diff options
author | Chris Robinson <[email protected]> | 2018-01-07 22:48:03 -0800 |
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committer | Chris Robinson <[email protected]> | 2018-01-07 22:48:03 -0800 |
commit | 5d1207104ae4bb1a20ccf72bcdf6b3406c0db6ff (patch) | |
tree | 605bcc130981c9cebfd73930368c8c39c0e394f3 /Alc/effects | |
parent | d547f52d8f4d584e9f6c3b56b8dd59f27e3dfe08 (diff) |
Remove standard reverb specific processing functions
Diffstat (limited to 'Alc/effects')
-rw-r--r-- | Alc/effects/reverb.c | 149 |
1 files changed, 35 insertions, 114 deletions
diff --git a/Alc/effects/reverb.c b/Alc/effects/reverb.c index 1edd650f..711b4372 100644 --- a/Alc/effects/reverb.c +++ b/Alc/effects/reverb.c @@ -38,11 +38,6 @@ */ ALfloat ReverbBoost = 1.0f; -/* Specifies whether to use a standard reverb effect in place of EAX reverb (no - * high-pass, modulation, or echo). - */ -ALboolean EmulateEAXReverb = AL_FALSE; - /* This is the maximum number of samples processed for each inner loop * iteration. */ #define MAX_UPDATE_SAMPLES 256 @@ -249,8 +244,6 @@ typedef struct VecAllpass { typedef struct ALreverbState { DERIVE_FROM_TYPE(ALeffectState); - ALboolean IsEax; - /* All delay lines are allocated as a single buffer to reduce memory * fragmentation and management code. */ @@ -369,8 +362,6 @@ static void ALreverbState_Construct(ALreverbState *state) ALeffectState_Construct(STATIC_CAST(ALeffectState, state)); SET_VTABLE2(ALreverbState, ALeffectState, state); - state->IsEax = AL_FALSE; - state->TotalSamples = 0; state->SampleBuffer = NULL; @@ -1293,11 +1284,6 @@ static ALvoid ALreverbState_update(ALreverbState *State, const ALCcontext *Conte ALfloat gain, gainlf, gainhf; ALsizei i; - if(Slot->Params.EffectType == AL_EFFECT_EAXREVERB && !EmulateEAXReverb) - State->IsEax = AL_TRUE; - else if(Slot->Params.EffectType == AL_EFFECT_REVERB || EmulateEAXReverb) - State->IsEax = AL_FALSE; - /* Calculate the master filters */ hfScale = props->Reverb.HFReference / frequency; /* Restrict the filter gains from going below -60dB to keep the filter from @@ -1739,112 +1725,14 @@ static ALvoid LateReverb_Unfaded(ALreverbState *State, const ALsizei todo, ALflo } } -typedef ALfloat (*ProcMethodType)(ALreverbState *State, const ALsizei todo, ALfloat fade, - const ALfloat (*restrict input)[MAX_UPDATE_SAMPLES], - ALfloat (*restrict early)[MAX_UPDATE_SAMPLES], ALfloat (*restrict late)[MAX_UPDATE_SAMPLES]); - -/* Perform the non-EAX reverb pass on a given input sample, resulting in - * four-channel output. - */ -static ALfloat VerbPass(ALreverbState *State, const ALsizei todo, ALfloat fade, - const ALfloat (*restrict input)[MAX_UPDATE_SAMPLES], - ALfloat (*restrict early)[MAX_UPDATE_SAMPLES], - ALfloat (*restrict late)[MAX_UPDATE_SAMPLES]) -{ - ALsizei i, c; - - for(c = 0;c < 4;c++) - { - /* Low-pass filter the incoming samples (use the early buffer as temp - * storage). - */ - ALfilterState_process(&State->Filter[c].Lp, &early[0][0], input[c], todo); - - /* Feed the initial delay line. */ - for(i = 0;i < todo;i++) - DelayLineIn(&State->Delay, State->Offset+i, c, early[0][i]); - } - - if(fade < 1.0f) - { - /* Generate early reflections. */ - EarlyReflection_Faded(State, todo, fade, early); - - /* Generate late reverb. */ - LateReverb_Faded(State, todo, fade, late); - fade = minf(1.0f, fade + todo*FadeStep); - } - else - { - /* Generate early reflections. */ - EarlyReflection_Unfaded(State, todo, fade, early); - - /* Generate late reverb. */ - LateReverb_Unfaded(State, todo, fade, late); - } - - /* Step all delays forward one sample. */ - State->Offset += todo; - - return fade; -} - -/* Perform the EAX reverb pass on a given input sample, resulting in four- - * channel output. - */ -static ALfloat EAXVerbPass(ALreverbState *State, const ALsizei todo, ALfloat fade, - const ALfloat (*restrict input)[MAX_UPDATE_SAMPLES], - ALfloat (*restrict early)[MAX_UPDATE_SAMPLES], - ALfloat (*restrict late)[MAX_UPDATE_SAMPLES]) -{ - ALsizei i, c; - - for(c = 0;c < 4;c++) - { - /* Band-pass the incoming samples. Use the early output lines for temp - * storage. - */ - ALfilterState_process(&State->Filter[c].Lp, early[0], input[c], todo); - ALfilterState_process(&State->Filter[c].Hp, early[1], early[0], todo); - - /* Feed the initial delay line. */ - for(i = 0;i < todo;i++) - DelayLineIn(&State->Delay, State->Offset+i, c, early[1][i]); - } - - if(fade < 1.0f) - { - /* Generate early reflections. */ - EarlyReflection_Faded(State, todo, fade, early); - - /* Generate late reverb. */ - LateReverb_Faded(State, todo, fade, late); - fade = minf(1.0f, fade + todo*FadeStep); - } - else - { - /* Generate early reflections. */ - EarlyReflection_Unfaded(State, todo, fade, early); - - /* Generate late reverb. */ - LateReverb_Unfaded(State, todo, fade, late); - } - - /* Step all delays forward. */ - State->Offset += todo; - - return fade; -} - static ALvoid ALreverbState_process(ALreverbState *State, ALsizei SamplesToDo, const ALfloat (*restrict SamplesIn)[BUFFERSIZE], ALfloat (*restrict SamplesOut)[BUFFERSIZE], ALsizei NumChannels) { - ProcMethodType ReverbProc = State->IsEax ? EAXVerbPass : VerbPass; ALfloat (*restrict afmt)[MAX_UPDATE_SAMPLES] = State->AFormatSamples; ALfloat (*restrict early)[MAX_UPDATE_SAMPLES] = State->EarlySamples; ALfloat (*restrict late)[MAX_UPDATE_SAMPLES] = State->ReverbSamples; ALsizei fadeCount = State->FadeCount; ALfloat fade = (ALfloat)fadeCount / FADE_SAMPLES; - ALsizei base, c; + ALsizei base, c, i; /* Process reverb for these samples. */ for(base = 0;base < SamplesToDo;) @@ -1862,7 +1750,40 @@ static ALvoid ALreverbState_process(ALreverbState *State, ALsizei SamplesToDo, c ); /* Process the samples for reverb. */ - fade = ReverbProc(State, todo, fade, afmt, early, late); + for(c = 0;c < 4;c++) + { + /* Band-pass the incoming samples. Use the early output lines for + * temp storage. + */ + ALfilterState_process(&State->Filter[c].Lp, early[0], afmt[c], todo); + ALfilterState_process(&State->Filter[c].Hp, early[1], early[0], todo); + + /* Feed the initial delay line. */ + for(i = 0;i < todo;i++) + DelayLineIn(&State->Delay, State->Offset+i, c, early[1][i]); + } + + if(fade < 1.0f) + { + /* Generate early reflections. */ + EarlyReflection_Faded(State, todo, fade, early); + + /* Generate late reverb. */ + LateReverb_Faded(State, todo, fade, late); + fade = minf(1.0f, fade + todo*FadeStep); + } + else + { + /* Generate early reflections. */ + EarlyReflection_Unfaded(State, todo, fade, early); + + /* Generate late reverb. */ + LateReverb_Unfaded(State, todo, fade, late); + } + + /* Step all delays forward. */ + State->Offset += todo; + if(UNLIKELY(fadeCount < FADE_SAMPLES) && (fadeCount += todo) >= FADE_SAMPLES) { /* Update the cross-fading delay line taps. */ |