/* SPU2-X, A plugin for Emulating the Sound Processing Unit of the Playstation 2
 * Developed and maintained by the Pcsx2 Development Team.
 *
 * Original portions from SPU2ghz are (c) 2008 by David Quintana [gigaherz]
 *
 * This library is free software; you can redistribute it and/or modify it under
 * the terms of the GNU Lesser General Public License as published by the Free
 * Software Foundation; either version 2.1 of the License, or (at your
 * option) any later version.
 *
 * This library is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License
 * for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License along
 * with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA
 */

#include "Global.h"

static const u8 sLogTable[256] = {
	0x00,0x3C,0x60,0x78,0x8C,0x9C,0xA8,0xB4,0xBE,0xC8,0xD0,0xD8,0xDE,0xE4,0xEA,0xF0,
	0xF6,0xFA,0xFE,0x04,0x08,0x0C,0x10,0x14,0x16,0x1A,0x1E,0x20,0x24,0x26,0x2A,0x2C,
	0x2E,0x32,0x34,0x36,0x38,0x3A,0x3E,0x40,0x42,0x44,0x46,0x48,0x4A,0x4C,0x4E,0x50,
	0x50,0x52,0x54,0x56,0x58,0x5A,0x5A,0x5C,0x5E,0x60,0x60,0x62,0x64,0x66,0x66,0x68,
	0x6A,0x6A,0x6C,0x6E,0x6E,0x70,0x70,0x72,0x74,0x74,0x76,0x76,0x78,0x7A,0x7A,0x7C,
	0x7C,0x7E,0x7E,0x80,0x80,0x82,0x82,0x84,0x84,0x86,0x86,0x88,0x88,0x8A,0x8A,0x8C,
	0x8C,0x8C,0x8E,0x8E,0x90,0x90,0x92,0x92,0x92,0x94,0x94,0x96,0x96,0x96,0x98,0x98,
	0x9A,0x9A,0x9A,0x9C,0x9C,0x9C,0x9E,0x9E,0xA0,0xA0,0xA0,0xA2,0xA2,0xA2,0xA4,0xA4,
	0xA4,0xA6,0xA6,0xA6,0xA8,0xA8,0xA8,0xAA,0xAA,0xAA,0xAC,0xAC,0xAC,0xAC,0xAE,0xAE,
	0xAE,0xB0,0xB0,0xB0,0xB2,0xB2,0xB2,0xB2,0xB4,0xB4,0xB4,0xB6,0xB6,0xB6,0xB6,0xB8,
	0xB8,0xB8,0xB8,0xBA,0xBA,0xBA,0xBC,0xBC,0xBC,0xBC,0xBE,0xBE,0xBE,0xBE,0xC0,0xC0,
	0xC0,0xC0,0xC2,0xC2,0xC2,0xC2,0xC2,0xC4,0xC4,0xC4,0xC4,0xC6,0xC6,0xC6,0xC6,0xC8,
	0xC8,0xC8,0xC8,0xC8,0xCA,0xCA,0xCA,0xCA,0xCC,0xCC,0xCC,0xCC,0xCC,0xCE,0xCE,0xCE,
	0xCE,0xCE,0xD0,0xD0,0xD0,0xD0,0xD0,0xD2,0xD2,0xD2,0xD2,0xD2,0xD4,0xD4,0xD4,0xD4,
	0xD4,0xD6,0xD6,0xD6,0xD6,0xD6,0xD8,0xD8,0xD8,0xD8,0xD8,0xD8,0xDA,0xDA,0xDA,0xDA,
	0xDA,0xDC,0xDC,0xDC,0xDC,0xDC,0xDC,0xDE,0xDE,0xDE,0xDE,0xDE,0xDE,0xE0,0xE0,0xE0,
};

static float Gfl=0,Gfr=0;
static float LMax=0,RMax=0;

static float AccL=0;
static float AccR=0;

const float Scale = 4294967296.0f; // tweak this value to change the overall output volume

const float GainL  = 0.80f * Scale;
const float GainR  = 0.80f * Scale;

const float GainC  = 0.75f * Scale;

const float GainSL = 0.90f * Scale;
const float GainSR = 0.90f * Scale;

const float GainLFE= 0.90f * Scale;

const float AddCLR = 0.20f * Scale;	// Stereo expansion

extern void ResetDplIIDecoder()
{
	Gfl=0;
	Gfr=0;
	LMax=0;
	RMax=0;
	AccL=0;
	AccR=0;
}

void ProcessDplIISample32( const StereoOut32& src, Stereo51Out32DplII * s)
{
	float IL = src.Left  / (float)(1<<(SndOutVolumeShift+16));
	float IR = src.Right / (float)(1<<(SndOutVolumeShift+16));

	// Calculate center channel and LFE
	float C = (IL+IR) * 0.5f;
	float SUB = C; // no need to lowpass, the speaker amplifier should take care of it

	float L = IL - C; // Effective L/R data
	float R = IR - C;

	// Peak L/R
	float PL = std::abs(L);
	float PR = std::abs(R);

	AccL += (PL-AccL)*0.1f;
	AccR += (PR-AccR)*0.1f;
	
	// Calculate power balance
	float Balance = (AccR-AccL); // -1 .. 1

	// If the power levels are different, then the audio is meant for the front speakers
	float Frontness = std::abs(Balance);
	float Rearness = 1-Frontness; // And the other way around

	// Equalize the power levels for L/R
	float B = std::min(0.9f,std::max(-0.9f,Balance));

	float VL = L / (1-B); // if B>0, it means R>L, so increase L, else decrease L 
	float VR = R / (1+B); // vice-versa

	// 1.73+1.22 = 2.94; 2.94 = 0.34 = 0.9996; Close enough.
	// The range for VL/VR is approximately 0..1,
	// But in the cases where VL/VR are > 0.5, Rearness is 0 so it should never overflow.
	const float RearScale = 0.34f * 2;

	float SL = (VR*1.73f - VL*1.22f) * RearScale * Rearness;
	float SR = (VR*1.22f - VL*1.73f) * RearScale * Rearness;
	// Possible experiment: Play with stereo expension levels on rear

	// Adjust the volume of the front speakers based on what we calculated above
	L *= Frontness;
	R *= Frontness;
		
	s32 CX  = (s32)(C * AddCLR);

	s->Left	     = (s32)(L   * GainL  ) + CX;
	s->Right     = (s32)(R   * GainR  ) + CX;
	s->Center    = (s32)(C   * GainC  );
	s->LFE       = (s32)(SUB * GainLFE);
	s->LeftBack	 = (s32)(SL  * GainSL );
	s->RightBack = (s32)(SR  * GainSR );
}

void ProcessDplIISample16( const StereoOut32& src, Stereo51Out16DplII * s)
{
	Stereo51Out32DplII ss;
	ProcessDplIISample32(src, &ss);

	s->Left       = ss.Left >> 16;
	s->Right      = ss.Right >> 16;
	s->Center     = ss.Center >> 16;
	s->LFE        = ss.LFE >> 16;
	s->LeftBack   = ss.LeftBack >> 16;
	s->RightBack  = ss.RightBack >> 16;
}

void ProcessDplSample32( const StereoOut32& src, Stereo51Out32Dpl * s)
{
	float ValL = src.Left  / (float)(1<<(SndOutVolumeShift+16));
	float ValR = src.Right / (float)(1<<(SndOutVolumeShift+16));

	float C = (ValL+ValR)*0.5f;	//+15.8
	float S = (ValL-ValR)*0.5f;

	float L=ValL-C;			//+15.8
	float R=ValR-C;

	float SUB = C;
	
	s32 CX  = (s32)(C * AddCLR); // +15.16

	s->Left	     = (s32)(L   * GainL  ) + CX; // +15.16 = +31, can grow to +32 if (GainL + AddCLR)>255
	s->Right     = (s32)(R   * GainR  ) + CX;
	s->Center    = (s32)(C   * GainC  );			// +15.16 = +31
	s->LFE       = (s32)(SUB * GainLFE);
	s->LeftBack	 = (s32)(S   * GainSL );
	s->RightBack = (s32)(S   * GainSR );
}

void ProcessDplSample16( const StereoOut32& src, Stereo51Out16Dpl * s)
{
	Stereo51Out32Dpl ss;
	ProcessDplSample32(src, &ss);

	s->Left       = ss.Left >> 16;
	s->Right      = ss.Right >> 16;
	s->Center     = ss.Center >> 16;
	s->LFE        = ss.LFE >> 16;
	s->LeftBack   = ss.LeftBack >> 16;
	s->RightBack  = ss.RightBack >> 16;
}
