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/*
*	File:		Distance2.cpp
*	
*	Version:	1.0
* 
*	Created:	5/10/18
*	
*	Copyright:  Copyright � 2018 Airwindows, All Rights Reserved
* 
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/*=============================================================================
	Distance2.cpp
	
=============================================================================*/
#include "Distance2.h"


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

COMPONENT_ENTRY(Distance2)


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance2::Distance2
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Distance2::Distance2(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
	
}


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance2::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Distance2::GetParameterValueStrings(AudioUnitScope		inScope,
                                                                AudioUnitParameterID	inParameterID,
                                                                CFArrayRef *		outStrings)
{
        
    return kAudioUnitErr_InvalidProperty;
}



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance2::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Distance2::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;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance2::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Distance2::GetPropertyInfo (AudioUnitPropertyID	inID,
                                                        AudioUnitScope		inScope,
                                                        AudioUnitElement	inElement,
                                                        UInt32 &		outDataSize,
                                                        Boolean &		outWritable)
{
	return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance2::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Distance2::GetProperty(	AudioUnitPropertyID inID,
                                                        AudioUnitScope 		inScope,
                                                        AudioUnitElement 	inElement,
                                                        void *			outData )
{
	return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}

//	Distance2::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Distance2::Initialize()
{
    ComponentResult result = AUEffectBase::Initialize();
    if (result == noErr)
        Reset(kAudioUnitScope_Global, 0);
    return result;
}

#pragma mark ____Distance2EffectKernel



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance2::Distance2Kernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Distance2::Distance2Kernel::Reset()
{
	thirdSample = lastSample = 0.0;
	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;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Distance2::Distance2Kernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Distance2::Distance2Kernel::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();
	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;	
	Float64 softslew = (pow(GetParameter( kParam_One ),3)*24)+.6;
	softslew *= overallscale;
	Float64 filter = softslew * GetParameter( kParam_Two );
	Float64 secondfilter = filter / 3.0;
	Float64 thirdfilter = filter / 5.0;
	Float64 offsetScale = GetParameter( kParam_One ) * 0.1618;
	Float64 levelcorrect = 1.0 + ((filter / 12.0) * GetParameter( kParam_One ));
	//bring in top slider again to manage boost level for lower settings
	Float64 wet = GetParameter( kParam_Three );
	//this also functions as a pad for the intensely distorty deep distance mode
	Float64 dry = 1.0-wet;

	
	while (nSampleFrames-- > 0) {
		long double inputSample = *sourceP;

		static int noisesource = 0;
		int residue;
		double applyresidue;
		noisesource = noisesource % 1700021; noisesource++;
		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;
		applyresidue = residue;
		applyresidue *= 0.00000001;
		applyresidue *= 0.00000001;
		inputSample += applyresidue;
		if (inputSample<1.2e-38 && -inputSample<1.2e-38) {
			inputSample -= applyresidue;
		}
		//for live air, we always apply the dither noise. Then, if our result is 
		//effectively digital black, we'll subtract it again. We want a 'air' hiss
		double drySample = inputSample;
		double offset = offsetScale - (lastSample - inputSample);		
		inputSample += (offset*offsetScale); //extra bit from Loud: offset air compression
		inputSample *= wet; //clean up w. dry introduced
		inputSample *= softslew; //scale into Atmosphere algorithm
		
		long double 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;
		
		
		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
		
		inputSample *= levelcorrect;
		inputSample /= softslew;
		inputSample -= (offset*offsetScale);
		//begin IIR stage
		inputSample += (thirdSample * thirdfilter);
		inputSample /= (thirdfilter + 1.0);
		inputSample += (lastSample * secondfilter);
		inputSample /= (secondfilter + 1.0);
		//do an IIR like thing to further squish superdistant stuff
		thirdSample = lastSample;
		lastSample = inputSample;		
		inputSample *= levelcorrect;
		
		if (wet !=1.0) {
			inputSample = (inputSample * wet) + (drySample * dry);
		}
		//Dry/Wet control, defaults to the last slider

		//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;
	}
}