/*
*	File:		Pockey2.cpp
*	
*	Version:	1.0
* 
*	Created:	9/14/22
*	
*	Copyright:  Copyright © 2022 Airwindows, Airwindows uses the MIT license
* 
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/*=============================================================================
	Pockey2.cpp
	
=============================================================================*/
#include "Pockey2.h"


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

AUDIOCOMPONENT_ENTRY(AUBaseFactory, Pockey2)


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Pockey2::Pockey2
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pockey2::Pockey2(AudioUnit component)
	: AUEffectBase(component)
{
	CreateElements();
	Globals()->UseIndexedParameters(kNumberOfParameters);
	SetParameter(kParam_One, kDefaultValue_ParamOne );
	SetParameter(kParam_Two, kDefaultValue_ParamTwo );
	SetParameter(kParam_Three, kDefaultValue_ParamThree );
         
#if AU_DEBUG_DISPATCHER
	mDebugDispatcher = new AUDebugDispatcher (this);
#endif
	
}


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Pockey2::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Pockey2::GetParameterValueStrings(AudioUnitScope		inScope,
                                                                AudioUnitParameterID	inParameterID,
                                                                CFArrayRef *		outStrings)
{
        
    return kAudioUnitErr_InvalidProperty;
}



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Pockey2::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Pockey2::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;
            case kParam_Two:
                AUBase::FillInParameterName (outParameterInfo, kParameterTwoName, false);
                outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
                outParameterInfo.minValue = 4.0;
                outParameterInfo.maxValue = 16.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamTwo;
                break;
            case kParam_Three:
                AUBase::FillInParameterName (outParameterInfo, kParameterThreeName, false);
                outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
                outParameterInfo.minValue = 0.0;
                outParameterInfo.maxValue = 1.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamThree;
                break;
           default:
                result = kAudioUnitErr_InvalidParameter;
                break;
            }
	} else {
        result = kAudioUnitErr_InvalidParameter;
    }
    


	return result;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Pockey2::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Pockey2::GetPropertyInfo (AudioUnitPropertyID	inID,
                                                        AudioUnitScope		inScope,
                                                        AudioUnitElement	inElement,
                                                        UInt32 &		outDataSize,
                                                        Boolean &		outWritable)
{
	return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Pockey2::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Pockey2::GetProperty(	AudioUnitPropertyID inID,
                                                        AudioUnitScope 		inScope,
                                                        AudioUnitElement 	inElement,
                                                        void *			outData )
{
	return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}

//	Pockey2::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Pockey2::Initialize()
{
    ComponentResult result = AUEffectBase::Initialize();
    if (result == noErr)
        Reset(kAudioUnitScope_Global, 0);
    return result;
}

#pragma mark ____Pockey2EffectKernel



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Pockey2::Pockey2Kernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Pockey2::Pockey2Kernel::Reset()
{
	lastSample = 0.0;
	heldSample = 0.0;
	previousHeld = 0.0;
	position = 0;
	fpd = 1.0; while (fpd < 16386) fpd = rand()*UINT32_MAX;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Pockey2::Pockey2Kernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Pockey2::Pockey2Kernel::Process(	const Float32 	*inSourceP,
                                                    Float32		 	*inDestP,
                                                    UInt32 			inFramesToProcess,
                                                    UInt32			inNumChannels, 
                                                    bool			&ioSilence )
{
	UInt32 nSampleFrames = inFramesToProcess;
	const Float32 *sourceP = inSourceP;
	Float32 *destP = inDestP;
	double overallscale = 1.0;
	overallscale /= 44100.0;
	overallscale *= GetSampleRate();

	int freq = floor(pow(GetParameter( kParam_One ),3)*32.0*overallscale);
	//dividing of derez must always be integer values now: no freq grinding
	
	double rez = GetParameter( kParam_Two);
	//4 to 16, with 12 being the default.
	int rezFactor = (int)pow(2,rez); //256, 4096, 65536 or anything in between
	
	double wet = GetParameter( kParam_Three );
	
	while (nSampleFrames-- > 0) {
		double inputSample = *sourceP;
		if (fabs(inputSample)<1.18e-23) inputSample = fpd * 1.18e-17;
		double drySample = inputSample;
				
		if (inputSample > 1.0) inputSample = 1.0; if (inputSample < -1.0) inputSample = -1.0;
		if (inputSample > 0) inputSample = log(1.0+(255*fabs(inputSample)))/log(255);
		if (inputSample < 0) inputSample = -log(1.0+(255*fabs(inputSample)))/log(255);
		//end uLaw encode		
		
		inputSample *= rezFactor;		
		if (inputSample > 0) inputSample = floor(inputSample);
		if (inputSample < 0) inputSample = -floor(-inputSample);
		inputSample /= rezFactor;
		
		if (inputSample > 1.0) inputSample = 1.0; if (inputSample < -1.0) inputSample = -1.0;
		if (inputSample > 0) inputSample = (pow(256,fabs(inputSample))-1.0) / 255;
		if (inputSample < 0) inputSample = -(pow(256,fabs(inputSample))-1.0) / 255;
		//end uLaw decode
		
		double blur = 0.618033988749894848204586-(fabs(inputSample - lastSample)*overallscale);
		if (blur < 0.0) blur = 0.0; //reverse it. Mellow stuff gets blur, bright gets edge
		
		if (position < 1)
		{
			position = freq; //one to ? scaled by overallscale
			heldSample = inputSample;			
		}
		inputSample = heldSample;
		lastSample = drySample;
		position--;

		inputSample = (inputSample * blur) + (previousHeld * (1.0-blur));
		//conditional average: only if we actually have brightness
		previousHeld = heldSample;
		//end Frequency Derez
		
		if (wet !=1.0) {
			inputSample = (inputSample * wet) + (drySample * (1.0-wet));
		}
		//Dry/Wet control, defaults to the last slider
		
		//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;
	}
}

