/*
*	File:		Distance.cpp
*	
*	Version:	1.0
* 
*	Created:	1/23/07
*	
*	Copyright:  Copyright © 2007 Airwindows, Airwindows uses the MIT license
* 
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/*=============================================================================
	Distance.h
	
=============================================================================*/
#include "Distance.h"


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

COMPONENT_ENTRY(Distance)


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance::Distance
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Distance::Distance(AudioUnit component)
	: AUEffectBase(component)
{
	CreateElements();
	Globals()->UseIndexedParameters(kNumberOfParameters);
	SetParameter(kParam_One, kDefaultValue_ParamOne );
	SetParameter(kParam_Two, kDefaultValue_ParamTwo );
        
#if AU_DEBUG_DISPATCHER
	mDebugDispatcher = new AUDebugDispatcher (this);
#endif
	
}


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult		Distance::GetParameterValueStrings(AudioUnitScope		inScope,
                                                                AudioUnitParameterID	inParameterID,
                                                                CFArrayRef *		outStrings)
{
        
    return kAudioUnitErr_InvalidProperty;
}



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult		Distance::GetParameterInfo(AudioUnitScope		inScope,
                                                        AudioUnitParameterID	inParameterID,
                                                        AudioUnitParameterInfo	&outParameterInfo )
{
	ComponentResult result = noErr;

	outParameterInfo.flags = 	kAudioUnitParameterFlag_IsWritable
						|		kAudioUnitParameterFlag_IsReadable;
    
    if (inScope == kAudioUnitScope_Global) {
        switch(inParameterID)
        {
            case kParam_One:
                AUBase::FillInParameterName (outParameterInfo, kParameterOneName, false);
				outParameterInfo.unit = kAudioUnitParameterUnit_CustomUnit;
				outParameterInfo.unitName = kParameterOneUnit;
                outParameterInfo.minValue = 0.0;
                outParameterInfo.maxValue = 2.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamOne;
                break;
            case kParam_Two:
                AUBase::FillInParameterName (outParameterInfo, kParameterTwoName, false);
                outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
                outParameterInfo.minValue = 0.0;
                outParameterInfo.maxValue = 1.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamTwo;
                break;
            default:
                result = kAudioUnitErr_InvalidParameter;
                break;
            }
	} else {
        result = kAudioUnitErr_InvalidParameter;
    }
    


	return result;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult		Distance::GetPropertyInfo (AudioUnitPropertyID	inID,
                                                        AudioUnitScope		inScope,
                                                        AudioUnitElement	inElement,
                                                        UInt32 &		outDataSize,
                                                        Boolean &		outWritable)
{
	return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult		Distance::GetProperty(	AudioUnitPropertyID inID,
                                                        AudioUnitScope 		inScope,
                                                        AudioUnitElement 	inElement,
                                                        void *			outData )
{
	return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Distance::Initialize()
{
    ComponentResult result = AUEffectBase::Initialize();
    if (result == noErr)
        Reset(kAudioUnitScope_Global, 0);
    return result;
}

#pragma mark ____DistanceEffectKernel


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance::DistanceKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Distance::DistanceKernel::Reset()
{
	thirdresult = prevresult = lastclamp = clamp = change = last = 0.0;
	//just an example
	fpd = 1.0; while (fpd < 16386) fpd = rand()*UINT32_MAX;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance::DistanceKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Distance::DistanceKernel::Process(	const Float32 	*inSourceP,
                                                    Float32		 	*inDestP,
                                                    UInt32 			inFramesToProcess,
                                                    UInt32			inNumChannels, // for version 2 AudioUnits inNumChannels is always 1
                                                    bool			&ioSilence )
{

	//This code will pass-thru the audio data.
	//This is where you want to process data to produce an effect.
	//persistent- lastclamp, clamp, change, last
	
	UInt32 nSampleFrames = inFramesToProcess;
	const Float32 *sourceP = inSourceP;
	Float32 *destP = inDestP;
	Float64 overallscale = 1.0;
	overallscale /= 44100.0;
	overallscale *= GetSampleRate();
	
	Float64 softslew = (pow(GetParameter( kParam_One ),3)*12)+.6;
	softslew *= overallscale;
	Float64 filtercorrect = softslew / 2.0;
	Float64 thirdfilter = softslew / 3.0;
	Float64 levelcorrect = 1.0 + (softslew / 6.0);
	Float64 postfilter;
	Float64 wet = GetParameter( kParam_Two );
	Float64 dry = 1.0-wet;
	Float64 bridgerectifier;
	Float64 inputSample;
	Float64 drySample;
	
	while (nSampleFrames-- > 0) {
		inputSample = *sourceP;
		if (fabs(inputSample)<1.18e-23) inputSample = fpd * 1.18e-17;
		drySample = inputSample;
		
		
		inputSample *= softslew;
		lastclamp = clamp;
		clamp = inputSample - last;
		postfilter = change = fabs(clamp - lastclamp);
		postfilter += filtercorrect;
		if (change > 1.5707963267949) change = 1.5707963267949;
		bridgerectifier = (1.0-sin(change));
		if (bridgerectifier < 0.0) bridgerectifier = 0.0;
		inputSample = last + (clamp * bridgerectifier);
		last = inputSample;
		inputSample /= softslew;
		inputSample += (thirdresult * thirdfilter);
		inputSample /= (thirdfilter + 1.0);
		inputSample += (prevresult * postfilter);
		inputSample /= (postfilter + 1.0);
		//do an IIR like thing to further squish superdistant stuff
		thirdresult = prevresult;
		prevresult = inputSample;
		inputSample *= levelcorrect;

		if (wet < 1.0) inputSample = (drySample * dry)+(inputSample*wet);
		
		//begin 32 bit floating point dither
		int expon; frexpf((float)inputSample, &expon);
		fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
		inputSample += ((double(fpd)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
		//end 32 bit floating point dither
		
		*destP = inputSample;
		sourceP += inNumChannels;
		destP += inNumChannels;
	}
}

