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authorChris Robinson <[email protected]>2018-08-31 07:20:46 -0700
committerChris Robinson <[email protected]>2018-08-31 07:20:46 -0700
commit68a8c42176989e0f9b1014aa43d3ed6959dd02cb (patch)
tree01e7323fe5e9b8654c47d899f55c860fd56f631c
parent8b733728afaae532edc1dd2ce44192893b170145 (diff)
Calcualte and use the maximum reverb update size
Instead of requiring it to be at least as big as MAX_UPDATE_SAMPLES, which may not be true in some situations.
-rw-r--r--Alc/effects/reverb.c20
1 files changed, 14 insertions, 6 deletions
diff --git a/Alc/effects/reverb.c b/Alc/effects/reverb.c
index 1b8a08fe..ca8eb359 100644
--- a/Alc/effects/reverb.c
+++ b/Alc/effects/reverb.c
@@ -311,6 +311,9 @@ typedef struct ALreverbState {
/* Indicates the cross-fade point for delay line reads [0,FADE_SAMPLES]. */
ALsizei FadeCount;
+ /* Maximum number of samples to process at once. */
+ ALsizei MaxUpdate[2];
+
/* The current write offset for all delay lines. */
ALsizei Offset;
@@ -413,6 +416,8 @@ static void ALreverbState_Construct(ALreverbState *state)
}
state->FadeCount = 0;
+ state->MaxUpdate[0] = MAX_UPDATE_SAMPLES;
+ state->MaxUpdate[1] = MAX_UPDATE_SAMPLES;
state->Offset = 0;
}
@@ -774,11 +779,6 @@ static ALvoid UpdateLateLines(const ALfloat density, const ALfloat diffusion, co
/* Calculate the delay offset for each delay line. */
Late->Offset[i][1] = float2int(length*frequency + 0.5f);
- /* Late reverb is processed in chunks, so ensure the feedback delays
- * are long enough to avoid needing to read what's written in a given
- * update.
- */
- assert(Late->Offset[i][1] >= MAX_UPDATE_SAMPLES);
/* Approximate the absorption that the vector all-pass would exhibit
* given the current diffusion so we don't have to process a full T60
@@ -948,6 +948,9 @@ static ALvoid ALreverbState_update(ALreverbState *State, const ALCcontext *Conte
props->Reverb.ReflectionsGain*gain, props->Reverb.LateReverbGain*gain,
State);
+ /* Calculate the max update size from the smallest relevant delay. */
+ State->MaxUpdate[1] = mini(MAX_UPDATE_SAMPLES, State->Late.Offset[0][1]);
+
/* Determine if delay-line cross-fading is required. TODO: Add some fuzz
* for the float comparisons? The math should be stable enough that the
* result should be the same if nothing's changed, and changes in the float
@@ -1447,10 +1450,14 @@ static ALvoid ALreverbState_process(ALreverbState *State, ALsizei SamplesToDo, c
/* Process reverb for these samples. */
for(base = 0;base < SamplesToDo;)
{
- ALsizei todo = mini(SamplesToDo-base, MAX_UPDATE_SAMPLES);
+ ALsizei todo = SamplesToDo - base;
/* If cross-fading, don't do more samples than there are to fade. */
if(FADE_SAMPLES-fadeCount > 0)
+ {
todo = mini(todo, FADE_SAMPLES-fadeCount);
+ todo = mini(todo, State->MaxUpdate[0]);
+ }
+ todo = mini(todo, State->MaxUpdate[1]);
/* Convert B-Format to A-Format for processing. */
memset(afmt, 0, sizeof(*afmt)*NUM_LINES);
@@ -1512,6 +1519,7 @@ static ALvoid ALreverbState_process(ALreverbState *State, ALsizei SamplesToDo, c
State->Late.T60[c].MidGain[0] = State->Late.T60[c].MidGain[1];
}
State->Late.DensityGain[0] = State->Late.DensityGain[1];
+ State->MaxUpdate[0] = State->MaxUpdate[1];
}
}
else