/*
*	File:		Balanced.cpp
*	
*	Version:	1.0
* 
*	Created:	6/7/22
*	
*	Copyright:  Copyright © 2022 Airwindows, Airwindows uses the MIT license
* 
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/*=============================================================================
	Balanced.cpp
	
=============================================================================*/
#include "Balanced.h"


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

AUDIOCOMPONENT_ENTRY(AUBaseFactory, Balanced)


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Balanced::Balanced
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Balanced::Balanced(AudioUnit component)
	: AUEffectBase(component)
{
	CreateElements();
	Globals()->UseIndexedParameters(kNumberOfParameters);
    SetParameter(kParam_One, kDefaultValue_ParamOne );

#if AU_DEBUG_DISPATCHER
	mDebugDispatcher = new AUDebugDispatcher (this);
#endif
	
}


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



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Balanced::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Balanced::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_Indexed;
                outParameterInfo.minValue = 0.0;
                outParameterInfo.maxValue = 8.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamOne;
                break;
           default:
                result = kAudioUnitErr_InvalidParameter;
                break;
            }
	} else {
        result = kAudioUnitErr_InvalidParameter;
    }
    


	return result;
}

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

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// state that plugin supports only stereo-in/stereo-out processing
UInt32 Balanced::SupportedNumChannels(const AUChannelInfo ** outInfo)
{
	if (outInfo != NULL)
	{
		static AUChannelInfo info;
		info.inChannels = 2;
		info.outChannels = 2;
		*outInfo = &info;
	}

	return 1;
}

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

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

#pragma mark ____BalancedEffectKernel



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Balanced::BalancedKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult		Balanced::Reset(AudioUnitScope inScope, AudioUnitElement inElement)
{
	fpdL = 1.0; while (fpdL < 16386) fpdL = rand()*UINT32_MAX;
	fpdR = 1.0; while (fpdR < 16386) fpdR = rand()*UINT32_MAX;
	return noErr;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Balanced::ProcessBufferLists
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OSStatus		Balanced::ProcessBufferLists(AudioUnitRenderActionFlags & ioActionFlags,
													const AudioBufferList & inBuffer,
                                                    AudioBufferList & outBuffer,
                                                    UInt32 			inFramesToProcess)
{
	Float32 * inputL = (Float32*)(inBuffer.mBuffers[0].mData);
	Float32 * inputR = (Float32*)(inBuffer.mBuffers[1].mData);
	Float32 * outputL = (Float32*)(outBuffer.mBuffers[0].mData);
	Float32 * outputR = (Float32*)(outBuffer.mBuffers[1].mData);
	UInt32 nSampleFrames = inFramesToProcess;
    
    int bitshiftGain = GetParameter( kParam_One );
    double gain = 1.0; //default unity gain
    switch (bitshiftGain)
    {
        case 0: gain = 0.5; break;
        case 1: gain = 1.0; break;
        case 2: gain = 2.0; break;
        case 3: gain = 4.0; break;
        case 4: gain = 8.0; break;
        case 5: gain = 16.0; break;
        case 6: gain = 32.0; break;
        case 7: gain = 64.0; break;
        case 8: gain = 128.0; break;
    }
    //we are directly punching in the gain values rather than calculating them
    //unlike regular BitShiftGain, we default to 0.5 for unity gain, and so on
    //because we're combining two channels.
    
	while (nSampleFrames-- > 0) {
		double inputSampleL = *inputL;
		double inputSampleR = *inputR;
		if (fabs(inputSampleL)<1.18e-23) inputSampleL = fpdL * 1.18e-17;
		if (fabs(inputSampleR)<1.18e-23) inputSampleR = fpdR * 1.18e-17;
		
		double side = inputSampleL - inputSampleR;
		//tip is left, to add negative ring (right) to combine 'em is the same as subtracting them
		//end result is, mono output is made up of half of each balanced input combined. Note that we don't just
		//flip the ring input, because we need to combine them to cancel out interference.
        inputSampleL = side*gain;
        inputSampleR = side*gain;
		//assign mono as result of balancing of channels

		//begin 32 bit stereo floating point dither
		int expon; frexpf((float)inputSampleL, &expon);
		fpdL ^= fpdL << 13; fpdL ^= fpdL >> 17; fpdL ^= fpdL << 5;
		inputSampleL += ((double(fpdL)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
		frexpf((float)inputSampleR, &expon);
		fpdR ^= fpdR << 13; fpdR ^= fpdR >> 17; fpdR ^= fpdR << 5;
		inputSampleR += ((double(fpdR)-uint32_t(0x7fffffff)) * 5.5e-36l * pow(2,expon+62));
		//end 32 bit stereo floating point dither
		
		*outputL = inputSampleL;
		*outputR = inputSampleR;
		//direct stereo out
		
		inputL += 1;
		inputR += 1;
		outputL += 1;
		outputR += 1;
	}
	return noErr;
}

