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/*
*	File:		Smooth.cpp
*	
*	Version:	1.0
* 
*	Created:	11/3/08
*	
*	Copyright:  Copyright � 2008 Airwindows, All Rights Reserved
* 
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/*=============================================================================
	Smooth.h
	
=============================================================================*/
#include "Smooth.h"


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

COMPONENT_ENTRY(Smooth)


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Smooth::Smooth
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Smooth::Smooth(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
	
}


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



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Smooth::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult		Smooth::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;
}

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

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

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

#pragma mark ____SmoothEffectKernel


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Smooth::SmoothKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Smooth::SmoothKernel::Reset()
{
	lastSampleA = 0.0;
	gainA = 1.0;
	lastSampleB = 0.0;
	gainB = 1.0;
	lastSampleC = 0.0;
	gainC = 1.0;
	lastSampleD = 0.0;
	gainD = 1.0;
	lastSampleE = 0.0;
	gainE = 1.0;
	fpd = 17;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Smooth::SmoothKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Smooth::SmoothKernel::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 clamp;
	Float64 chase = pow(GetParameter( kParam_One ),2);
	Float64 makeup = (1.0+(chase*1.6)) * GetParameter( kParam_Two );
	Float64 ratio = chase * 24.0;
	chase /= overallscale;
	chase *= 0.083; // set up the ratio of new val to old
	Float64 wet = GetParameter( kParam_Three );
	
	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
		long double drySample = inputSample;
		
		clamp = fabs(inputSample - lastSampleA);
		clamp = sin(clamp*ratio);
		lastSampleA = inputSample;
		gainA *= (1.0 - chase);
		gainA += ((1.0-clamp) * chase);
		if (gainA > 1.0) gainA = 1.0;
		if (gainA < 0.0) gainA = 0.0;
		if (gainA != 1.0) inputSample *= gainA;
		
		clamp = fabs(inputSample - lastSampleB);
		clamp = sin(clamp*ratio);
		lastSampleB = inputSample;
		gainB *= (1.0 - chase);
		gainB += ((1.0-clamp) * chase);
		if (gainB > 1.0) gainB = 1.0;
		if (gainB < 0.0) gainB = 0.0;
		if (gainB != 1.0) inputSample *= gainB;
		
		clamp = fabs(inputSample - lastSampleC);
		clamp = sin(clamp*ratio);
		lastSampleC = inputSample;
		gainC *= (1.0 - chase);
		gainC += ((1.0-clamp) * chase);
		if (gainC > 1.0) gainC = 1.0;
		if (gainC < 0.0) gainC = 0.0;
		if (gainC != 1.0) inputSample *= gainC;
		
		clamp = fabs(inputSample - lastSampleD);
		clamp = sin(clamp*ratio);
		lastSampleD = inputSample;
		gainD *= (1.0 - chase);
		gainD += ((1.0-clamp) * chase);
		if (gainD > 1.0) gainD = 1.0;
		if (gainD < 0.0) gainD = 0.0;
		if (gainD != 1.0) inputSample *= gainD;
		
		clamp = fabs(inputSample - lastSampleE);
		clamp = sin(clamp*ratio);
		lastSampleE = inputSample;
		gainE *= (1.0 - chase);
		gainE += ((1.0-clamp) * chase);
		if (gainE > 1.0) gainE = 1.0;
		if (gainE < 0.0) gainE = 0.0;
		if (gainE != 1.0) inputSample *= gainE;
		
		if (makeup !=1.0) {
			inputSample *= makeup;
		}

		if (wet !=1.0) {
			inputSample = (inputSample * wet) + (drySample * (1.0-wet));
		}
		//Dry/Wet control, defaults to the last slider
		
		//begin 32 bit floating point dither
		int expon; frexpf((float)inputSample, &expon);
		fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
		inputSample += ((double(fpd)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
		//end 32 bit floating point dither
		
		*destP = inputSample;
		sourceP += inNumChannels;
		destP += inNumChannels;
	}
}