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/*
*	File:		Ensemble.cpp
*	
*	Version:	1.0
* 
*	Created:	2/14/07
*	
*	Copyright:  Copyright � 2007 Airwindows, All Rights Reserved
* 
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/*=============================================================================
	Ensemble.h
	
=============================================================================*/
#include "Ensemble.h"


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

COMPONENT_ENTRY(Ensemble)


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Ensemble::Ensemble
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ensemble::Ensemble(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
	
}


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



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Ensemble::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult		Ensemble::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_CustomUnit;
				outParameterInfo.unitName = kParameterOneUnit;
                outParameterInfo.minValue = 2;
                outParameterInfo.maxValue = 48;
                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;
}

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

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

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

#pragma mark ____EnsembleEffectKernel


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Ensemble::EnsembleKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Ensemble::EnsembleKernel::Reset()
{
	for(int count = 0; count < 65539; count++) {p[count] = 0;}
	for(int count = 0; count < 49; count++) {sweep[count] = 3.141592653589793238 / 2.0;}
	gcount = 0;
	airPrev = 0.0;
	airEven = 0.0;
	airOdd = 0.0;
	airFactor = 0.0;
	fpNShape = 0.0;
	fpFlip = true;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Ensemble::EnsembleKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Ensemble::EnsembleKernel::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 spd = pow(0.4+(GetParameter( kParam_Two )/12),10);
	spd *= overallscale;
	Float64 depth = 0.002 / spd;
	Float64 tupi = 3.141592653589793238 * 2.0;
	Float64 taps = GetParameter( kParam_One );
	Float64 brighten = GetParameter( kParam_Three );
	Float64 wet = GetParameter( kParam_Four );
	Float64 dry = 1.0 - wet;
	Float64 hapi = 3.141592653589793238 / taps;
	Float64 offset;
	Float64 floffset;
	Float64 start[49];
	Float64 sinoffset[49];	
	Float64 speed[49];
	int count;
	int ensemble;
	Float64 temp;
	long double inputSample;
	Float64 drySample;
	//now we'll precalculate some stuff that needn't be in every sample
	
	for(count = 1; count <= taps; count++)
		{
		start[count] = depth * count;
		sinoffset[count] = hapi * (count-1);
		speed[count] = spd / (1 + (count/taps));
		}
	//that's for speeding up things in the sample-processing area
	
	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*brighten);
		//air, compensates for loss of highs in flanger's interpolation
		if (gcount < 1 || gcount > 32767) {gcount = 32767;}
		count = gcount;
		p[count+32767] = p[count] = temp = inputSample;
		//double buffer

		for(ensemble = 1; ensemble <= taps; ensemble++)
			{
				offset = start[ensemble] + (depth * sin(sweep[ensemble]+sinoffset[ensemble]));
				floffset = offset-floor(offset);
				count = gcount + (int)floor(offset);
				temp += p[count] * (1-floffset); //less as value moves away from .0
				temp += p[count+1]; //we can assume always using this in one way or another?
				temp += p[count+2] * floffset; //greater as value moves away from .0
				temp -= ((p[count]-p[count+1])-(p[count+1]-p[count+2]))/50; //interpolation hacks 'r us
				sweep[ensemble] += speed[ensemble];
				if (sweep[ensemble] > tupi){sweep[ensemble] -= tupi;}
			}
		gcount--;
		//still scrolling through the samples, remember
		
		inputSample = temp/(4.0*sqrt(taps));


		if (wet !=1.0) {
			inputSample = (inputSample * wet) + (drySample * dry);
		}
		fpFlip = !fpFlip;
		
		//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;
	}
}