Velu refactor

As mentioned on the forum thread:  http://forum.kerbalspaceprogram.com/threads/56405-0-22-x-Atmospheric-Sound-Enhancement?p=778825&viewfull=1#post778825

Code changes are major, but features remain the same.  Results are speedy and reliable.

Changes:

* simplified condition logic (used SZDarkhack's model, reordered for speed)
* reduced work during some states (weak DRP logic)
* added filter reference caching (speed)
* added filter management methods (Think potentiometers knobs.)
* integrated SZDarkhack's transonic code (nice work!)
* integrated SZDarkhack's AtmoDataProvider (future FAR support, very cool)
* fixed "this mod is not working for me" bug: (next 3)
* avoiding bug in FlightGlobals.ActiveVessel.parts.audio in KSP
* avoiding an Addon initializing bug in KSP
* avoiding a revert-flight bug in KSP
* fixed rare null exceptions after unloading parts (bugfix)
* processes effects on stray parts until unloaded/destroyed (side effect)
* reduced reverb usage -- only inner shock cone.
* put variable initialization into Awake() method
* added namespace ASE and split classes into files
* stuff I forgot