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authorChris Robinson <[email protected]>2011-09-01 20:06:51 -0700
committerChris Robinson <[email protected]>2011-09-01 20:06:51 -0700
commite80aa008b2f843869941645baecb3352376ed3e8 (patch)
tree5bd5cef8b9d17c6d5ccc0046a32a3b42973b769b /Alc/alcReverb.c
parent812d91cbf823fcf2ce83c0955c6aa99689c3dc6e (diff)
Combine the reverb effects
Updating and processing still differs depending on whether standard or EAX reverb is used or not. The only functional difference should be that the allocated buffer (and subsequent offsets) take into account the modulation and echo times.
Diffstat (limited to 'Alc/alcReverb.c')
-rw-r--r--Alc/alcReverb.c1125
1 files changed, 525 insertions, 600 deletions
diff --git a/Alc/alcReverb.c b/Alc/alcReverb.c
index d4e5d318..d8c06dc4 100644
--- a/Alc/alcReverb.c
+++ b/Alc/alcReverb.c
@@ -193,6 +193,418 @@ static const ALfloat LATE_LINE_LENGTH[4] =
// effect's density parameter (inverted for some reason) and this multiplier.
static const ALfloat LATE_LINE_MULTIPLIER = 4.0f;
+
+// Basic delay line input/output routines.
+static __inline ALfloat DelayLineOut(DelayLine *Delay, ALuint offset)
+{
+ return Delay->Line[offset&Delay->Mask];
+}
+
+static __inline ALvoid DelayLineIn(DelayLine *Delay, ALuint offset, ALfloat in)
+{
+ Delay->Line[offset&Delay->Mask] = in;
+}
+
+// Attenuated delay line output routine.
+static __inline ALfloat AttenuatedDelayLineOut(DelayLine *Delay, ALuint offset, ALfloat coeff)
+{
+ return coeff * Delay->Line[offset&Delay->Mask];
+}
+
+// Basic attenuated all-pass input/output routine.
+static __inline ALfloat AllpassInOut(DelayLine *Delay, ALuint outOffset, ALuint inOffset, ALfloat in, ALfloat feedCoeff, ALfloat coeff)
+{
+ ALfloat out, feed;
+
+ out = DelayLineOut(Delay, outOffset);
+ feed = feedCoeff * in;
+ DelayLineIn(Delay, inOffset, (feedCoeff * (out - feed)) + in);
+
+ // The time-based attenuation is only applied to the delay output to
+ // keep it from affecting the feed-back path (which is already controlled
+ // by the all-pass feed coefficient).
+ return (coeff * out) - feed;
+}
+
+// Given an input sample, this function produces modulation for the late
+// reverb.
+static __inline ALfloat EAXModulation(ALverbState *State, ALfloat in)
+{
+ ALfloat sinus, frac;
+ ALuint offset;
+ ALfloat out0, out1;
+
+ // Calculate the sinus rythm (dependent on modulation time and the
+ // sampling rate). The center of the sinus is moved to reduce the delay
+ // of the effect when the time or depth are low.
+ sinus = 1.0f - cos(2.0f * M_PI * State->Mod.Index / State->Mod.Range);
+
+ // The depth determines the range over which to read the input samples
+ // from, so it must be filtered to reduce the distortion caused by even
+ // small parameter changes.
+ State->Mod.Filter = lerp(State->Mod.Filter, State->Mod.Depth,
+ State->Mod.Coeff);
+
+ // Calculate the read offset and fraction between it and the next sample.
+ frac = (1.0f + (State->Mod.Filter * sinus));
+ offset = (ALuint)frac;
+ frac -= offset;
+
+ // Get the two samples crossed by the offset, and feed the delay line
+ // with the next input sample.
+ out0 = DelayLineOut(&State->Mod.Delay, State->Offset - offset);
+ out1 = DelayLineOut(&State->Mod.Delay, State->Offset - offset - 1);
+ DelayLineIn(&State->Mod.Delay, State->Offset, in);
+
+ // Step the modulation index forward, keeping it bound to its range.
+ State->Mod.Index = (State->Mod.Index + 1) % State->Mod.Range;
+
+ // The output is obtained by linearly interpolating the two samples that
+ // were acquired above.
+ return lerp(out0, out1, frac);
+}
+
+// Delay line output routine for early reflections.
+static __inline ALfloat EarlyDelayLineOut(ALverbState *State, ALuint index)
+{
+ return AttenuatedDelayLineOut(&State->Early.Delay[index],
+ State->Offset - State->Early.Offset[index],
+ State->Early.Coeff[index]);
+}
+
+// Given an input sample, this function produces four-channel output for the
+// early reflections.
+static __inline ALvoid EarlyReflection(ALverbState *State, ALfloat in, ALfloat *out)
+{
+ ALfloat d[4], v, f[4];
+
+ // Obtain the decayed results of each early delay line.
+ d[0] = EarlyDelayLineOut(State, 0);
+ d[1] = EarlyDelayLineOut(State, 1);
+ d[2] = EarlyDelayLineOut(State, 2);
+ d[3] = EarlyDelayLineOut(State, 3);
+
+ /* The following uses a lossless scattering junction from waveguide
+ * theory. It actually amounts to a householder mixing matrix, which
+ * will produce a maximally diffuse response, and means this can probably
+ * be considered a simple feed-back delay network (FDN).
+ * N
+ * ---
+ * \
+ * v = 2/N / d_i
+ * ---
+ * i=1
+ */
+ v = (d[0] + d[1] + d[2] + d[3]) * 0.5f;
+ // The junction is loaded with the input here.
+ v += in;
+
+ // Calculate the feed values for the delay lines.
+ f[0] = v - d[0];
+ f[1] = v - d[1];
+ f[2] = v - d[2];
+ f[3] = v - d[3];
+
+ // Re-feed the delay lines.
+ DelayLineIn(&State->Early.Delay[0], State->Offset, f[0]);
+ DelayLineIn(&State->Early.Delay[1], State->Offset, f[1]);
+ DelayLineIn(&State->Early.Delay[2], State->Offset, f[2]);
+ DelayLineIn(&State->Early.Delay[3], State->Offset, f[3]);
+
+ // Output the results of the junction for all four channels.
+ out[0] = State->Early.Gain * f[0];
+ out[1] = State->Early.Gain * f[1];
+ out[2] = State->Early.Gain * f[2];
+ out[3] = State->Early.Gain * f[3];
+}
+
+// All-pass input/output routine for late reverb.
+static __inline ALfloat LateAllPassInOut(ALverbState *State, ALuint index, ALfloat in)
+{
+ return AllpassInOut(&State->Late.ApDelay[index],
+ State->Offset - State->Late.ApOffset[index],
+ State->Offset, in, State->Late.ApFeedCoeff,
+ State->Late.ApCoeff[index]);
+}
+
+// Delay line output routine for late reverb.
+static __inline ALfloat LateDelayLineOut(ALverbState *State, ALuint index)
+{
+ return AttenuatedDelayLineOut(&State->Late.Delay[index],
+ State->Offset - State->Late.Offset[index],
+ State->Late.Coeff[index]);
+}
+
+// Low-pass filter input/output routine for late reverb.
+static __inline ALfloat LateLowPassInOut(ALverbState *State, ALuint index, ALfloat in)
+{
+ in = lerp(in, State->Late.LpSample[index], State->Late.LpCoeff[index]);
+ State->Late.LpSample[index] = in;
+ return in;
+}
+
+// Given four decorrelated input samples, this function produces four-channel
+// output for the late reverb.
+static __inline ALvoid LateReverb(ALverbState *State, ALfloat *in, ALfloat *out)
+{
+ ALfloat d[4], f[4];
+
+ // Obtain the decayed results of the cyclical delay lines, and add the
+ // corresponding input channels. Then pass the results through the
+ // low-pass filters.
+
+ // This is where the feed-back cycles from line 0 to 1 to 3 to 2 and back
+ // to 0.
+ d[0] = LateLowPassInOut(State, 2, in[2] + LateDelayLineOut(State, 2));
+ d[1] = LateLowPassInOut(State, 0, in[0] + LateDelayLineOut(State, 0));
+ d[2] = LateLowPassInOut(State, 3, in[3] + LateDelayLineOut(State, 3));
+ d[3] = LateLowPassInOut(State, 1, in[1] + LateDelayLineOut(State, 1));
+
+ // To help increase diffusion, run each line through an all-pass filter.
+ // When there is no diffusion, the shortest all-pass filter will feed the
+ // shortest delay line.
+ d[0] = LateAllPassInOut(State, 0, d[0]);
+ d[1] = LateAllPassInOut(State, 1, d[1]);
+ d[2] = LateAllPassInOut(State, 2, d[2]);
+ d[3] = LateAllPassInOut(State, 3, d[3]);
+
+ /* Late reverb is done with a modified feed-back delay network (FDN)
+ * topology. Four input lines are each fed through their own all-pass
+ * filter and then into the mixing matrix. The four outputs of the
+ * mixing matrix are then cycled back to the inputs. Each output feeds
+ * a different input to form a circlular feed cycle.
+ *
+ * The mixing matrix used is a 4D skew-symmetric rotation matrix derived
+ * using a single unitary rotational parameter:
+ *
+ * [ d, a, b, c ] 1 = a^2 + b^2 + c^2 + d^2
+ * [ -a, d, c, -b ]
+ * [ -b, -c, d, a ]
+ * [ -c, b, -a, d ]
+ *
+ * The rotation is constructed from the effect's diffusion parameter,
+ * yielding: 1 = x^2 + 3 y^2; where a, b, and c are the coefficient y
+ * with differing signs, and d is the coefficient x. The matrix is thus:
+ *
+ * [ x, y, -y, y ] n = sqrt(matrix_order - 1)
+ * [ -y, x, y, y ] t = diffusion_parameter * atan(n)
+ * [ y, -y, x, y ] x = cos(t)
+ * [ -y, -y, -y, x ] y = sin(t) / n
+ *
+ * To reduce the number of multiplies, the x coefficient is applied with
+ * the cyclical delay line coefficients. Thus only the y coefficient is
+ * applied when mixing, and is modified to be: y / x.
+ */
+ f[0] = d[0] + (State->Late.MixCoeff * ( d[1] + -d[2] + d[3]));
+ f[1] = d[1] + (State->Late.MixCoeff * (-d[0] + d[2] + d[3]));
+ f[2] = d[2] + (State->Late.MixCoeff * ( d[0] + -d[1] + d[3]));
+ f[3] = d[3] + (State->Late.MixCoeff * (-d[0] + -d[1] + -d[2] ));
+
+ // Output the results of the matrix for all four channels, attenuated by
+ // the late reverb gain (which is attenuated by the 'x' mix coefficient).
+ out[0] = State->Late.Gain * f[0];
+ out[1] = State->Late.Gain * f[1];
+ out[2] = State->Late.Gain * f[2];
+ out[3] = State->Late.Gain * f[3];
+
+ // Re-feed the cyclical delay lines.
+ DelayLineIn(&State->Late.Delay[0], State->Offset, f[0]);
+ DelayLineIn(&State->Late.Delay[1], State->Offset, f[1]);
+ DelayLineIn(&State->Late.Delay[2], State->Offset, f[2]);
+ DelayLineIn(&State->Late.Delay[3], State->Offset, f[3]);
+}
+
+// Given an input sample, this function mixes echo into the four-channel late
+// reverb.
+static __inline ALvoid EAXEcho(ALverbState *State, ALfloat in, ALfloat *late)
+{
+ ALfloat out, feed;
+
+ // Get the latest attenuated echo sample for output.
+ feed = AttenuatedDelayLineOut(&State->Echo.Delay,
+ State->Offset - State->Echo.Offset,
+ State->Echo.Coeff);
+
+ // Mix the output into the late reverb channels.
+ out = State->Echo.MixCoeff[0] * feed;
+ late[0] = (State->Echo.MixCoeff[1] * late[0]) + out;
+ late[1] = (State->Echo.MixCoeff[1] * late[1]) + out;
+ late[2] = (State->Echo.MixCoeff[1] * late[2]) + out;
+ late[3] = (State->Echo.MixCoeff[1] * late[3]) + out;
+
+ // Mix the energy-attenuated input with the output and pass it through
+ // the echo low-pass filter.
+ feed += State->Echo.DensityGain * in;
+ feed = lerp(feed, State->Echo.LpSample, State->Echo.LpCoeff);
+ State->Echo.LpSample = feed;
+
+ // Then the echo all-pass filter.
+ feed = AllpassInOut(&State->Echo.ApDelay,
+ State->Offset - State->Echo.ApOffset,
+ State->Offset, feed, State->Echo.ApFeedCoeff,
+ State->Echo.ApCoeff);
+
+ // Feed the delay with the mixed and filtered sample.
+ DelayLineIn(&State->Echo.Delay, State->Offset, feed);
+}
+
+// Perform the non-EAX reverb pass on a given input sample, resulting in
+// four-channel output.
+static __inline ALvoid VerbPass(ALverbState *State, ALfloat in, ALfloat *early, ALfloat *late)
+{
+ ALfloat feed, taps[4];
+
+ // Low-pass filter the incoming sample.
+ in = lpFilter2P(&State->LpFilter, 0, in);
+
+ // Feed the initial delay line.
+ DelayLineIn(&State->Delay, State->Offset, in);
+
+ // Calculate the early reflection from the first delay tap.
+ in = DelayLineOut(&State->Delay, State->Offset - State->DelayTap[0]);
+ EarlyReflection(State, in, early);
+
+ // Feed the decorrelator from the energy-attenuated output of the second
+ // delay tap.
+ in = DelayLineOut(&State->Delay, State->Offset - State->DelayTap[1]);
+ feed = in * State->Late.DensityGain;
+ DelayLineIn(&State->Decorrelator, State->Offset, feed);
+
+ // Calculate the late reverb from the decorrelator taps.
+ taps[0] = feed;
+ taps[1] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[0]);
+ taps[2] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[1]);
+ taps[3] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[2]);
+ LateReverb(State, taps, late);
+
+ // Step all delays forward one sample.
+ State->Offset++;
+}
+
+// Perform the EAX reverb pass on a given input sample, resulting in four-
+// channel output.
+static __inline ALvoid EAXVerbPass(ALverbState *State, ALfloat in, ALfloat *early, ALfloat *late)
+{
+ ALfloat feed, taps[4];
+
+ // Low-pass filter the incoming sample.
+ in = lpFilter2P(&State->LpFilter, 0, in);
+
+ // Perform any modulation on the input.
+ in = EAXModulation(State, in);
+
+ // Feed the initial delay line.
+ DelayLineIn(&State->Delay, State->Offset, in);
+
+ // Calculate the early reflection from the first delay tap.
+ in = DelayLineOut(&State->Delay, State->Offset - State->DelayTap[0]);
+ EarlyReflection(State, in, early);
+
+ // Feed the decorrelator from the energy-attenuated output of the second
+ // delay tap.
+ in = DelayLineOut(&State->Delay, State->Offset - State->DelayTap[1]);
+ feed = in * State->Late.DensityGain;
+ DelayLineIn(&State->Decorrelator, State->Offset, feed);
+
+ // Calculate the late reverb from the decorrelator taps.
+ taps[0] = feed;
+ taps[1] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[0]);
+ taps[2] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[1]);
+ taps[3] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[2]);
+ LateReverb(State, taps, late);
+
+ // Calculate and mix in any echo.
+ EAXEcho(State, in, late);
+
+ // Step all delays forward one sample.
+ State->Offset++;
+}
+
+// This processes the reverb state, given the input samples and an output
+// buffer.
+static ALvoid VerbProcess(ALeffectState *effect, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MAXCHANNELS])
+{
+ ALverbState *State = (ALverbState*)effect;
+ ALuint index;
+ ALfloat early[4], late[4], out[4];
+ const ALfloat *panGain = State->Gain;
+ (void)Slot;
+
+ for(index = 0;index < SamplesToDo;index++)
+ {
+ // Process reverb for this sample.
+ VerbPass(State, SamplesIn[index], early, late);
+
+ // Mix early reflections and late reverb.
+ out[0] = (early[0] + late[0]);
+ out[1] = (early[1] + late[1]);
+ out[2] = (early[2] + late[2]);
+ out[3] = (early[3] + late[3]);
+
+ // Output the results.
+ SamplesOut[index][FRONT_LEFT] += panGain[FRONT_LEFT] * out[0];
+ SamplesOut[index][FRONT_RIGHT] += panGain[FRONT_RIGHT] * out[1];
+ SamplesOut[index][FRONT_CENTER] += panGain[FRONT_CENTER] * out[3];
+ SamplesOut[index][SIDE_LEFT] += panGain[SIDE_LEFT] * out[0];
+ SamplesOut[index][SIDE_RIGHT] += panGain[SIDE_RIGHT] * out[1];
+ SamplesOut[index][BACK_LEFT] += panGain[BACK_LEFT] * out[0];
+ SamplesOut[index][BACK_RIGHT] += panGain[BACK_RIGHT] * out[1];
+ SamplesOut[index][BACK_CENTER] += panGain[BACK_CENTER] * out[2];
+ }
+}
+
+// This processes the EAX reverb state, given the input samples and an output
+// buffer.
+static ALvoid EAXVerbProcess(ALeffectState *effect, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MAXCHANNELS])
+{
+ ALverbState *State = (ALverbState*)effect;
+ ALuint index;
+ ALfloat early[4], late[4];
+ (void)Slot;
+
+ for(index = 0;index < SamplesToDo;index++)
+ {
+ // Process reverb for this sample.
+ EAXVerbPass(State, SamplesIn[index], early, late);
+
+ // Unfortunately, while the number and configuration of gains for
+ // panning adjust according to MAXCHANNELS, the output from the
+ // reverb engine is not so scalable.
+ SamplesOut[index][FRONT_LEFT] +=
+ (State->Early.PanGain[FRONT_LEFT]*early[0] +
+ State->Late.PanGain[FRONT_LEFT]*late[0]);
+ SamplesOut[index][FRONT_RIGHT] +=
+ (State->Early.PanGain[FRONT_RIGHT]*early[1] +
+ State->Late.PanGain[FRONT_RIGHT]*late[1]);
+ SamplesOut[index][FRONT_CENTER] +=
+ (State->Early.PanGain[FRONT_CENTER]*early[3] +
+ State->Late.PanGain[FRONT_CENTER]*late[3]);
+ SamplesOut[index][SIDE_LEFT] +=
+ (State->Early.PanGain[SIDE_LEFT]*early[0] +
+ State->Late.PanGain[SIDE_LEFT]*late[0]);
+ SamplesOut[index][SIDE_RIGHT] +=
+ (State->Early.PanGain[SIDE_RIGHT]*early[1] +
+ State->Late.PanGain[SIDE_RIGHT]*late[1]);
+ SamplesOut[index][BACK_LEFT] +=
+ (State->Early.PanGain[BACK_LEFT]*early[0] +
+ State->Late.PanGain[BACK_LEFT]*late[0]);
+ SamplesOut[index][BACK_RIGHT] +=
+ (State->Early.PanGain[BACK_RIGHT]*early[1] +
+ State->Late.PanGain[BACK_RIGHT]*late[1]);
+ SamplesOut[index][BACK_CENTER] +=
+ (State->Early.PanGain[BACK_CENTER]*early[2] +
+ State->Late.PanGain[BACK_CENTER]*late[2]);
+ }
+}
+
+
+// Given the allocated sample buffer, this function updates each delay line
+// offset.
+static __inline ALvoid RealizeLineOffset(ALfloat * sampleBuffer, DelayLine *Delay)
+{
+ Delay->Line = &sampleBuffer[(ALintptrEXT)Delay->Line];
+}
+
// Calculate the length of a delay line and store its mask and offset.
static ALuint CalcLineLength(ALfloat length, ALintptrEXT offset, ALuint frequency, DelayLine *Delay)
{
@@ -208,19 +620,11 @@ static ALuint CalcLineLength(ALfloat length, ALintptrEXT offset, ALuint frequenc
return samples;
}
-// Given the allocated sample buffer, this function updates each delay line
-// offset.
-static __inline ALvoid RealizeLineOffset(ALfloat * sampleBuffer, DelayLine *Delay)
-{
- Delay->Line = &sampleBuffer[(ALintptrEXT)Delay->Line];
-}
-
/* Calculates the delay line metrics and allocates the shared sample buffer
- * for all lines given a flag indicating whether or not to allocate the EAX-
- * related delays (eaxFlag) and the sample rate (frequency). If an
- * allocation failure occurs, it returns AL_FALSE.
+ * for all lines given the sample rate (frequency). If an allocation failure
+ * occurs, it returns AL_FALSE.
*/
-static ALboolean AllocLines(ALboolean eaxFlag, ALuint frequency, ALverbState *State)
+static ALboolean AllocLines(ALuint frequency, ALverbState *State)
{
ALuint totalSamples, index;
ALfloat length;
@@ -229,27 +633,21 @@ static ALboolean AllocLines(ALboolean eaxFlag, ALuint frequency, ALverbState *St
// All delay line lengths are calculated to accomodate the full range of
// lengths given their respective paramters.
totalSamples = 0;
- if(eaxFlag)
- {
- /* The modulator's line length is calculated from the maximum
- * modulation time and depth coefficient, and halfed for the low-to-
- * high frequency swing. An additional sample is added to keep it
- * stable when there is no modulation.
- */
- length = (AL_EAXREVERB_MAX_MODULATION_TIME * MODULATION_DEPTH_COEFF /
- 2.0f) + (1.0f / frequency);
- totalSamples += CalcLineLength(length, totalSamples, frequency,
- &State->Mod.Delay);
- }
+
+ /* The modulator's line length is calculated from the maximum modulation
+ * time and depth coefficient, and halfed for the low-to-high frequency
+ * swing. An additional sample is added to keep it stable when there is no
+ * modulation.
+ */
+ length = (AL_EAXREVERB_MAX_MODULATION_TIME*MODULATION_DEPTH_COEFF/2.0f) +
+ (1.0f / frequency);
+ totalSamples += CalcLineLength(length, totalSamples, frequency,
+ &State->Mod.Delay);
// The initial delay is the sum of the reflections and late reverb
// delays.
- if(eaxFlag)
- length = AL_EAXREVERB_MAX_REFLECTIONS_DELAY +
- AL_EAXREVERB_MAX_LATE_REVERB_DELAY;
- else
- length = AL_REVERB_MAX_REFLECTIONS_DELAY +
- AL_REVERB_MAX_LATE_REVERB_DELAY;
+ length = AL_EAXREVERB_MAX_REFLECTIONS_DELAY +
+ AL_EAXREVERB_MAX_LATE_REVERB_DELAY;
totalSamples += CalcLineLength(length, totalSamples, frequency,
&State->Delay);
@@ -278,14 +676,11 @@ static ALboolean AllocLines(ALboolean eaxFlag, ALuint frequency, ALverbState *St
&State->Late.Delay[index]);
}
- if(eaxFlag)
- {
- // The echo all-pass and delay lines.
- totalSamples += CalcLineLength(ECHO_ALLPASS_LENGTH, totalSamples,
- frequency, &State->Echo.ApDelay);
- totalSamples += CalcLineLength(AL_EAXREVERB_MAX_ECHO_TIME, totalSamples,
- frequency, &State->Echo.Delay);
- }
+ // The echo all-pass and delay lines.
+ totalSamples += CalcLineLength(ECHO_ALLPASS_LENGTH, totalSamples,
+ frequency, &State->Echo.ApDelay);
+ totalSamples += CalcLineLength(AL_EAXREVERB_MAX_ECHO_TIME, totalSamples,
+ frequency, &State->Echo.Delay);
if(totalSamples != State->TotalSamples)
{
@@ -305,12 +700,9 @@ static ALboolean AllocLines(ALboolean eaxFlag, ALuint frequency, ALverbState *St
RealizeLineOffset(State->SampleBuffer, &State->Late.ApDelay[index]);
RealizeLineOffset(State->SampleBuffer, &State->Late.Delay[index]);
}
- if(eaxFlag)
- {
- RealizeLineOffset(State->SampleBuffer, &State->Mod.Delay);
- RealizeLineOffset(State->SampleBuffer, &State->Echo.ApDelay);
- RealizeLineOffset(State->SampleBuffer, &State->Echo.Delay);
- }
+ RealizeLineOffset(State->SampleBuffer, &State->Mod.Delay);
+ RealizeLineOffset(State->SampleBuffer, &State->Echo.ApDelay);
+ RealizeLineOffset(State->SampleBuffer, &State->Echo.Delay);
// Clear the sample buffer.
for(index = 0;index < State->TotalSamples;index++)
@@ -319,6 +711,42 @@ static ALboolean AllocLines(ALboolean eaxFlag, ALuint frequency, ALverbState *St
return AL_TRUE;
}
+// This updates the device-dependant EAX reverb state. This is called on
+// initialization and any time the device parameters (eg. playback frequency,
+// format) have been changed.
+static ALboolean ReverbDeviceUpdate(ALeffectState *effect, ALCdevice *Device)
+{
+ ALverbState *State = (ALverbState*)effect;
+ ALuint frequency = Device->Frequency, index;
+
+ // Allocate the delay lines.
+ if(!AllocLines(frequency, State))
+ return AL_FALSE;
+
+ // Calculate the modulation filter coefficient. Notice that the exponent
+ // is calculated given the current sample rate. This ensures that the
+ // resulting filter response over time is consistent across all sample
+ // rates.
+ State->Mod.Coeff = aluPow(MODULATION_FILTER_COEFF,
+ MODULATION_FILTER_CONST / frequency);
+
+ // The early reflection and late all-pass filter line lengths are static,
+ // so their offsets only need to be calculated once.
+ for(index = 0;index < 4;index++)
+ {
+ State->Early.Offset[index] = (ALuint)(EARLY_LINE_LENGTH[index] *
+ frequency);
+ State->Late.ApOffset[index] = (ALuint)(ALLPASS_LINE_LENGTH[index] *
+ frequency);
+ }
+
+ // The echo all-pass filter line length is static, so its offset only
+ // needs to be calculated once.
+ State->Echo.ApOffset = (ALuint)(ECHO_ALLPASS_LENGTH * frequency);
+
+ return AL_TRUE;
+}
+
// Calculate a decay coefficient given the length of each cycle and the time
// until the decay reaches -60 dB.
static __inline ALfloat CalcDecayCoeff(ALfloat length, ALfloat decayTime)
@@ -663,484 +1091,38 @@ static ALvoid Update3DPanning(const ALCdevice *Device, const ALfloat *Reflection
}
}
-// Basic delay line input/output routines.
-static __inline ALfloat DelayLineOut(DelayLine *Delay, ALuint offset)
-{
- return Delay->Line[offset&Delay->Mask];
-}
-
-static __inline ALvoid DelayLineIn(DelayLine *Delay, ALuint offset, ALfloat in)
-{
- Delay->Line[offset&Delay->Mask] = in;
-}
-
-// Attenuated delay line output routine.
-static __inline ALfloat AttenuatedDelayLineOut(DelayLine *Delay, ALuint offset, ALfloat coeff)
-{
- return coeff * Delay->Line[offset&Delay->Mask];
-}
-
-// Basic attenuated all-pass input/output routine.
-static __inline ALfloat AllpassInOut(DelayLine *Delay, ALuint outOffset, ALuint inOffset, ALfloat in, ALfloat feedCoeff, ALfloat coeff)
-{
- ALfloat out, feed;
-
- out = DelayLineOut(Delay, outOffset);
- feed = feedCoeff * in;
- DelayLineIn(Delay, inOffset, (feedCoeff * (out - feed)) + in);
-
- // The time-based attenuation is only applied to the delay output to
- // keep it from affecting the feed-back path (which is already controlled
- // by the all-pass feed coefficient).
- return (coeff * out) - feed;
-}
-
-// Given an input sample, this function produces modulation for the late
-// reverb.
-static __inline ALfloat EAXModulation(ALverbState *State, ALfloat in)
-{
- ALfloat sinus, frac;
- ALuint offset;
- ALfloat out0, out1;
-
- // Calculate the sinus rythm (dependent on modulation time and the
- // sampling rate). The center of the sinus is moved to reduce the delay
- // of the effect when the time or depth are low.
- sinus = 1.0f - cos(2.0f * M_PI * State->Mod.Index / State->Mod.Range);
-
- // The depth determines the range over which to read the input samples
- // from, so it must be filtered to reduce the distortion caused by even
- // small parameter changes.
- State->Mod.Filter = lerp(State->Mod.Filter, State->Mod.Depth,
- State->Mod.Coeff);
-
- // Calculate the read offset and fraction between it and the next sample.
- frac = (1.0f + (State->Mod.Filter * sinus));
- offset = (ALuint)frac;
- frac -= offset;
-
- // Get the two samples crossed by the offset, and feed the delay line
- // with the next input sample.
- out0 = DelayLineOut(&State->Mod.Delay, State->Offset - offset);
- out1 = DelayLineOut(&State->Mod.Delay, State->Offset - offset - 1);
- DelayLineIn(&State->Mod.Delay, State->Offset, in);
-
- // Step the modulation index forward, keeping it bound to its range.
- State->Mod.Index = (State->Mod.Index + 1) % State->Mod.Range;
-
- // The output is obtained by linearly interpolating the two samples that
- // were acquired above.
- return lerp(out0, out1, frac);
-}
-
-// Delay line output routine for early reflections.
-static __inline ALfloat EarlyDelayLineOut(ALverbState *State, ALuint index)
-{
- return AttenuatedDelayLineOut(&State->Early.Delay[index],
- State->Offset - State->Early.Offset[index],
- State->Early.Coeff[index]);
-}
-
-// Given an input sample, this function produces four-channel output for the
-// early reflections.
-static __inline ALvoid EarlyReflection(ALverbState *State, ALfloat in, ALfloat *out)
-{
- ALfloat d[4], v, f[4];
-
- // Obtain the decayed results of each early delay line.
- d[0] = EarlyDelayLineOut(State, 0);
- d[1] = EarlyDelayLineOut(State, 1);
- d[2] = EarlyDelayLineOut(State, 2);
- d[3] = EarlyDelayLineOut(State, 3);
-
- /* The following uses a lossless scattering junction from waveguide
- * theory. It actually amounts to a householder mixing matrix, which
- * will produce a maximally diffuse response, and means this can probably
- * be considered a simple feed-back delay network (FDN).
- * N
- * ---
- * \
- * v = 2/N / d_i
- * ---
- * i=1
- */
- v = (d[0] + d[1] + d[2] + d[3]) * 0.5f;
- // The junction is loaded with the input here.
- v += in;
-
- // Calculate the feed values for the delay lines.
- f[0] = v - d[0];
- f[1] = v - d[1];
- f[2] = v - d[2];
- f[3] = v - d[3];
-
- // Re-feed the delay lines.
- DelayLineIn(&State->Early.Delay[0], State->Offset, f[0]);
- DelayLineIn(&State->Early.Delay[1], State->Offset, f[1]);
- DelayLineIn(&State->Early.Delay[2], State->Offset, f[2]);
- DelayLineIn(&State->Early.Delay[3], State->Offset, f[3]);
-
- // Output the results of the junction for all four channels.
- out[0] = State->Early.Gain * f[0];
- out[1] = State->Early.Gain * f[1];
- out[2] = State->Early.Gain * f[2];
- out[3] = State->Early.Gain * f[3];
-}
-
-// All-pass input/output routine for late reverb.
-static __inline ALfloat LateAllPassInOut(ALverbState *State, ALuint index, ALfloat in)
-{
- return AllpassInOut(&State->Late.ApDelay[index],
- State->Offset - State->Late.ApOffset[index],
- State->Offset, in, State->Late.ApFeedCoeff,
- State->Late.ApCoeff[index]);
-}
-
-// Delay line output routine for late reverb.
-static __inline ALfloat LateDelayLineOut(ALverbState *State, ALuint index)
-{
- return AttenuatedDelayLineOut(&State->Late.Delay[index],
- State->Offset - State->Late.Offset[index],
- State->Late.Coeff[index]);
-}
-
-// Low-pass filter input/output routine for late reverb.
-static __inline ALfloat LateLowPassInOut(ALverbState *State, ALuint index, ALfloat in)
-{
- in = lerp(in, State->Late.LpSample[index], State->Late.LpCoeff[index]);
- State->Late.LpSample[index] = in;
- return in;
-}
-
-// Given four decorrelated input samples, this function produces four-channel
-// output for the late reverb.
-static __inline ALvoid LateReverb(ALverbState *State, ALfloat *in, ALfloat *out)
-{
- ALfloat d[4], f[4];
-
- // Obtain the decayed results of the cyclical delay lines, and add the
- // corresponding input channels. Then pass the results through the
- // low-pass filters.
-
- // This is where the feed-back cycles from line 0 to 1 to 3 to 2 and back
- // to 0.
- d[0] = LateLowPassInOut(State, 2, in[2] + LateDelayLineOut(State, 2));
- d[1] = LateLowPassInOut(State, 0, in[0] + LateDelayLineOut(State, 0));
- d[2] = LateLowPassInOut(State, 3, in[3] + LateDelayLineOut(State, 3));
- d[3] = LateLowPassInOut(State, 1, in[1] + LateDelayLineOut(State, 1));
-
- // To help increase diffusion, run each line through an all-pass filter.
- // When there is no diffusion, the shortest all-pass filter will feed the
- // shortest delay line.
- d[0] = LateAllPassInOut(State, 0, d[0]);
- d[1] = LateAllPassInOut(State, 1, d[1]);
- d[2] = LateAllPassInOut(State, 2, d[2]);
- d[3] = LateAllPassInOut(State, 3, d[3]);
-
- /* Late reverb is done with a modified feed-back delay network (FDN)
- * topology. Four input lines are each fed through their own all-pass
- * filter and then into the mixing matrix. The four outputs of the
- * mixing matrix are then cycled back to the inputs. Each output feeds
- * a different input to form a circlular feed cycle.
- *
- * The mixing matrix used is a 4D skew-symmetric rotation matrix derived
- * using a single unitary rotational parameter:
- *
- * [ d, a, b, c ] 1 = a^2 + b^2 + c^2 + d^2
- * [ -a, d, c, -b ]
- * [ -b, -c, d, a ]
- * [ -c, b, -a, d ]
- *
- * The rotation is constructed from the effect's diffusion parameter,
- * yielding: 1 = x^2 + 3 y^2; where a, b, and c are the coefficient y
- * with differing signs, and d is the coefficient x. The matrix is thus:
- *
- * [ x, y, -y, y ] n = sqrt(matrix_order - 1)
- * [ -y, x, y, y ] t = diffusion_parameter * atan(n)
- * [ y, -y, x, y ] x = cos(t)
- * [ -y, -y, -y, x ] y = sin(t) / n
- *
- * To reduce the number of multiplies, the x coefficient is applied with
- * the cyclical delay line coefficients. Thus only the y coefficient is
- * applied when mixing, and is modified to be: y / x.
- */
- f[0] = d[0] + (State->Late.MixCoeff * ( d[1] + -d[2] + d[3]));
- f[1] = d[1] + (State->Late.MixCoeff * (-d[0] + d[2] + d[3]));
- f[2] = d[2] + (State->Late.MixCoeff * ( d[0] + -d[1] + d[3]));
- f[3] = d[3] + (State->Late.MixCoeff * (-d[0] + -d[1] + -d[2] ));
-
- // Output the results of the matrix for all four channels, attenuated by
- // the late reverb gain (which is attenuated by the 'x' mix coefficient).
- out[0] = State->Late.Gain * f[0];
- out[1] = State->Late.Gain * f[1];
- out[2] = State->Late.Gain * f[2];
- out[3] = State->Late.Gain * f[3];
-
- // Re-feed the cyclical delay lines.
- DelayLineIn(&State->Late.Delay[0], State->Offset, f[0]);
- DelayLineIn(&State->Late.Delay[1], State->Offset, f[1]);
- DelayLineIn(&State->Late.Delay[2], State->Offset, f[2]);
- DelayLineIn(&State->Late.Delay[3], State->Offset, f[3]);
-}
-
-// Given an input sample, this function mixes echo into the four-channel late
-// reverb.
-static __inline ALvoid EAXEcho(ALverbState *State, ALfloat in, ALfloat *late)
-{
- ALfloat out, feed;
-
- // Get the latest attenuated echo sample for output.
- feed = AttenuatedDelayLineOut(&State->Echo.Delay,
- State->Offset - State->Echo.Offset,
- State->Echo.Coeff);
-
- // Mix the output into the late reverb channels.
- out = State->Echo.MixCoeff[0] * feed;
- late[0] = (State->Echo.MixCoeff[1] * late[0]) + out;
- late[1] = (State->Echo.MixCoeff[1] * late[1]) + out;
- late[2] = (State->Echo.MixCoeff[1] * late[2]) + out;
- late[3] = (State->Echo.MixCoeff[1] * late[3]) + out;
-
- // Mix the energy-attenuated input with the output and pass it through
- // the echo low-pass filter.
- feed += State->Echo.DensityGain * in;
- feed = lerp(feed, State->Echo.LpSample, State->Echo.LpCoeff);
- State->Echo.LpSample = feed;
-
- // Then the echo all-pass filter.
- feed = AllpassInOut(&State->Echo.ApDelay,
- State->Offset - State->Echo.ApOffset,
- State->Offset, feed, State->Echo.ApFeedCoeff,
- State->Echo.ApCoeff);
-
- // Feed the delay with the mixed and filtered sample.
- DelayLineIn(&State->Echo.Delay, State->Offset, feed);
-}
-
-// Perform the non-EAX reverb pass on a given input sample, resulting in
-// four-channel output.
-static __inline ALvoid VerbPass(ALverbState *State, ALfloat in, ALfloat *early, ALfloat *late)
-{
- ALfloat feed, taps[4];
-
- // Low-pass filter the incoming sample.
- in = lpFilter2P(&State->LpFilter, 0, in);
-
- // Feed the initial delay line.
- DelayLineIn(&State->Delay, State->Offset, in);
-
- // Calculate the early reflection from the first delay tap.
- in = DelayLineOut(&State->Delay, State->Offset - State->DelayTap[0]);
- EarlyReflection(State, in, early);
-
- // Feed the decorrelator from the energy-attenuated output of the second
- // delay tap.
- in = DelayLineOut(&State->Delay, State->Offset - State->DelayTap[1]);
- feed = in * State->Late.DensityGain;
- DelayLineIn(&State->Decorrelator, State->Offset, feed);
-
- // Calculate the late reverb from the decorrelator taps.
- taps[0] = feed;
- taps[1] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[0]);
- taps[2] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[1]);
- taps[3] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[2]);
- LateReverb(State, taps, late);
-
- // Step all delays forward one sample.
- State->Offset++;
-}
-
-// Perform the EAX reverb pass on a given input sample, resulting in four-
-// channel output.
-static __inline ALvoid EAXVerbPass(ALverbState *State, ALfloat in, ALfloat *early, ALfloat *late)
-{
- ALfloat feed, taps[4];
-
- // Low-pass filter the incoming sample.
- in = lpFilter2P(&State->LpFilter, 0, in);
-
- // Perform any modulation on the input.
- in = EAXModulation(State, in);
-
- // Feed the initial delay line.
- DelayLineIn(&State->Delay, State->Offset, in);
-
- // Calculate the early reflection from the first delay tap.
- in = DelayLineOut(&State->Delay, State->Offset - State->DelayTap[0]);
- EarlyReflection(State, in, early);
-
- // Feed the decorrelator from the energy-attenuated output of the second
- // delay tap.
- in = DelayLineOut(&State->Delay, State->Offset - State->DelayTap[1]);
- feed = in * State->Late.DensityGain;
- DelayLineIn(&State->Decorrelator, State->Offset, feed);
-
- // Calculate the late reverb from the decorrelator taps.
- taps[0] = feed;
- taps[1] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[0]);
- taps[2] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[1]);
- taps[3] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[2]);
- LateReverb(State, taps, late);
-
- // Calculate and mix in any echo.
- EAXEcho(State, in, late);
-
- // Step all delays forward one sample.
- State->Offset++;
-}
-
-// This destroys the reverb state. It should be called only when the effect
-// slot has a different (or no) effect loaded over the reverb effect.
-static ALvoid VerbDestroy(ALeffectState *effect)
-{
- ALverbState *State = (ALverbState*)effect;
- if(State)
- {
- free(State->SampleBuffer);
- State->SampleBuffer = NULL;
- free(State);
- }
-}
-
-// This updates the device-dependant reverb state. This is called on
-// initialization and any time the device parameters (eg. playback frequency,
-// or format) have been changed.
-static ALboolean VerbDeviceUpdate(ALeffectState *effect, ALCdevice *Device)
+// This updates the EAX reverb state. This is called any time the EAX reverb
+// effect is loaded into a slot.
+static ALvoid ReverbUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot)
{
ALverbState *State = (ALverbState*)effect;
- ALuint frequency = Device->Frequency;
- ALuint index;
-
- // Allocate the delay lines.
- if(!AllocLines(AL_FALSE, frequency, State))
- return AL_FALSE;
+ ALuint frequency = Context->Device->Frequency;
+ ALboolean isEAX = AL_FALSE;
+ ALfloat cw, x, y, hfRatio;
- // The early reflection and late all-pass filter line lengths are static,
- // so their offsets only need to be calculated once.
- for(index = 0;index < 4;index++)
+ if(Slot->effect.type == AL_EFFECT_EAXREVERB && !EmulateEAXReverb)
{
- State->Early.Offset[index] = (ALuint)(EARLY_LINE_LENGTH[index] *
- frequency);
- State->Late.ApOffset[index] = (ALuint)(ALLPASS_LINE_LENGTH[index] *
- frequency);
+ State->state.Process = EAXVerbProcess;
+ isEAX = AL_TRUE;
}
-
- return AL_TRUE;
-}
-
-// This updates the device-dependant EAX reverb state. This is called on
-// initialization and any time the device parameters (eg. playback frequency,
-// format) have been changed.
-static ALboolean EAXVerbDeviceUpdate(ALeffectState *effect, ALCdevice *Device)
-{
- ALverbState *State = (ALverbState*)effect;
- ALuint frequency = Device->Frequency, index;
-
- // Allocate the delay lines.
- if(!AllocLines(AL_TRUE, frequency, State))
- return AL_FALSE;
-
- // Calculate the modulation filter coefficient. Notice that the exponent
- // is calculated given the current sample rate. This ensures that the
- // resulting filter response over time is consistent across all sample
- // rates.
- State->Mod.Coeff = aluPow(MODULATION_FILTER_COEFF,
- MODULATION_FILTER_CONST / frequency);
-
- // The early reflection and late all-pass filter line lengths are static,
- // so their offsets only need to be calculated once.
- for(index = 0;index < 4;index++)
+ else if(Slot->effect.type == AL_EFFECT_REVERB || EmulateEAXReverb)
{
- State->Early.Offset[index] = (ALuint)(EARLY_LINE_LENGTH[index] *
- frequency);
- State->Late.ApOffset[index] = (ALuint)(ALLPASS_LINE_LENGTH[index] *
- frequency);
+ State->state.Process = VerbProcess;
+ isEAX = AL_FALSE;
}
- // The echo all-pass filter line length is static, so its offset only
- // needs to be calculated once.
- State->Echo.ApOffset = (ALuint)(ECHO_ALLPASS_LENGTH * frequency);
-
- return AL_TRUE;
-}
-
-// This updates the reverb state. This is called any time the reverb effect
-// is loaded into a slot.
-static ALvoid VerbUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot)
-{
- ALverbState *State = (ALverbState*)effect;
- ALCdevice *Device = Context->Device;
- ALuint frequency = Device->Frequency;
- ALfloat cw, x, y, hfRatio, gain;
- ALuint index;
-
// Calculate the master low-pass filter (from the master effect HF gain).
cw = CalcI3DL2HFreq(Slot->effect.Params.Reverb.HFReference, frequency);
// This is done with 2 chained 1-pole filters, so no need to square g.
State->LpFilter.coeff = lpCoeffCalc(Slot->effect.Params.Reverb.GainHF, cw);
- // Update the initial effect delay.
- UpdateDelayLine(Slot->effect.Params.Reverb.ReflectionsDelay,
- Slot->effect.Params.Reverb.LateReverbDelay,
- frequency, State);
-
- // Update the early lines.
- UpdateEarlyLines(Slot->effect.Params.Reverb.Gain,
- Slot->effect.Params.Reverb.ReflectionsGain,
- Slot->effect.Params.Reverb.LateReverbDelay, State);
-
- // Update the decorrelator.
- UpdateDecorrelator(Slot->effect.Params.Reverb.Density, frequency, State);
-
- // Get the mixing matrix coefficients (x and y).
- CalcMatrixCoeffs(Slot->effect.Params.Reverb.Diffusion, &x, &y);
- // Then divide x into y to simplify the matrix calculation.
- State->Late.MixCoeff = y / x;
-
- // If the HF limit parameter is flagged, calculate an appropriate limit
- // based on the air absorption parameter.
- hfRatio = Slot->effect.Params.Reverb.DecayHFRatio;
- if(Slot->effect.Params.Reverb.DecayHFLimit &&
- Slot->effect.Params.Reverb.AirAbsorptionGainHF < 1.0f)
- hfRatio = CalcLimitedHfRatio(hfRatio,
- Slot->effect.Params.Reverb.AirAbsorptionGainHF,
- Slot->effect.Params.Reverb.DecayTime);
-
- // Update the late lines.
- UpdateLateLines(Slot->effect.Params.Reverb.Gain, Slot->effect.Params.Reverb.LateReverbGain,
- x, Slot->effect.Params.Reverb.Density, Slot->effect.Params.Reverb.DecayTime,
- Slot->effect.Params.Reverb.Diffusion, hfRatio, cw, frequency, State);
-
- // Update channel gains
- gain = Slot->Gain;
- gain *= aluSqrt(2.0f/Device->NumChan);
- gain *= ReverbBoost;
- for(index = 0;index < MAXCHANNELS;index++)
- State->Gain[index] = 0.0f;
- for(index = 0;index < Device->NumChan;index++)
+ if(isEAX)
{
- enum Channel chan = Device->Speaker2Chan[index];
- State->Gain[chan] = gain;
+ // Update the modulator line.
+ UpdateModulator(Slot->effect.Params.Reverb.ModulationTime,
+ Slot->effect.Params.Reverb.ModulationDepth,
+ frequency, State);
}
-}
-
-// This updates the EAX reverb state. This is called any time the EAX reverb
-// effect is loaded into a slot.
-static ALvoid EAXVerbUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot)
-{
- ALverbState *State = (ALverbState*)effect;
- ALuint frequency = Context->Device->Frequency;
- ALfloat cw, x, y, hfRatio;
-
- // Calculate the master low-pass filter (from the master effect HF gain).
- cw = CalcI3DL2HFreq(Slot->effect.Params.Reverb.HFReference, frequency);
- // This is done with 2 chained 1-pole filters, so no need to square g.
- State->LpFilter.coeff = lpCoeffCalc(Slot->effect.Params.Reverb.GainHF, cw);
-
- // Update the modulator line.
- UpdateModulator(Slot->effect.Params.Reverb.ModulationTime,
- Slot->effect.Params.Reverb.ModulationDepth,
- frequency, State);
// Update the initial effect delay.
UpdateDelayLine(Slot->effect.Params.Reverb.ReflectionsDelay,
@@ -1174,97 +1156,52 @@ static ALvoid EAXVerbUpdate(ALeffectState *effect, ALCcontext *Context, const AL
x, Slot->effect.Params.Reverb.Density, Slot->effect.Params.Reverb.DecayTime,
Slot->effect.Params.Reverb.Diffusion, hfRatio, cw, frequency, State);
- // Update the echo line.
- UpdateEchoLine(Slot->effect.Params.Reverb.Gain, Slot->effect.Params.Reverb.LateReverbGain,
- Slot->effect.Params.Reverb.EchoTime, Slot->effect.Params.Reverb.DecayTime,
- Slot->effect.Params.Reverb.Diffusion, Slot->effect.Params.Reverb.EchoDepth,
- hfRatio, cw, frequency, State);
-
- // Update early and late 3D panning.
- Update3DPanning(Context->Device, Slot->effect.Params.Reverb.ReflectionsPan,
- Slot->effect.Params.Reverb.LateReverbPan, Slot->Gain, State);
-}
-
-// This processes the reverb state, given the input samples and an output
-// buffer.
-static ALvoid VerbProcess(ALeffectState *effect, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MAXCHANNELS])
-{
- ALverbState *State = (ALverbState*)effect;
- ALuint index;
- ALfloat early[4], late[4], out[4];
- const ALfloat *panGain = State->Gain;
- (void)Slot;
-
- for(index = 0;index < SamplesToDo;index++)
+ if(isEAX)
{
- // Process reverb for this sample.
- VerbPass(State, SamplesIn[index], early, late);
-
- // Mix early reflections and late reverb.
- out[0] = (early[0] + late[0]);
- out[1] = (early[1] + late[1]);
- out[2] = (early[2] + late[2]);
- out[3] = (early[3] + late[3]);
-
- // Output the results.
- SamplesOut[index][FRONT_LEFT] += panGain[FRONT_LEFT] * out[0];
- SamplesOut[index][FRONT_RIGHT] += panGain[FRONT_RIGHT] * out[1];
- SamplesOut[index][FRONT_CENTER] += panGain[FRONT_CENTER] * out[3];
- SamplesOut[index][SIDE_LEFT] += panGain[SIDE_LEFT] * out[0];
- SamplesOut[index][SIDE_RIGHT] += panGain[SIDE_RIGHT] * out[1];
- SamplesOut[index][BACK_LEFT] += panGain[BACK_LEFT] * out[0];
- SamplesOut[index][BACK_RIGHT] += panGain[BACK_RIGHT] * out[1];
- SamplesOut[index][BACK_CENTER] += panGain[BACK_CENTER] * out[2];
+ // Update the echo line.
+ UpdateEchoLine(Slot->effect.Params.Reverb.Gain, Slot->effect.Params.Reverb.LateReverbGain,
+ Slot->effect.Params.Reverb.EchoTime, Slot->effect.Params.Reverb.DecayTime,
+ Slot->effect.Params.Reverb.Diffusion, Slot->effect.Params.Reverb.EchoDepth,
+ hfRatio, cw, frequency, State);
+
+ // Update early and late 3D panning.
+ Update3DPanning(Context->Device, Slot->effect.Params.Reverb.ReflectionsPan,
+ Slot->effect.Params.Reverb.LateReverbPan, Slot->Gain, State);
+ }
+ else
+ {
+ ALCdevice *Device = Context->Device;
+ ALfloat gain = Slot->Gain;
+ ALuint index;
+
+ /* Update channel gains */
+ gain *= aluSqrt(2.0f/Device->NumChan) * ReverbBoost;
+ for(index = 0;index < MAXCHANNELS;index++)
+ State->Gain[index] = 0.0f;
+ for(index = 0;index < Device->NumChan;index++)
+ {
+ enum Channel chan = Device->Speaker2Chan[index];
+ State->Gain[chan] = gain;
+ }
}
}
-// This processes the EAX reverb state, given the input samples and an output
-// buffer.
-static ALvoid EAXVerbProcess(ALeffectState *effect, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MAXCHANNELS])
+// This destroys the reverb state. It should be called only when the effect
+// slot has a different (or no) effect loaded over the reverb effect.
+static ALvoid ReverbDestroy(ALeffectState *effect)
{
ALverbState *State = (ALverbState*)effect;
- ALuint index;
- ALfloat early[4], late[4];
- (void)Slot;
-
- for(index = 0;index < SamplesToDo;index++)
+ if(State)
{
- // Process reverb for this sample.
- EAXVerbPass(State, SamplesIn[index], early, late);
-
- // Unfortunately, while the number and configuration of gains for
- // panning adjust according to MAXCHANNELS, the output from the
- // reverb engine is not so scalable.
- SamplesOut[index][FRONT_LEFT] +=
- (State->Early.PanGain[FRONT_LEFT]*early[0] +
- State->Late.PanGain[FRONT_LEFT]*late[0]);
- SamplesOut[index][FRONT_RIGHT] +=
- (State->Early.PanGain[FRONT_RIGHT]*early[1] +
- State->Late.PanGain[FRONT_RIGHT]*late[1]);
- SamplesOut[index][FRONT_CENTER] +=
- (State->Early.PanGain[FRONT_CENTER]*early[3] +
- State->Late.PanGain[FRONT_CENTER]*late[3]);
- SamplesOut[index][SIDE_LEFT] +=
- (State->Early.PanGain[SIDE_LEFT]*early[0] +
- State->Late.PanGain[SIDE_LEFT]*late[0]);
- SamplesOut[index][SIDE_RIGHT] +=
- (State->Early.PanGain[SIDE_RIGHT]*early[1] +
- State->Late.PanGain[SIDE_RIGHT]*late[1]);
- SamplesOut[index][BACK_LEFT] +=
- (State->Early.PanGain[BACK_LEFT]*early[0] +
- State->Late.PanGain[BACK_LEFT]*late[0]);
- SamplesOut[index][BACK_RIGHT] +=
- (State->Early.PanGain[BACK_RIGHT]*early[1] +
- State->Late.PanGain[BACK_RIGHT]*late[1]);
- SamplesOut[index][BACK_CENTER] +=
- (State->Early.PanGain[BACK_CENTER]*early[2] +
- State->Late.PanGain[BACK_CENTER]*late[2]);
+ free(State->SampleBuffer);
+ State->SampleBuffer = NULL;
+ free(State);
}
}
// This creates the reverb state. It should be called only when the reverb
// effect is loaded into a slot that doesn't already have a reverb effect.
-ALeffectState *VerbCreate(void)
+ALeffectState *ReverbCreate(void)
{
ALverbState *State = NULL;
ALuint index;
@@ -1273,9 +1210,9 @@ ALeffectState *VerbCreate(void)
if(!State)
return NULL;
- State->state.Destroy = VerbDestroy;
- State->state.DeviceUpdate = VerbDeviceUpdate;
- State->state.Update = VerbUpdate;
+ State->state.Destroy = ReverbDestroy;
+ State->state.DeviceUpdate = ReverbDeviceUpdate;
+ State->state.Update = ReverbUpdate;
State->state.Process = VerbProcess;
State->TotalSamples = 0;
@@ -1360,15 +1297,3 @@ ALeffectState *VerbCreate(void)
return &State->state;
}
-
-ALeffectState *EAXVerbCreate(void)
-{
- ALeffectState *State = VerbCreate();
- if(State && EmulateEAXReverb == AL_FALSE)
- {
- State->DeviceUpdate = EAXVerbDeviceUpdate;
- State->Update = EAXVerbUpdate;
- State->Process = EAXVerbProcess;
- }
- return State;
-}