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/*
*	File:		ToneSlant.cpp
*	
*	Version:	1.0
* 
*	Created:	10/12/16
*	
*	Copyright:  Copyright � 2016 Airwindows, All Rights Reserved
* 
*	Disclaimer:	IMPORTANT:  This Apple software is supplied to you by Apple Computer, Inc. ("Apple") in 
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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 
*				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 
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/*=============================================================================
	ToneSlant.cpp
	
=============================================================================*/
#include "ToneSlant.h"


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

COMPONENT_ENTRY(ToneSlant)


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	ToneSlant::ToneSlant
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ToneSlant::ToneSlant(AudioUnit component)
	: AUEffectBase(component)
{
	CreateElements();
	Globals()->UseIndexedParameters(kNumberOfParameters);
	SetParameter(kParam_One, kDefaultValue_ParamOne );
	SetParameter(kParam_Two, kDefaultValue_ParamTwo );
         
#if AU_DEBUG_DISPATCHER
	mDebugDispatcher = new AUDebugDispatcher (this);
#endif
	
}


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



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	ToneSlant::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			ToneSlant::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 = 1.0;
                outParameterInfo.maxValue = 100.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamOne;
                break;
            case kParam_Two:
                AUBase::FillInParameterName (outParameterInfo, kParameterTwoName, false);
                outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
                outParameterInfo.minValue = -1.0;
                outParameterInfo.maxValue = 1.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamTwo;
                break;
			default:
                result = kAudioUnitErr_InvalidParameter;
                break;
		}
	} else {
        result = kAudioUnitErr_InvalidParameter;
    }
    


	return result;
}

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

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

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

#pragma mark ____ToneSlantEffectKernel



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	ToneSlant::ToneSlantKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		ToneSlant::ToneSlantKernel::Reset()
{
	for(int count = 0; count < 102; count++) {b[count] = 0.0; f[count] = 0.0;}
	fpNShape = 0.0;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	ToneSlant::ToneSlantKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		ToneSlant::ToneSlantKernel::Process(	const Float32 	*inSourceP,
                                                    Float32		 	*inDestP,
                                                    UInt32 			inFramesToProcess,
                                                    UInt32			inNumChannels, 
                                                    bool			&ioSilence )
{
	UInt32 nSampleFrames = inFramesToProcess;
	const Float32 *sourceP = inSourceP;
	Float32 *destP = inDestP;
	Float64 inputSample;
	Float64 correctionSample;
	Float64 accumulatorSample;
	Float64 drySample;
	Float64 overallscale = GetParameter( kParam_One );
	if (overallscale < 1.0) overallscale = 1.0;
	Float64 applySlant = GetParameter( kParam_Two );
	
	f[0] = 1.0 / overallscale;
	//count to f(gain) which will be 0. f(0) is x1
	for (int count = 1; count < 102; count++) {
		if (count <= overallscale) {
			f[count] = (1.0 - (count / overallscale)) / overallscale;
			//recalc the filter and don't change the buffer it'll apply to
		} else {
			b[count] = 0.0; //blank the unused buffer so when we return to it, no pops
		}
	}

	while (nSampleFrames-- > 0) {
		for (int count = overallscale; count >= 0; count--) b[count+1] = b[count];
		
		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.
		}
		
		b[0] = accumulatorSample = drySample = inputSample;
		
		accumulatorSample *= f[0];
		for (int count = 1; count < overallscale; count++) accumulatorSample += (b[count] * f[count]);
		
		correctionSample = inputSample - (accumulatorSample*2.0);
		//we're gonna apply the total effect of all these calculations as a single subtract
		
		inputSample += (correctionSample * applySlant);
		//our one math operation on the input data coming in
				
		//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;
	}
}