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/*
*	File:		ChorusEnsemble.cpp
*	
*	Version:	1.0
* 
*	Created:	2/12/07
*	
*	Copyright:  Copyright � 2007 Airwindows, All Rights Reserved
* 
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*				software.
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*				The Apple Software is provided by Apple on an "AS IS" basis.  APPLE MAKES NO WARRANTIES, EXPRESS OR 
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*/
/*=============================================================================
	ChorusEnsemble.h
	
=============================================================================*/
#include "ChorusEnsemble.h"


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

COMPONENT_ENTRY(ChorusEnsemble)


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	ChorusEnsemble::ChorusEnsemble
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ChorusEnsemble::ChorusEnsemble(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
	
}


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



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	ChorusEnsemble::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult		ChorusEnsemble::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;
			default:
                result = kAudioUnitErr_InvalidParameter;
                break;
            }
	} else {
        result = kAudioUnitErr_InvalidParameter;
    }
    


	return result;
}

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

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

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

#pragma mark ____ChorusEnsembleEffectKernel


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	ChorusEnsemble::ChorusEnsembleKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		ChorusEnsemble::ChorusEnsembleKernel::Reset()
{
	for(int count = 0; count < totalsamples-1; count++) {d[count] = 0;}
	sweep = 3.141592653589793238 / 2.0;
	gcount = 0;
	airPrev = 0.0;
	airEven = 0.0;
	airOdd = 0.0;
	airFactor = 0.0;
	fpNShape = 0.0;
	fpFlip = false;
}

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

	UInt32 nSampleFrames = inFramesToProcess;
	const Float32 *sourceP = inSourceP;
	Float32 *destP = inDestP;
	Float64 overallscale = 1.0;
	overallscale /= 44100.0;
	overallscale *= GetSampleRate();
	
	Float64 speed = pow(GetParameter( kParam_One ),3) * 0.001;
	speed *= overallscale;
	int loopLimit = (int)(totalsamples * 0.499);
	int count;
	Float64 range = pow(GetParameter( kParam_Two ),3) * loopLimit * 0.12;
	Float64 wet = GetParameter( kParam_Three );
	Float64 modulation = range*wet;
	Float64 dry = 1.0 - wet;
	Float64 tupi = 3.141592653589793238 * 2.0;
	Float64 offset;
	Float64 start[4];
	
	long double inputSample;
	Float64 drySample;
	//now we'll precalculate some stuff that needn't be in every sample
	start[0] = range;
	start[1] = range * 2;
	start[2] = range * 3;
	start[3] = range * 4;
	
	while (nSampleFrames-- > 0) {
		inputSample = *sourceP;
		if (inputSample<1.2e-38 && -inputSample<1.2e-38) {
			static int noisesource = 0;
			//this declares a variable before anything else is compiled. It won't keep assigning
			//it to 0 for every sample, it's as if the declaration doesn't exist in this context,
			//but it lets me add this denormalization fix in a single place rather than updating
			//it in three different locations. The variable isn't thread-safe but this is only
			//a random seed and we can share it with whatever.
			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;
			//this denormalization routine produces a white noise at -300 dB which the noise
			//shaping will interact with to produce a bipolar output, but the noise is actually
			//all positive. That should stop any variables from going denormal, and the routine
			//only kicks in if digital black is input. As a final touch, if you save to 24-bit
			//the silence will return to being digital black again.
		}
		drySample = inputSample;

		airFactor = airPrev - inputSample;
		if (fpFlip) {airEven += airFactor; airOdd -= airFactor; airFactor = airEven;}
		else {airOdd += airFactor; airEven -= airFactor; airFactor = airOdd;}
		airOdd = (airOdd - ((airOdd - airEven)/256.0)) / 1.0001;
		airEven = (airEven - ((airEven - airOdd)/256.0)) / 1.0001;
		airPrev = inputSample;
		inputSample += (airFactor * wet * 0.64);
		//air, compensates for loss of highs in flanger's interpolation
		
		if (gcount < 1 || gcount > loopLimit) {gcount = loopLimit;}
		count = gcount;
		d[count+loopLimit] = d[count] = inputSample;
		//double buffer, inverted so we get some cancellation at small range values
		
		
		offset = start[0] + (modulation * sin(sweep));
		count = gcount + (int)floor(offset);
		inputSample = d[count] * (1-(offset-floor(offset))); //less as value moves away from .0
		inputSample += d[count+1]; //we can assume always using this in one way or another?
		inputSample += (d[count+2] * (offset-floor(offset))); //greater as value moves away from .0
		inputSample -= (((d[count]-d[count+1])-(d[count+1]-d[count+2]))/50); //interpolation hacks 'r us

		offset = start[1] + (modulation * sin(sweep + 1.0));
		count = gcount + (int)floor(offset);
		inputSample += d[count] * (1-(offset-floor(offset))); //less as value moves away from .0
		inputSample += d[count+1]; //we can assume always using this in one way or another?
		inputSample += (d[count+2] * (offset-floor(offset))); //greater as value moves away from .0
		inputSample -= (((d[count]-d[count+1])-(d[count+1]-d[count+2]))/50); //interpolation hacks 'r us

		
		offset = start[2] + (modulation * sin(sweep + 2.0));
		count = gcount + (int)floor(offset);
		inputSample += d[count] * (1-(offset-floor(offset))); //less as value moves away from .0
		inputSample += d[count+1]; //we can assume always using this in one way or another?
		inputSample += (d[count+2] * (offset-floor(offset))); //greater as value moves away from .0
		inputSample -= (((d[count]-d[count+1])-(d[count+1]-d[count+2]))/50); //interpolation hacks 'r us

		
		offset = start[3] + (modulation * sin(sweep + 3.0));
		count = gcount + (int)floor(offset);
		inputSample += d[count] * (1-(offset-floor(offset))); //less as value moves away from .0
		inputSample += d[count+1]; //we can assume always using this in one way or another?
		inputSample += (d[count+2] * (offset-floor(offset))); //greater as value moves away from .0
		inputSample -= (((d[count]-d[count+1])-(d[count+1]-d[count+2]))/50); //interpolation hacks 'r us
		
		inputSample *= 0.125; //to get a comparable level
		gcount--;
		//sliding
		
		sweep += speed;
		if (sweep > tupi){sweep -= tupi;}
		//still scrolling through the samples, remember
		
		if (wet != 1.0) {
			inputSample = (inputSample * wet) + (drySample * dry);
		}
		
		//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;
		destP += inNumChannels;
		sourceP += inNumChannels;
	}
}