/*
*	File:		MSFlipTimer.cpp
*	
*	Version:	1.0
* 
*	Created:	12/4/23
*	
*	Copyright:  Copyright © 2023 Airwindows, Airwindows uses the MIT license
* 
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/*=============================================================================
	MSFlipTimer.cpp
	
=============================================================================*/
#include "MSFlipTimer.h"


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

AUDIOCOMPONENT_ENTRY(AUBaseFactory, MSFlipTimer)


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


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



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	MSFlipTimer::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			MSFlipTimer::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 = 1.0;
                outParameterInfo.maxValue = 10.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamOne;
                break;
			default:
                result = kAudioUnitErr_InvalidParameter;
                break;
            }
	} else {
        result = kAudioUnitErr_InvalidParameter;
    }
    


	return result;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	MSFlipTimer::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			MSFlipTimer::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 MSFlipTimer::SupportedNumChannels(const AUChannelInfo ** outInfo)
{
	if (outInfo != NULL)
	{
		static AUChannelInfo info;
		info.inChannels = 2;
		info.outChannels = 2;
		*outInfo = &info;
	}

	return 1;
}

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

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

#pragma mark ____MSFlipTimerEffectKernel



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	MSFlipTimer::MSFlipTimerKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult		MSFlipTimer::Reset(AudioUnitScope inScope, AudioUnitElement inElement)
{
	tick = 0;
	return noErr;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	MSFlipTimer::ProcessBufferLists
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OSStatus		MSFlipTimer::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;
	
	uint32_t time = (uint32_t)(GetParameter( kParam_One ) * 60.0 * GetSampleRate());
	uint32_t transition = (uint32_t)(GetSampleRate()*0.1);
	//number of minutes * 60 seconds * samples per second
	//transition: tenth of a second crossfade
	
	while (nSampleFrames-- > 0) {
		Float32 inputSampleL = *inputL;
		Float32 inputSampleR = *inputR;
		Float32 outputSampleL = inputSampleL;
		Float32 outputSampleR = inputSampleR;
		
		tick++;
		if (tick > time*2) tick = 0;
		
		if (tick < time) {
			if (tick < transition) {
				double crossfade;
				crossfade = tick;
				crossfade /= transition;
				//0 to 1 from beginning mono to end as direct stereo out
				double mono = (inputSampleL+inputSampleR)*0.5;
				if (crossfade < 0.5) {
					outputSampleL = (inputSampleL*crossfade)+(mono*(1.0-crossfade));
					outputSampleR = (inputSampleR*crossfade)+(mono*(1.0-crossfade));
				} else {
					crossfade = fabs(crossfade-1.0);
					outputSampleL = (mono*crossfade)+(inputSampleL*(1.0-crossfade));
					outputSampleR = (mono*crossfade)+(inputSampleR*(1.0-crossfade));
				}
			} else {
				outputSampleL = inputSampleL;
				outputSampleR = inputSampleR;
				//direct stereo out
			}
		} else {
			if ((tick - time) < transition) {
				double crossfade;
				crossfade = tick-time;
				crossfade /= transition;
				//0 to 1 from beginning direct to end as mono
				double mono = (inputSampleL+inputSampleR)*0.5;
				if (crossfade < 0.5) {
					outputSampleL = (mono*crossfade)+(inputSampleL*(1.0-crossfade));
					outputSampleR = (mono*crossfade)+(inputSampleR*(1.0-crossfade));
				} else {
					crossfade = fabs(crossfade-1.0);
					outputSampleL = (inputSampleL*crossfade)+(mono*(1.0-crossfade));
					outputSampleR = (inputSampleR*crossfade)+(mono*(1.0-crossfade));
				}
			} else {
				double mono = (inputSampleL+inputSampleR)*0.5;
				outputSampleL = outputSampleR = mono;
				//mono out
			}
		}
		
		*outputL = outputSampleL;
		*outputR = outputSampleR;
		
		inputL += 1;
		inputR += 1;
		outputL += 1;
		outputR += 1;
	}
	return noErr;
}

