/************************************************************************
 FAUST Architecture File
 Copyright (C) 2003-2019 GRAME, Centre National de Creation Musicale
 ---------------------------------------------------------------------
 This Architecture section is free software; you can redistribute it
 and/or modify it under the terms of the GNU General Public License
 as published by the Free Software Foundation; either version 3 of
 the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 GNU General Public License for more details.
 
 You should have received a copy of the GNU General Public License
 along with this program; If not, see <http://www.gnu.org/licenses/>.
 
 EXCEPTION : As a special exception, you may create a larger work
 that contains this FAUST architecture section and distribute
 that work under terms of your choice, so long as this FAUST
 architecture section is not modified.
 
 ************************************************************************
 ************************************************************************/

// @notes MODEL and VARIABLES are replaced during processing
using UnityEngine;
using FaustUtilities_MODEL;

/* @brief How To Use
* Attached this script to a game object.
* It will create an Audio source, attach the dsp to it and display the plugin interface in the inspector
*/

/* @brief This class supports parameter access in the plugin
* In the plugin, each parameter is accessed using an ID.
* IDs are integers starting at 0. They are assigned following the order they have been implemented in the Faust program.
* To access the parameter, use the GetParameter() and SetParameter() methods, passing the parameter ID.
* IDs are displayed as tooltips in the inspector, mouse over the parameter (e.g., a slider) to display the tooltip.
* Passive parameters (bargraphs) cannot be set.
*/

[RequireComponent(typeof(AudioSource))] // Automatically attached the script to an Audiosource
public class FaustPlugin_MODEL: MonoBehaviour {
    // Array containing the value of each parameter, has to be public to be serialized by the Unity engine
    public float[] parameters = new float[VARIABLES];
    private Faust_Context ctx;

    // Initializes the interface between the plugin and Unity
    public Faust_Context context {
        get {
           return ctx;
        }
    }

    /* @brief Returns true if the plugin is instantiated (the plugin is instantiated when play mode button is pressed)
     */
    public bool IsInstantiated() {
        return (ctx != null);
    }

    /* @brief Gets a parameter value from the plugin
     * @param param Use the parameter number available in the parameter inspector (tooltip)
     * @return The parameter value 
     */
    public float getParameter(int param) {
        if (IsInstantiated()) { // if the the plugin is instantiated, the parameter value is changed directly in the plugin
              return ctx.getParameterValue(param);
        } else {                // if not, the value is stored in parameters[]
            return parameters[param];
        }
    }

    /* @brief Sets a parameter value in the plugin
     * @param param Use the parameter number available in the parameter inspector (tooltip)
     * @param x New parameter value 
     */
    public void setParameter(int param, float x) {
        if (IsInstantiated()) {
            ctx.setParameterValue(param, x);
        } else {
            parameters[param] = x;
        }
    }

    /* @brief Instantiates the plugin and the interface between the plugin and Unity
     * @brief And sets the new parameter values changed while in pause mode 
     */
    private void Start() {
        ctx = new Faust_Context(getBufferSize());
        ctx.context_init(AudioSettings.outputSampleRate);
        for (int i = 0; i < parameters.Length; i++) {
            setParameter(i, parameters[i]);
        }
    }

    /* @brief Fills the Unity audio buffer with the audio data computed by the plugin
    */
    private void OnAudioFilterRead(float[] buffer, int numchannels) {
        if (IsInstantiated()) ctx.process(buffer, buffer.Length / numchannels, numchannels);
    }

    private int getBufferSize() {
        int bufferlength,
        numbuffers;
        AudioSettings.GetDSPBufferSize(out bufferlength, out numbuffers);
        return bufferlength;
    }

    /* @brief Gets the min value of a parameter
     * @param Use the parameter number available in the parameter inspector (tooltip) 
     */
    public float getParameterMin(int param) {
        return ctx.getParamMin(param);
    }

    /* @brief Gets the max value of a parameter
     * @param Use the parameter number available in the parameter inspector (tooltip) 
     */
    public float getParameterMax(int param) {
        return ctx.getParamMax(param);
    }

}
