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/*
*	File:		AtmosphereBuss.cpp
*	
*	Version:	1.0
* 
*	Created:	3/10/18
*	
*	Copyright:  Copyright � 2018 Airwindows, All Rights Reserved
* 
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/*=============================================================================
	AtmosphereBuss.cpp
	
=============================================================================*/
#include "AtmosphereBuss.h"


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

COMPONENT_ENTRY(AtmosphereBuss)


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


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



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	AtmosphereBuss::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			AtmosphereBuss::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;
}

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

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

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

#pragma mark ____AtmosphereBussEffectKernel



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	AtmosphereBuss::AtmosphereBussKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		AtmosphereBuss::AtmosphereBussKernel::Reset()
{
	gainchase = -90.0;
	settingchase = -90.0;
	chasespeed = 350.0;

	fpNShape = 0.0;
	lastSampleA = 0.0;
	lastSampleB = 0.0;
	lastSampleC = 0.0;
	lastSampleD = 0.0;
	lastSampleE = 0.0;
	lastSampleF = 0.0;
	lastSampleG = 0.0;
	lastSampleH = 0.0;
	lastSampleI = 0.0;
	lastSampleJ = 0.0;
	lastSampleK = 0.0;
	lastSampleL = 0.0;
	lastSampleM = 0.0;
	thresholdA = 0.618033988749894;
	thresholdB = 0.679837387624884;
	thresholdC = 0.747821126387373;
	thresholdD = 0.82260323902611;
	thresholdE = 0.904863562928721;
	thresholdF = 0.995349919221593;
	thresholdG = 1.094884911143752;
	thresholdH = 1.204373402258128;
	thresholdI = 1.32481074248394;
	thresholdJ = 1.457291816732335;
	thresholdK = 1.603020998405568;
	thresholdL = 1.763323098246125;
	thresholdM = 1.939655408070737;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	AtmosphereBuss::AtmosphereBussKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		AtmosphereBuss::AtmosphereBussKernel::Process(	const Float32 	*inSourceP,
                                                    Float32		 	*inDestP,
                                                    UInt32 			inFramesToProcess,
                                                    UInt32			inNumChannels, 
                                                    bool			&ioSilence )
{
	UInt32 nSampleFrames = inFramesToProcess;
	const Float32 *sourceP = inSourceP;
	Float32 *destP = inDestP;
	Float64 overallscale = 1.0;
	overallscale /= 44100.0;
	overallscale *= GetSampleRate();
	long double inputSample;
	long double drySample;
	long double clamp;
	Float64 inputgain = GetParameter( kParam_One );
	if (settingchase != inputgain) {
		chasespeed *= 2.0;
		settingchase = inputgain;
	}
	if (chasespeed > 2500.0) chasespeed = 2500.0;
	if (gainchase < 0.0) gainchase = inputgain;	
	
	thresholdA = 0.618033988749894 / overallscale;
	thresholdB = 0.679837387624884 / overallscale;
	thresholdC = 0.747821126387373 / overallscale;
	thresholdD = 0.82260323902611 / overallscale;
	thresholdE = 0.904863562928721 / overallscale;
	thresholdF = 0.995349919221593 / overallscale;
	thresholdG = 1.094884911143752 / overallscale;
	thresholdH = 1.204373402258128 / overallscale;
	thresholdI = 1.32481074248394 / overallscale;
	thresholdJ = 1.457291816732335 / overallscale;
	thresholdK = 1.603020998405568 / overallscale;
	thresholdL = 1.763323098246125 / overallscale;
	thresholdM = 1.939655408070737 / overallscale;
	
	while (nSampleFrames-- > 0) {
		inputSample = *sourceP;
		
		static int noisesource = 0;
		noisesource = noisesource % 1700021; noisesource++;
		int residue = noisesource * noisesource;
		residue = residue % 170003; residue *= residue;
		residue = residue % 17011; residue *= residue;
		residue = residue % 1709; residue *= residue;
		residue = residue % 173; residue *= residue;
		residue = residue % 17;
		double applyresidue = residue;
		applyresidue *= 0.00000001;
		applyresidue *= 0.00000001;
		inputSample += applyresidue;
		//for Atmopshere, we always apply the dither noise. Then, if our result is 
		//effectively digital black, we'll subtract it again. We want a 'air' hiss
		
		if (inputSample<1.2e-38 && -inputSample<1.2e-38) {
			inputSample -= applyresidue;
		}
		
		chasespeed *= 0.9999;
		chasespeed -= 0.01;
		if (chasespeed < 350.0) chasespeed = 350.0;
		//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 *= gainchase;
		//done with trim control
		
		drySample = inputSample;
		
		clamp = inputSample - lastSampleA;
		if (clamp > thresholdA) inputSample = lastSampleA + thresholdA;
		if (-clamp > thresholdA) inputSample = lastSampleA - thresholdA;
		
		clamp = inputSample - lastSampleB;
		if (clamp > thresholdB) inputSample = lastSampleB + thresholdB;
		if (-clamp > thresholdB) inputSample = lastSampleB - thresholdB;
		
		clamp = inputSample - lastSampleC;
		if (clamp > thresholdC) inputSample = lastSampleC + thresholdC;
		if (-clamp > thresholdC) inputSample = lastSampleC - thresholdC;
		
		clamp = inputSample - lastSampleD;
		if (clamp > thresholdD) inputSample = lastSampleD + thresholdD;
		if (-clamp > thresholdD) inputSample = lastSampleD - thresholdD;
		
		clamp = inputSample - lastSampleE;
		if (clamp > thresholdE) inputSample = lastSampleE + thresholdE;
		if (-clamp > thresholdE) inputSample = lastSampleE - thresholdE;
		
		clamp = inputSample - lastSampleF;
		if (clamp > thresholdF) inputSample = lastSampleF + thresholdF;
		if (-clamp > thresholdF) inputSample = lastSampleF - thresholdF;
		
		clamp = inputSample - lastSampleG;
		if (clamp > thresholdG) inputSample = lastSampleG + thresholdG;
		if (-clamp > thresholdG) inputSample = lastSampleG - thresholdG;
		
		clamp = inputSample - lastSampleH;
		if (clamp > thresholdH) inputSample = lastSampleH + thresholdH;
		if (-clamp > thresholdH) inputSample = lastSampleH - thresholdH;
		
		clamp = inputSample - lastSampleI;
		if (clamp > thresholdI) inputSample = lastSampleI + thresholdI;
		if (-clamp > thresholdI) inputSample = lastSampleI - thresholdI;
		
		clamp = inputSample - lastSampleJ;
		if (clamp > thresholdJ) inputSample = lastSampleJ + thresholdJ;
		if (-clamp > thresholdJ) inputSample = lastSampleJ - thresholdJ;
		
		clamp = inputSample - lastSampleK;
		if (clamp > thresholdK) inputSample = lastSampleK + thresholdK;
		if (-clamp > thresholdK) inputSample = lastSampleK - thresholdK;
		
		clamp = inputSample - lastSampleL;
		if (clamp > thresholdL) inputSample = lastSampleL + thresholdL;
		if (-clamp > thresholdL) inputSample = lastSampleL - thresholdL;
		
		clamp = inputSample - lastSampleM;
		if (clamp > thresholdM) inputSample = lastSampleM + thresholdM;
		if (-clamp > thresholdM) inputSample = lastSampleM - thresholdM;
		
		
		if (inputSample > 1.0) inputSample = 1.0;
		if (inputSample < -1.0) inputSample = -1.0;
		//without this, you can get a NaN condition where it spits out DC offset at full blast!
		
		inputSample = asin(inputSample);
		//amplitude aspect
		
		lastSampleM = lastSampleL;
		lastSampleL = lastSampleK;
		lastSampleK = lastSampleJ;
		lastSampleJ = lastSampleI;
		lastSampleI = lastSampleH;
		lastSampleH = lastSampleG;
		lastSampleG = lastSampleF;
		lastSampleF = lastSampleE;
		lastSampleE = lastSampleD;
		lastSampleD = lastSampleC;
		lastSampleC = lastSampleB;
		lastSampleB = lastSampleA;
		lastSampleA = drySample;
		//store the raw input sample again for use next time

		//32 bit dither, made small and tidy.
		int expon; frexpf((Float32)inputSample, &expon);
		long double dither = (rand()/(RAND_MAX*7.737125245533627e+25))*pow(2,expon+62);
		inputSample += (dither-fpNShape); fpNShape = dither;
		//end 32 bit dither
		
		*destP = inputSample;
		
		sourceP += inNumChannels; destP += inNumChannels;
	}
}