/*
*	File:		Console7Channel.cpp
*	
*	Version:	1.0
* 
*	Created:	11/28/20
*	
*	Copyright:  Copyright © 2020 Airwindows, Airwindows uses the MIT license
* 
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/*=============================================================================
	Console7Channel.cpp
	
=============================================================================*/
#include "Console7Channel.h"


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

COMPONENT_ENTRY(Console7Channel)


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Console7Channel::Console7Channel
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Console7Channel::Console7Channel(AudioUnit component)
	: AUEffectBase(component)
{
	CreateElements();
	Globals()->UseIndexedParameters(kNumberOfParameters);
	SetParameter(kParam_One, kDefaultValue_ParamOne );
         
#if AU_DEBUG_DISPATCHER
	mDebugDispatcher = new AUDebugDispatcher (this);
#endif
	
}


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Console7Channel::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Console7Channel::GetParameterValueStrings(AudioUnitScope		inScope,
                                                                AudioUnitParameterID	inParameterID,
                                                                CFArrayRef *		outStrings)
{
        
    return kAudioUnitErr_InvalidProperty;
}



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Console7Channel::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Console7Channel::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_Generic;
                outParameterInfo.minValue = 0.0;
                outParameterInfo.maxValue = 1.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamOne;
                break;
           default:
                result = kAudioUnitErr_InvalidParameter;
                break;
            }
	} else {
        result = kAudioUnitErr_InvalidParameter;
    }
    


	return result;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Console7Channel::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Console7Channel::GetPropertyInfo (AudioUnitPropertyID	inID,
                                                        AudioUnitScope		inScope,
                                                        AudioUnitElement	inElement,
                                                        UInt32 &		outDataSize,
                                                        Boolean &		outWritable)
{
	return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Console7Channel::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Console7Channel::GetProperty(	AudioUnitPropertyID inID,
                                                        AudioUnitScope 		inScope,
                                                        AudioUnitElement 	inElement,
                                                        void *			outData )
{
	return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}

//	Console7Channel::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Console7Channel::Initialize()
{
    ComponentResult result = AUEffectBase::Initialize();
    if (result == noErr)
        Reset(kAudioUnitScope_Global, 0);
    return result;
}

#pragma mark ____Console7ChannelEffectKernel



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Console7Channel::Console7ChannelKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Console7Channel::Console7ChannelKernel::Reset()
{
	gainchase = -1.0;
	chasespeed = 64.0;
	for (int x = 0; x < 11; x++) {biquadA[x] = 0.0;}
	fpd = 1.0; while (fpd < 16386) fpd = rand()*UINT32_MAX;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Console7Channel::Console7ChannelKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Console7Channel::Console7ChannelKernel::Process(	const Float32 	*inSourceP,
                                                    Float32		 	*inDestP,
                                                    UInt32 			inFramesToProcess,
                                                    UInt32			inNumChannels, 
                                                    bool			&ioSilence )
{
	UInt32 nSampleFrames = inFramesToProcess;
	const Float32 *sourceP = inSourceP;
	Float32 *destP = inDestP;
	double inputgain = GetParameter( kParam_One )*1.272019649514069;
	//which is, in fact, the square root of 1.618033988749894848204586...
	//this happens to give us a boost factor where the track continues to get louder even
	//as it saturates and loses a bit of peak energy. Console7Channel channels go to 12! (.272,etc)
	//Neutral gain through the whole system with a full scale sine ia 0.772 on the gain knob
	if (gainchase != inputgain) chasespeed *= 2.0;
	if (chasespeed > inFramesToProcess) chasespeed = inFramesToProcess;
	if (gainchase < 0.0) gainchase = inputgain;
	
	biquadA[0] = 20000.0 / GetSampleRate();
    biquadA[1] = 1.618033988749894848204586;
	
	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;	
	
	while (nSampleFrames-- > 0) {
		double inputSample = *sourceP;
		if (fabs(inputSample)<1.18e-23) inputSample = fpd * 1.18e-17;
		
		double tempSample = biquadA[2]*inputSample+biquadA[3]*biquadA[7]+biquadA[4]*biquadA[8]-biquadA[5]*biquadA[9]-biquadA[6]*biquadA[10];
		biquadA[8] = biquadA[7]; biquadA[7] = inputSample; inputSample = tempSample; 
		biquadA[10] = biquadA[9]; biquadA[9] = inputSample; //DF1
		
		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
		if (1.0 != gainchase) inputSample *= pow(gainchase,3);
		//this trim control cuts back extra hard because we will amplify after the distortion
		//that will shift the distortion/antidistortion curve, in order to make faded settings
		//slightly 'expanded' and fall back in the soundstage, subtly
		
		if (inputSample > 1.097) inputSample = 1.097;
		if (inputSample < -1.097) inputSample = -1.097;
		inputSample = ((sin(inputSample*fabs(inputSample))/((fabs(inputSample) == 0.0) ?1:fabs(inputSample)))*0.8)+(sin(inputSample)*0.2);
		//this is a version of Spiral blended 80/20 with regular Density ConsoleChannel.
		//It's blending between two different harmonics in the overtones of the algorithm
				
		if (1.0 != gainchase && 0.0 != gainchase) inputSample /= gainchase;
		//we re-amplify after the distortion relative to how much we cut back previously.
		
		//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;
	}
}

