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/*
*	File:		Poynt.h
*	
*	Version:	1.0
* 
*	Created:	2/3/07
*	
*	Copyright:  Copyright � 2007 Airwindows, All Rights Reserved
* 
*	Disclaimer:	IMPORTANT:  This Apple software is supplied to you by Apple Computer, Inc. ("Apple") in 
*				consideration of your agreement to the following terms, and your use, installation, modification 
*				or redistribution of this Apple software constitutes acceptance of these terms.  If you do 
*				not agree with these terms, please do not use, install, modify or redistribute this Apple 
*				software.
*
*				In consideration of your agreement to abide by the following terms, and subject to these terms, 
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*				endorse or promote products derived from the Apple Software without specific prior written 
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*				licenses, express or implied, are granted by Apple herein, including but not limited to any 
*				patent rights that may be infringed by your derivative works or by other works in which the 
*				Apple Software may be incorporated.
*
*				The Apple Software is provided by Apple on an "AS IS" basis.  APPLE MAKES NO WARRANTIES, EXPRESS OR 
*				IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY 
*				AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE 
*				OR IN COMBINATION WITH YOUR PRODUCTS.
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*				DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS 
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*/
#include "AUEffectBase.h"
#include "PoyntVersion.h"

#if AU_DEBUG_DISPATCHER
	#include "AUDebugDispatcher.h"
#endif


#ifndef __Poynt_h__
#define __Poynt_h__


#pragma mark ____Poynt Parameters

// parameters
static const float kDefaultValue_ParamOne = 0.0;
static const float kDefaultValue_ParamTwo = 0.0;
static const float kDefaultValue_ParamThree = 0.5;
//let's assume we always have a default of 0.0, for no effect

static CFStringRef kParameterOneName = CFSTR("Input Trim");
static CFStringRef kParameterTwoName = CFSTR("Point");
static CFStringRef kParameterThreeName = CFSTR("Reaction Speed");
//Alter the name if desired, but using the plugin name is a start

enum {
	kParam_One =0,
	kParam_Two =1,
	kParam_Three =2,
	//Add your parameters here...
	kNumberOfParameters=3
};

#pragma mark ____Poynt
class Poynt : public AUEffectBase
{
public:
	Poynt(AudioUnit component);
#if AU_DEBUG_DISPATCHER
	virtual ~Poynt () { delete mDebugDispatcher; }
#endif
	
	virtual AUKernelBase *		NewKernel() { return new PoyntKernel(this); }
	
	virtual	ComponentResult		GetParameterValueStrings(AudioUnitScope			inScope,
														 AudioUnitParameterID		inParameterID,
														 CFArrayRef *			outStrings);
    
	virtual	ComponentResult		GetParameterInfo(AudioUnitScope			inScope,
												 AudioUnitParameterID	inParameterID,
												 AudioUnitParameterInfo	&outParameterInfo);
    
	virtual ComponentResult		GetPropertyInfo(AudioUnitPropertyID		inID,
												AudioUnitScope			inScope,
												AudioUnitElement		inElement,
												UInt32 &			outDataSize,
												Boolean	&			outWritable );
	
	virtual ComponentResult		GetProperty(AudioUnitPropertyID inID,
											AudioUnitScope 		inScope,
											AudioUnitElement 		inElement,
											void *			outData);
	
	virtual ComponentResult    Initialize();
 	virtual	bool				SupportsTail () { return true; }
 								//return false if 
 									
	/*! @method Version */
	virtual ComponentResult	Version() { return kPoyntVersion; }
	
    
	
protected:
		class PoyntKernel : public AUKernelBase		// most of the real work happens here
	{
public:
		PoyntKernel(AUEffectBase *inAudioUnit )
		: AUKernelBase(inAudioUnit)
	{
	}
		
		// *Required* overides for the process method for this effect
		// processes one channel of interleaved samples
        virtual void 		Process(	const Float32 	*inSourceP,
										Float32		 	*inDestP,
										UInt32 			inFramesToProcess,
										UInt32			inNumChannels,
										bool			&ioSilence);
		
        virtual void		Reset();
		
		private: 
		Float64 nibA;
		Float64 nobA;
		Float64 nibB;
		Float64 nobB;
		Float64 fpNShape;
		bool fpFlip;
	};
};

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


#endif