/*
*	File:		XNotch.cpp
*	
*	Version:	1.0
* 
*	Created:	5/24/21
*	
*	Copyright:  Copyright © 2021 Airwindows, Airwindows uses the MIT license
* 
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/*=============================================================================
	XNotch.cpp
	
=============================================================================*/
#include "XNotch.h"


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

COMPONENT_ENTRY(XNotch)


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


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



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	XNotch::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			XNotch::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 = 0.0;
                outParameterInfo.maxValue = 1.0;
                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;
           case kParam_Four:
                AUBase::FillInParameterName (outParameterInfo, kParameterFourName, false);
                outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
                outParameterInfo.minValue = 0.0;
                outParameterInfo.maxValue = 1.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamFour;
                break;
           default:
                result = kAudioUnitErr_InvalidParameter;
                break;
            }
	} else {
        result = kAudioUnitErr_InvalidParameter;
    }
    


	return result;
}

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

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

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

#pragma mark ____XNotchEffectKernel



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	XNotch::XNotchKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		XNotch::XNotchKernel::Reset()
{
	for (int x = 0; x < 11; x++) {biquad[x] = 0.0; biquadA[x] = 0.0; biquadB[x] = 0.0; biquadC[x] = 0.0; biquadD[x] = 0.0;}
	fpd = 1.0; while (fpd < 16386) fpd = rand()*UINT32_MAX;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	XNotch::XNotchKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		XNotch::XNotchKernel::Process(	const Float32 	*inSourceP,
                                                    Float32		 	*inDestP,
                                                    UInt32 			inFramesToProcess,
                                                    UInt32			inNumChannels, 
                                                    bool			&ioSilence )
{
	UInt32 nSampleFrames = inFramesToProcess;
	const Float32 *sourceP = inSourceP;
	Float32 *destP = inDestP;
	
	Float64 gain = pow(GetParameter( kParam_One )+0.5,4);
	biquadA[0] = (pow(GetParameter( kParam_Two ),3)*20000.0)/GetSampleRate();
	if (biquadA[0] < 0.0003) biquadA[0] = 0.0003;
	Float64 clipFactor = 1.0+(pow(GetParameter( kParam_Three ),3)*2.0);
	
	double K = tan(M_PI * biquadA[0]);
	double norm = 1.0 / (1.0 + K / 0.7071 + K * K);
	biquadA[2] = (1.0 + K * K) * norm;
	biquadA[3] = 2.0 * (K * K - 1) * norm;
	biquadA[4] = biquadA[2];
	biquadA[5] = biquadA[3];
	biquadA[6] = (1.0 - K / 0.7071 + K * K) * norm;
	
	for (int x = 0; x < 7; x++) {biquad[x] = biquadD[x] = biquadC[x] = biquadB[x] = biquadA[x];}
	
	Float64 aWet = 1.0;
	Float64 bWet = 1.0;
	Float64 cWet = 1.0;
	Float64 dWet = GetParameter( kParam_Three )*4.0;
	Float64 wet = GetParameter( kParam_Four );
	//four-stage wet/dry control using progressive stages that bypass when not engaged
	if (dWet < 1.0) {aWet = dWet; bWet = 0.0; cWet = 0.0; dWet = 0.0;}
	else if (dWet < 2.0) {bWet = dWet - 1.0; cWet = 0.0; dWet = 0.0;}
	else if (dWet < 3.0) {cWet = dWet - 2.0; dWet = 0.0;}
	else {dWet -= 3.0;}
	//this is one way to make a little set of dry/wet stages that are successively added to the
	//output as the control is turned up. Each one independently goes from 0-1 and stays at 1
	//beyond that point: this is a way to progressively add a 'black box' sound processing
	//which lets you fall through to simpler processing at lower settings.
	double outSample = 0.0;
	
	while (nSampleFrames-- > 0) {
		double inputSample = *sourceP;
		if (fabs(inputSample)<1.18e-23) inputSample = fpd * 1.18e-17;
		double drySample = inputSample;
		
		if (gain != 1.0) {
			inputSample *= gain;
		}
		
		double nukeLevel = inputSample;
		
		if (inputSample > 1.57079633) inputSample = 1.57079633;
		if (inputSample < -1.57079633) inputSample = -1.57079633;
		inputSample = sin(inputSample);
		outSample = biquad[2]*inputSample+biquad[3]*biquad[7]+biquad[4]*biquad[8]-biquad[5]*biquad[9]-biquad[6]*biquad[10];
		biquad[8] = biquad[7]; biquad[7] = inputSample; biquad[10] = biquad[9];
		nukeLevel = inputSample = biquad[9] = outSample; //DF1
		
		if (aWet > 0.0) {
			inputSample *= clipFactor;
			if (inputSample > 1.57079633) inputSample = 1.57079633;
			if (inputSample < -1.57079633) inputSample = -1.57079633;
			inputSample = sin(inputSample);
			outSample = 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; biquadA[10] = biquadA[9];
			inputSample = biquadA[9] = outSample; //DF1
			nukeLevel = inputSample = (inputSample * aWet) + (nukeLevel * (1.0-aWet));
		}
		if (bWet > 0.0) {
			inputSample *= clipFactor;
			if (inputSample > 1.57079633) inputSample = 1.57079633;
			if (inputSample < -1.57079633) inputSample = -1.57079633;
			inputSample = sin(inputSample);
			outSample = biquadB[2]*inputSample+biquadB[3]*biquadB[7]+biquadB[4]*biquadB[8]-biquadB[5]*biquadB[9]-biquadB[6]*biquadB[10];
			biquadB[8] = biquadB[7]; biquadB[7] = inputSample; biquadB[10] = biquadB[9]; 
			inputSample = biquadB[9] = outSample; //DF1
			nukeLevel = inputSample = (inputSample * bWet) + (nukeLevel * (1.0-bWet));
		}
		if (cWet > 0.0) {
			inputSample *= clipFactor;
			if (inputSample > 1.57079633) inputSample = 1.57079633;
			if (inputSample < -1.57079633) inputSample = -1.57079633;
			inputSample = sin(inputSample);
			outSample = biquadC[2]*inputSample+biquadC[3]*biquadC[7]+biquadC[4]*biquadC[8]-biquadC[5]*biquadC[9]-biquadC[6]*biquadC[10];
			biquadC[8] = biquadC[7]; biquadC[7] = inputSample; biquadC[10] = biquadC[9]; 
			inputSample = biquadC[9] = outSample; //DF1
			nukeLevel = inputSample = (inputSample * cWet) + (nukeLevel * (1.0-cWet));
		}
		if (dWet > 0.0) {
			inputSample *= clipFactor;
			if (inputSample > 1.57079633) inputSample = 1.57079633;
			if (inputSample < -1.57079633) inputSample = -1.57079633;
			inputSample = sin(inputSample);
			outSample = biquadD[2]*inputSample+biquadD[3]*biquadD[7]+biquadD[4]*biquadD[8]-biquadD[5]*biquadD[9]-biquadD[6]*biquadD[10];
			biquadD[8] = biquadD[7]; biquadD[7] = inputSample; biquadD[10] = biquadD[9]; 
			inputSample = biquadD[9] = outSample; //DF1
			nukeLevel = inputSample = (inputSample * dWet) + (nukeLevel * (1.0-dWet));
		}
		if (inputSample > 1.57079633) inputSample = 1.57079633;
		if (inputSample < -1.57079633) inputSample = -1.57079633;
		inputSample = sin(inputSample);
		
		
		if (wet < 1.0) {
			inputSample = (drySample * (1.0-wet))+(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;
	}
}

