/(chasespeed+1.0));
  		//gainchase is chasing the target, as a simple multiply gain factor
  		double cascade = gainchase + (gainchase*0.62);
  		
  		if (1.0 != cascade) {inputSampleL *= cascade; inputSampleR *= cascade;}
  		if (inputSampleL > 1.097) inputSampleL = 1.097;
  		if (inputSampleL < -1.097) inputSampleL = -1.097;
  		inputSampleL = ((sin(inputSampleL*fabs(inputSampleL))/((fabs(inputSampleL) == 0.0) ?1:fabs(inputSampleL)))*0.8)+(sin(inputSampleL)*0.2);
  		if (inputSampleR > 1.097) inputSampleR = 1.097;
  		if (inputSampleR < -1.097) inputSampleR = -1.097;
  		inputSampleR = ((sin(inputSampleR*fabs(inputSampleR))/((fabs(inputSampleR) == 0.0) ?1:fabs(inputSampleR)))*0.8)+(sin(inputSampleR)*0.2);
  		//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
  		
  		outSampleL = biquadB[2]*inputSampleL+biquadB[3]*biquadB[7]+biquadB[4]*biquadB[8]-biquadB[5]*biquadB[9]-biquadB[6]*biquadB[10];
  		biquadB[8] = biquadB[7]; biquadB[7] = inputSampleL; inputSampleL = outSampleL; biquadB[10] = biquadB[9]; biquadB[9] = inputSampleL; //DF1 left
  		outSampleR = biquadB[2]*inputSampleR+biquadB[3]*biquadB[11]+biquadB[4]*biquadB[12]-biquadB[5]*biquadB[13]-biquadB[6]*biquadB[14];
  		biquadB[12] = biquadB[11]; biquadB[11] = inputSampleR; inputSampleR = outSampleR; biquadB[14] = biquadB[13]; biquadB[13] = inputSampleR; //DF1 right
  		
  		if (1.0 != cascade) {inputSampleL *= cascade; inputSampleR *= cascade;}
  		if (inputSampleL > 1.097) inputSampleL = 1.097;
  		if (inputSampleL < -1.097) inputSampleL = -1.097;
  		inputSampleL = ((sin(inputSampleL*fabs(inputSampleL))/((fabs(inputSampleL) == 0.0) ?1:fabs(inputSampleL)))*0.8)+(sin(inputSampleL)*0.2);
  		if (inputSampleR > 1.097) inputSampleR = 1.097;
  		if (inputSampleR < -1.097) inputSampleR = -1.097;
  		inputSampleR = ((sin(inputSampleR*fabs(inputSampleR))/((fabs(inputSampleR) == 0.0) ?1:fabs(inputSampleR)))*0.8)+(sin(inputSampleR)*0.2);
  		//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
  		
  		outSampleL = biquadC[2]*inputSampleL+biquadC[3]*biquadC[7]+biquadC[4]*biquadC[8]-biquadC[5]*biquadC[9]-biquadC[6]*biquadC[10];
  		biquadC[8] = biquadC[7]; biquadC[7] = inputSampleL; inputSampleL = outSampleL; biquadC[10] = biquadC[9]; biquadC[9] = inputSampleL; //DF1 left
  		outSampleR = biquadC[2]*inputSampleR+biquadC[3]*biquadC[11]+biquadC[4]*biquadC[12]-biquadC[5]*biquadC[13]-biquadC[6]*biquadC[14];
  		biquadC[12] = biquadC[11]; biquadC[11] = inputSampleR; inputSampleR = outSampleR; biquadC[14] = biquadC[13]; biquadC[13] = inputSampleR; //DF1 right
  		
  		if (1.0 != cascade) {inputSampleL *= cascade; inputSampleR *= cascade;}
  		if (inputSampleL > 1.097) inputSampleL = 1.097;
  		if (inputSampleL < -1.097) inputSampleL = -1.097;
  		inputSampleL = ((sin(inputSampleL*fabs(inputSampleL))/((fabs(inputSampleL) == 0.0) ?1:fabs(inputSampleL)))*0.8)+(sin(inputSampleL)*0.2);
  		if (inputSampleR > 1.097) inputSampleR = 1.097;
  		if (inputSampleR < -1.097) inputSampleR = -1.097;
  		inputSampleR = ((sin(inputSampleR*fabs(inputSampleR))/((fabs(inputSampleR) == 0.0) ?1:fabs(inputSampleR)))*0.8)+(sin(inputSampleR)*0.2);
  		//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
  		
  		outSampleL = biquadD[2]*inputSampleL+biquadD[3]*biquadD[7]+biquadD[4]*biquadD[8]-biquadD[5]*biquadD[9]-biquadD[6]*biquadD[10];
  		biquadD[8] = biquadD[7]; biquadD[7] = inputSampleL; inputSampleL = outSampleL; biquadD[10] = biquadD[9]; biquadD[9] = inputSampleL; //DF1 left
  		outSampleR = biquadD[2]*inputSampleR+biquadD[3]*biquadD[11]+biquadD[4]*biquadD[12]-biquadD[5]*biquadD[13]-biquadD[6]*biquadD[14];
  		biquadD[12] = biquadD[11]; biquadD[11] = inputSampleR; inputSampleR = outSampleR; biquadD[14] = biquadD[13]; biquadD[13] = inputSampleR; //DF1 right
  		
  		if (1.0 != cascade) {inputSampleL *= cascade; inputSampleR *= cascade;}
  		if (inputSampleL > 1.097) inputSampleL = 1.097;
  		if (inputSampleL < -1.097) inputSampleL = -1.097;
  		inputSampleL = ((sin(inputSampleL*fabs(inputSampleL))/((fabs(inputSampleL) == 0.0) ?1:fabs(inputSampleL)))*0.8)+(sin(inputSampleL)*0.2);
  		if (inputSampleR > 1.097) inputSampleR = 1.097;
  		if (inputSampleR < -1.097) inputSampleR = -1.097;
  		inputSampleR = ((sin(inputSampleR*fabs(inputSampleR))/((fabs(inputSampleR) == 0.0) ?1:fabs(inputSampleR)))*0.8)+(sin(inputSampleR)*0.2);
  		//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
  		
  		outSampleL = biquadE[2]*inputSampleL+biquadE[3]*biquadE[7]+biquadE[4]*biquadE[8]-biquadE[5]*biquadE[9]-biquadE[6]*biquadE[10];
  		biquadE[8] = biquadE[7]; biquadE[7] = inputSampleL; inputSampleL = outSampleL; biquadE[10] = biquadE[9]; biquadE[9] = inputSampleL; //DF1 left
  		outSampleR = biquadE[2]*inputSampleR+biquadE[3]*biquadE[11]+biquadE[4]*biquadE[12]-biquadE[5]*biquadE[13]-biquadE[6]*biquadE[14];
  		biquadE[12] = biquadE[11]; biquadE[11] = inputSampleR; inputSampleR = outSampleR; biquadE[14] = biquadE[13]; biquadE[13] = inputSampleR; //DF1 right
  		
  		if (1.0 != cascade) {inputSampleL *= cascade; inputSampleR *= cascade;}
  		if (inputSampleL > 1.097) inputSampleL = 1.097;
  		if (inputSampleL < -1.097) inputSampleL = -1.097;
  		inputSampleL = ((sin(inputSampleL*fabs(inputSampleL))/((fabs(inputSampleL) == 0.0) ?1:fabs(inputSampleL)))*0.8)+(sin(inputSampleL)*0.2);
  		if (inputSampleR > 1.097) inputSampleR = 1.097;
  		if (inputSampleR < -1.097) inputSampleR = -1.097;
  		inputSampleR = ((sin(inputSampleR*fabs(inputSampleR))/((fabs(inputSampleR) == 0.0) ?1:fabs(inputSampleR)))*0.8)+(sin(inputSampleR)*0.2);
  		//Console7Channel distortion stage, with a simpler form of the gain boost: no extra accentuation, because it's repeated 5x
  		
  		if (cascade > 1.0) {inputSampleL /= cascade; inputSampleR /= cascade;}
  		//we re-amplify after the distortion relative to how much we cut back previously.
  		
  		//begin 64 bit stereo floating point dither
  		int expon; frexp((double)inputSampleL, &expon);
  		fpdL ^= fpdL << 13; fpdL ^= fpdL >> 17; fpdL ^= fpdL << 5;
  		inputSampleL += ((double(fpdL)-uint32_t(0x7fffffff)) * 1.1e-44l * pow(2,expon+62));
  		frexp((double)inputSampleR, &expon);
  		fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5;
  		inputSampleR += ((double(fpdR)-uint32_t(0x7fffffff)) * 1.1e-44l * pow(2,expon+62));
  		//end 64 bit stereo floating point dither
  		
  		*out1 = inputSampleL;
  		*out2 = inputSampleR;
  
  		*in1++;
  		*in2++;
  		*out1++;
  		*out2++;
      }
  }
  