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/*
*	File:		Tremolo.cpp
*	
*	Version:	1.0
* 
*	Created:	9/16/07
*	
*	Copyright:  Copyright � 2007 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 
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*/
/*=============================================================================
	Tremolo.h
	
=============================================================================*/
#include "Tremolo.h"


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

COMPONENT_ENTRY(Tremolo)


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Tremolo::Tremolo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tremolo::Tremolo(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
	
}


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



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Tremolo::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult		Tremolo::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;
			default:
                result = kAudioUnitErr_InvalidParameter;
                break;
            }
	} else {
        result = kAudioUnitErr_InvalidParameter;
    }
    


	return result;
}

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

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

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

#pragma mark ____TremoloEffectKernel


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Tremolo::TremoloKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Tremolo::TremoloKernel::Reset()
{
	sweep = 3.141592653589793238 / 2.0;
	speedChase = 0.0;
	depthChase = 0.0;
	speedAmount = 1.0;
	depthAmount = 0.0;
	lastSpeed = 1000.0;
	lastDepth = 1000.0;
	fpNShape = 0.0;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Tremolo::TremoloKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Tremolo::TremoloKernel::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();
	
	speedChase = pow(GetParameter( kParam_One ),4);
	depthChase = GetParameter( kParam_Two );
	Float64 speedSpeed = 300 / (fabs( lastSpeed - speedChase)+1.0);
	Float64 depthSpeed = 300 / (fabs( lastDepth - depthChase)+1.0);
	lastSpeed = speedChase;
	lastDepth = depthChase;

	Float64 speed;
	Float64 depth;
	Float64 skew;
	Float64 density;
	
	Float64 tupi = 3.141592653589793238;
	long double inputSample;
	long double drySample;
	Float64 control;
	Float64 tempcontrol;
	Float64 thickness;
	Float64 out;
	Float64 bridgerectifier;
	Float64 offset;
	
	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;
		
		speedAmount = (((speedAmount*speedSpeed)+speedChase)/(speedSpeed + 1.0));
		depthAmount = (((depthAmount*depthSpeed)+depthChase)/(depthSpeed + 1.0));
		speed = 0.0001+(speedAmount/1000.0);
		speed /= overallscale;
		depth = 1.0 - pow(1.0-depthAmount,5);
		skew = 1.0+pow(depthAmount,9);
		density = ((1.0-depthAmount)*2.0) - 1.0;		
		
		offset = sin(sweep);
		sweep += speed;
		if (sweep > tupi){sweep -= tupi;}
		control = fabs(offset);
		if (density > 0)
			{
			tempcontrol = sin(control);
			control = (control * (1.0-density))+(tempcontrol * density);
			}
		else
			{
			tempcontrol = 1-cos(control);
			control = (control * (1.0+density))+(tempcontrol * -density);
			}
		//produce either boosted or starved version of control signal
		//will go from 0 to 1
		
		thickness = ((control * 2.0) - 1.0)*skew;
		out = fabs(thickness);		
		bridgerectifier = fabs(inputSample);
		if (bridgerectifier > 1.57079633) bridgerectifier = 1.57079633;
		//max value for sine function
		if (thickness > 0) bridgerectifier = sin(bridgerectifier);
		else bridgerectifier = 1-cos(bridgerectifier);
		//produce either boosted or starved version
		if (inputSample > 0) inputSample = (inputSample*(1-out))+(bridgerectifier*out);
		else inputSample = (inputSample*(1-out))-(bridgerectifier*out);
		//blend according to density control
		inputSample *= (1.0 - control);
		inputSample *= 2.0;
		//apply tremolo, apply gain boost to compensate for volume loss
		inputSample = (drySample * (1-depth)) + (inputSample*depth);

		//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;
	}
}