diff options
author | Chris Robinson <[email protected]> | 2009-05-29 01:32:54 -0700 |
---|---|---|
committer | Chris Robinson <[email protected]> | 2009-05-29 01:32:54 -0700 |
commit | 34ea7eba9e5f750aaa18713c51da852555064d39 (patch) | |
tree | fbb4a356a02fbe508fc241ac3b31a62d5dd841d4 /Alc | |
parent | 6d3ba44f55772cc6a545ca2c9407833ed85233f6 (diff) |
Add preliminary support for the EAX Reverb effect
Not all parameters are supported yet, though it is a little more fuctional than
standard reverb
Diffstat (limited to 'Alc')
-rw-r--r-- | Alc/ALc.c | 1 | ||||
-rw-r--r-- | Alc/ALu.c | 25 | ||||
-rw-r--r-- | Alc/alcReverb.c | 308 |
3 files changed, 229 insertions, 105 deletions
@@ -322,6 +322,7 @@ static void InitAL(void) const char *name; int type; } EffectList[] = { + { "eaxreverb", EAXREVERB }, { "reverb", REVERB }, { "echo", ECHO }, { NULL, 0 } @@ -743,11 +743,6 @@ static ALvoid CalcSourceParams(const ALCcontext *ALContext, wetgainhf[i] = DryGainHF; } - // Note that this is really applied by the effect slot. However, - // it's easier (more optimal) to handle it here. - if(ALSource->Send[i].Slot->effect.type == AL_EFFECT_REVERB) - wetgainhf[i] *= ALSource->Send[0].Slot->effect.Reverb.GainHF; - switch(ALSource->Send[i].WetFilter.type) { case AL_FILTER_LOWPASS: @@ -1025,9 +1020,9 @@ ALvoid aluMixData(ALCcontext *ALContext,ALvoid *buffer,ALsizei size,ALenum forma if(ALSource->FirstStart && DataPosInt == 0 && DataPosFrac == 0) { for(i = 0;i < OUTPUTCHANNELS;i++) - dryGainStep[i] = 0; + dryGainStep[i] = 0.0f; for(i = 0;i < MAX_SENDS;i++) - wetGainStep[i] = 0; + wetGainStep[i] = 0.0f; } else { @@ -1315,10 +1310,18 @@ ALvoid aluMixData(ALCcontext *ALContext,ALvoid *buffer,ALsizei size,ALenum forma // effect slot processing while(ALEffectSlot) { - if(ALEffectSlot->effect.type == AL_EFFECT_REVERB) - VerbProcess(ALEffectSlot->ReverbState, SamplesToDo, ALEffectSlot->WetBuffer, DryBuffer); - else if(ALEffectSlot->effect.type == AL_EFFECT_ECHO) - EchoProcess(ALEffectSlot->EchoState, SamplesToDo, ALEffectSlot->WetBuffer, DryBuffer); + switch(ALEffectSlot->effect.type) + { + case AL_EFFECT_REVERB: + VerbProcess(ALEffectSlot->ReverbState, SamplesToDo, ALEffectSlot->WetBuffer, DryBuffer); + break; + case AL_EFFECT_ECHO: + EchoProcess(ALEffectSlot->EchoState, SamplesToDo, ALEffectSlot->WetBuffer, DryBuffer); + break; + case AL_EFFECT_EAXREVERB: + EAXVerbProcess(ALEffectSlot->ReverbState, SamplesToDo, ALEffectSlot->WetBuffer, DryBuffer); + break; + } for(i = 0;i < SamplesToDo;i++) ALEffectSlot->WetBuffer[i] = 0.0f; diff --git a/Alc/alcReverb.c b/Alc/alcReverb.c index 0516ab4f..85de4436 100644 --- a/Alc/alcReverb.c +++ b/Alc/alcReverb.c @@ -44,23 +44,26 @@ struct ALverbState // All delay lines are allocated as a single buffer to reduce memory // fragmentation and management code. ALfloat *SampleBuffer; - // Master effect gain. - ALfloat Gain; + // Master effect low-pass filter (2 chained 1-pole filters). + ALfloat LpCoeff; + ALfloat LpSamples[2]; // Initial effect delay and decorrelation. DelayLine Delay; // The tap points for the initial delay. First tap goes to early // reflections, the last four decorrelate to late reverb. ALuint Tap[5]; struct { - // Gain for early reflections. + // Total gain for early reflections. ALfloat Gain; // Early reflections are done with 4 delay lines. ALfloat Coeff[4]; DelayLine Delay[4]; ALuint Offset[4]; + // The gain for each output channel based on 3D panning. + ALfloat PanGain[OUTPUTCHANNELS]; } Early; struct { - // Gain for late reverb. + // Total gain for late reverb. ALfloat Gain; // Attenuation to compensate for modal density and decay rate. ALfloat DensityGain; @@ -76,9 +79,11 @@ struct ALverbState ALfloat Coeff[4]; DelayLine Delay[4]; ALuint Offset[4]; - // The cyclical delay lines are low-pass filtered. - ALfloat LpCoeff[4][2]; + // The cyclical delay lines are 1-pole low-pass filtered. + ALfloat LpCoeff[4]; ALfloat LpSample[4]; + // The gain for each output channel based on 3D panning. + ALfloat PanGain[OUTPUTCHANNELS]; } Late; // The current read offset for all delay lines. ALuint Offset; @@ -194,13 +199,11 @@ static __inline ALvoid EarlyReflection(ALverbState *State, ALfloat in, ALfloat * DelayLineIn(&State->Early.Delay[2], State->Offset, f[2]); DelayLineIn(&State->Early.Delay[3], State->Offset, f[3]); - // To decorrelate the output for stereo separation, the two outputs are - // obtained from the inner delay lines. - // Output is instant by using the inputs to them instead of taking the - // result of the two delay lines directly (f[0] and f[3] instead of d[1] - // and d[2]). + // Output the results of the junction for all four lines. out[0] = State->Early.Gain * f[0]; - out[1] = State->Early.Gain * f[3]; + 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. @@ -228,8 +231,8 @@ static __inline ALfloat LateDelayLineOut(ALverbState *State, ALuint index) // Low-pass filter input/output routine for late reverb. static __inline ALfloat LateLowPassInOut(ALverbState *State, ALuint index, ALfloat in) { - State->Late.LpSample[index] = (State->Late.LpCoeff[index][0] * in) + - (State->Late.LpCoeff[index][1] * State->Late.LpSample[index]); + State->Late.LpSample[index] = in + + ((State->Late.LpSample[index] - in) * State->Late.LpCoeff[index]); return State->Late.LpSample[index]; } @@ -291,11 +294,13 @@ static __inline ALvoid LateReverb(ALverbState *State, ALfloat *in, ALfloat *out) 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 is tapped at the input to the shortest two cyclical delay - // lines, attenuated by the late reverb gain (which is attenuated by the - // mixing coefficient x). + // Output the results of the matrix for all four cyclical delay lines, + // 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]; // The delay lines are fed circularly in the order: // 0 -> 1 -> 3 -> 2 -> 0 ... @@ -305,6 +310,36 @@ static __inline ALvoid LateReverb(ALverbState *State, ALfloat *in, ALfloat *out) DelayLineIn(&State->Late.Delay[3], State->Offset, f[1]); } +// Process the reverb for a given input sample, resulting in separate four- +// channel output for both early reflections and late reverb. +static __inline ALvoid ReverbInOut(ALverbState *State, ALfloat in, ALfloat *early, ALfloat *late) +{ + ALfloat taps[4]; + + // Low-pass filter the incoming sample. + in = in + ((State->LpSamples[0] - in) * State->LpCoeff); + State->LpSamples[0] = in; + in = in + ((State->LpSamples[1] - in) * State->LpCoeff); + State->LpSamples[1] = 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->Tap[0]); + EarlyReflection(State, in, early); + + // Calculate the late reverb from the last four delay taps. + taps[0] = DelayLineOut(&State->Delay, State->Offset - State->Tap[1]); + taps[1] = DelayLineOut(&State->Delay, State->Offset - State->Tap[2]); + taps[2] = DelayLineOut(&State->Delay, State->Offset - State->Tap[3]); + taps[3] = DelayLineOut(&State->Delay, State->Offset - State->Tap[4]); + LateReverb(State, taps, late); + + // Step all delays forward one sample. + State->Offset++; +} + // 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. ALverbState *VerbCreate(ALCcontext *Context) @@ -349,7 +384,8 @@ ALverbState *VerbCreate(ALCcontext *Context) totalLength += length[9 + index]; } - // All lines share a single sample buffer. + // All lines share a single sample buffer and have their masks and start + // addresses calculated once. State->SampleBuffer = malloc(totalLength * sizeof(ALfloat)); if(!State->SampleBuffer) { @@ -359,8 +395,9 @@ ALverbState *VerbCreate(ALCcontext *Context) for(index = 0; index < totalLength;index++) State->SampleBuffer[index] = 0.0f; - // Each one has its mask and start address calculated one time. - State->Gain = 0.0f; + State->LpCoeff = 0.0f; + State->LpSamples[0] = 0.0f; + State->LpSamples[1] = 0.0f; State->Delay.Mask = length[0] - 1; State->Delay.Line = &State->SampleBuffer[0]; totalLength = length[0]; @@ -410,15 +447,27 @@ ALverbState *VerbCreate(ALCcontext *Context) State->Late.Offset[index] = 0; - State->Late.LpCoeff[index][0] = 0.0f; - State->Late.LpCoeff[index][1] = 0.0f; + State->Late.LpCoeff[index] = 0.0f; State->Late.LpSample[index] = 0.0f; } + // Panning is applied as an independent gain for each output channel. + for(index = 0;index < OUTPUTCHANNELS;index++) + { + State->Early.PanGain[index] = 0.0f; + State->Late.PanGain[index] = 0.0f; + } + State->Offset = 0; return State; } +ALverbState *EAXVerbCreate(ALCcontext *Context) +{ + ALverbState *State = VerbCreate(Context); + return State; +} + // 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. ALvoid VerbDestroy(ALverbState *State) @@ -431,17 +480,36 @@ ALvoid VerbDestroy(ALverbState *State) } } +// NOTE: Temp, remove later. +static __inline ALint aluCart2LUTpos(ALfloat re, ALfloat im) +{ + ALint pos = 0; + ALfloat denom = aluFabs(re) + aluFabs(im); + if(denom > 0.0f) + pos = (ALint)(QUADRANT_NUM*aluFabs(im) / denom + 0.5); + + if(re < 0.0) + pos = 2 * QUADRANT_NUM - pos; + if(im < 0.0) + pos = LUT_NUM - pos; + return pos%LUT_NUM; +} + // This updates the reverb state. This is called any time the reverb effect // is loaded into a slot. ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect) { ALverbState *State = Slot->ReverbState; ALuint index; - ALfloat length, mixCoeff, cw, g, lpCoeff; + ALfloat length, mixCoeff, cw, g, coeff; ALfloat hfRatio = Effect->Reverb.DecayHFRatio; - // Calculate the master gain (from the slot and master effect gain). - State->Gain = Slot->Gain * Effect->Reverb.Gain; + // Calculate the master low-pass filter (from the master effect HF gain). + cw = cos(2.0 * M_PI * Effect->Reverb.HFReference / Context->Frequency); + g = __max(Effect->Reverb.GainHF, 0.0001f); + State->LpCoeff = 0.0f; + if(g < 0.9999f) // 1-epsilon + State->LpCoeff = (1 - g*cw - aluSqrt(2*g*(1-cw) - g*g*(1 - cw*cw))) / (1 - g); // Calculate the initial delay taps. length = Effect->Reverb.ReflectionsDelay; @@ -465,8 +533,10 @@ ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect) State->Tap[1 + index] = (ALuint)(length * Context->Frequency); } - // Set the early reflections gain. - State->Early.Gain = Effect->Reverb.ReflectionsGain; + // Calculate the early reflections gain (from the slot gain, master + // effect gain, and reflections gain parameters). + State->Early.Gain = Slot->Gain * Effect->Reverb.Gain * + Effect->Reverb.ReflectionsGain; // Calculate the gain (coefficient) for each early delay line. for(index = 0;index < 4;index++) @@ -477,10 +547,12 @@ ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect) // Calculate the first mixing matrix coefficient (x). mixCoeff = 1.0f - (0.5f * pow(Effect->Reverb.Diffusion, 3.0f)); - // Set the late reverb gain. Since the output is tapped prior to the - // application of the delay line coefficients, this gain needs to be - // attenuated by the mix coefficient from above. - State->Late.Gain = Effect->Reverb.LateReverbGain * mixCoeff; + // Calculate the late reverb gain (from the slot gain, master effect + // gain, and late reverb gain parameters). Since the output is tapped + // prior to the application of the delay line coefficients, this gain + // needs to be attenuated by the 'x' mix coefficient from above. + State->Late.Gain = Slot->Gain * Effect->Reverb.Gain * + Effect->Reverb.LateReverbGain * mixCoeff; /* To compensate for changes in modal density and decay time of the late * reverb signal, the input is attenuated based on the maximal energy of @@ -501,18 +573,17 @@ ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect) * for each line individually (most likely a side effect of diffusion). * * The final result is the square root of the ratio bound to a maximum - * value of 1 (no amplification) and attenuated by 1 / sqrt(2) to - * compensate for the four decorrelated inputs. + * value of 1 (no amplification). */ length = (LATE_LINE_LENGTH[0] + LATE_LINE_LENGTH[1] + LATE_LINE_LENGTH[2] + LATE_LINE_LENGTH[3]); g = length * (1.0f + LATE_LINE_MULTIPLIER) * 0.25f; g = pow(10.0f, g * -60.0f / 20.0f); - g = 1.0f / (1.0f - (g*g)); + g = 1.0f / (1.0f - (g * g)); length *= 1.0f + (Effect->Reverb.Density * LATE_LINE_MULTIPLIER) * 0.25f; length = pow(10.0f, length / Effect->Reverb.DecayTime * -60.0f / 20.0f); - length = 1.0f / (1.0f - (length*length)); - State->Late.DensityGain = 0.707106f * __min(aluSqrt(g / length), 1.0f); + length = 1.0f / (1.0f - (length * length)); + State->Late.DensityGain = __min(aluSqrt(g / length), 1.0f); // Calculate the all-pass feed-back and feed-forward coefficient. State->Late.ApFeedCoeff = 0.6f * pow(Effect->Reverb.Diffusion, 3.0f); @@ -552,12 +623,8 @@ ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect) hfRatio = __min(hfRatio, limitRatio); } - // Calculate the filter frequency for low-pass or high-pass depending on - // whether the HF ratio is above 1. - cw = 2.0f * M_PI * LOWPASSFREQCUTOFF / Context->Frequency; - if(hfRatio > 1.0f) - cw = M_PI - cw; - cw = cos(cw); + // Calculate the low-pass filter frequency. + cw = cos(2.0f * M_PI * Effect->Reverb.HFReference / Context->Frequency); for(index = 0;index < 4;index++) { @@ -571,39 +638,59 @@ ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect) State->Late.Coeff[index] = pow(10.0f, length / Effect->Reverb.DecayTime * -60.0f / 20.0f); - // Calculate the decay equation for each low-pass filter. - g = pow(10.0f, length / (Effect->Reverb.DecayTime * hfRatio) * - -60.0f / 20.0f); - if (hfRatio > 1.0f) - g = State->Late.Coeff[index] / g; - else - g = g / State->Late.Coeff[index]; - g = __max(g, 0.1f); - g *= g; - - // Calculate the gain (coefficient) for each low-pass filter. - lpCoeff = 0.0f; - if(g < 0.9999f) // 1-epsilon - lpCoeff = (1 - g*cw - aluSqrt(2*g*(1-cw) - g*g*(1 - cw*cw))) / (1 - g); - - // Very low decay times will produce minimal output, so apply an - // upper bound to the coefficient. - lpCoeff = __min(lpCoeff, 0.98f); - - // Calculate the filter coefficients for high-pass or low-pass - // dependent on HF ratio being above 1. - if(hfRatio > 1.0f) { - State->Late.LpCoeff[index][0] = 1.0f + lpCoeff; - State->Late.LpCoeff[index][1] = -lpCoeff; - } else { - State->Late.LpCoeff[index][0] = 1.0f - lpCoeff; - State->Late.LpCoeff[index][1] = lpCoeff; + // Eventually this should boost the high frequencies when the ratio + // exceeds 1. + coeff = 0.0f; + if (hfRatio < 1.0f) + { + // Calculate the decay equation for each low-pass filter. + g = pow(10.0f, length / (Effect->Reverb.DecayTime * hfRatio) * + -60.0f / 20.0f) / State->Late.Coeff[index]; + g = __max(g, 0.1f); + g *= g; + + // Calculate the gain (coefficient) for each low-pass filter. + if(g < 0.9999f) // 1-epsilon + coeff = (1 - g*cw - aluSqrt(2*g*(1-cw) - g*g*(1 - cw*cw))) / (1 - g); + + // Very low decay times will produce minimal output, so apply an + // upper bound to the coefficient. + coeff = __min(coeff, 0.98f); } + State->Late.LpCoeff[index] = coeff; // Attenuate the cyclical line coefficients by the mixing coefficient // (x). State->Late.Coeff[index] *= mixCoeff; } + + // Calculate the 3D-panning gains for the early reflections and late + // reverb (for EAX mode). + { + ALfloat *earlyPan = Effect->Reverb.ReflectionsPan; + ALfloat *latePan = Effect->Reverb.LateReverbPan; + ALfloat *speakerGain, dirGain, ambientGain; + ALint pos; + + // This code applies directional reverb just like the mixer applies + // directional sources. It diffuses the sound toward all speakers + // as the magnitude of the panning vector drops, which is only an + // approximation of the expansion of sound across the speakers from + // the panning direction. + pos = aluCart2LUTpos(earlyPan[2], earlyPan[0]); + speakerGain = &Context->PanningLUT[OUTPUTCHANNELS * pos]; + dirGain = aluSqrt((earlyPan[0] * earlyPan[0]) + (earlyPan[2] * earlyPan[2])); + ambientGain = 1.0 / aluSqrt(Context->NumChan) * (1.0 - dirGain); + for(index = 0;index < OUTPUTCHANNELS;index++) + State->Early.PanGain[index] = dirGain * speakerGain[index] + ambientGain; + + pos = aluCart2LUTpos(latePan[2], latePan[0]); + speakerGain = &Context->PanningLUT[OUTPUTCHANNELS * pos]; + dirGain = aluSqrt((latePan[0] * latePan[0]) + (latePan[2] * latePan[2])); + ambientGain = 1.0 / aluSqrt(Context->NumChan) * (1.0 - dirGain); + for(index = 0;index < OUTPUTCHANNELS;index++) + State->Late.PanGain[index] = dirGain * speakerGain[index] + ambientGain; + } } // This processes the reverb state, given the input samples and an output @@ -611,37 +698,70 @@ ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect) ALvoid VerbProcess(ALverbState *State, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS]) { ALuint index; - ALfloat in[4], early[2], late[2], out[2]; + ALfloat early[4], late[4], out[4]; for(index = 0;index < SamplesToDo;index++) { - // Feed the initial delay line. - DelayLineIn(&State->Delay, State->Offset, SamplesIn[index]); - - // Calculate the early reflection from the first delay tap. - in[0] = DelayLineOut(&State->Delay, State->Offset - State->Tap[0]); - EarlyReflection(State, in[0], early); - - // Calculate the late reverb from the last four delay taps. - in[0] = DelayLineOut(&State->Delay, State->Offset - State->Tap[1]); - in[1] = DelayLineOut(&State->Delay, State->Offset - State->Tap[2]); - in[2] = DelayLineOut(&State->Delay, State->Offset - State->Tap[3]); - in[3] = DelayLineOut(&State->Delay, State->Offset - State->Tap[4]); - LateReverb(State, in, late); + // Process reverb for this sample. + ReverbInOut(State, SamplesIn[index], early, late); // Mix early reflections and late reverb. - out[0] = State->Gain * (early[0] + late[0]); - out[1] = State->Gain * (early[1] + late[1]); - - // Step all delays forward one sample. - State->Offset++; + 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] += out[0]; - SamplesOut[index][FRONT_RIGHT] += out[1]; - SamplesOut[index][SIDE_LEFT] += out[0]; - SamplesOut[index][SIDE_RIGHT] += out[1]; - SamplesOut[index][BACK_LEFT] += out[0]; - SamplesOut[index][BACK_RIGHT] += out[1]; + SamplesOut[index][FRONT_LEFT] += out [0]; + SamplesOut[index][FRONT_RIGHT] += out [1]; + SamplesOut[index][FRONT_CENTER] += out [3]; + SamplesOut[index][SIDE_LEFT] += out [0]; + SamplesOut[index][SIDE_RIGHT] += out [1]; + SamplesOut[index][BACK_LEFT] += out [0]; + SamplesOut[index][BACK_RIGHT] += out [1]; + SamplesOut[index][BACK_CENTER] += out [2]; } } + +// This processes the EAX reverb state, given the input samples and an output +// buffer. +ALvoid EAXVerbProcess(ALverbState *State, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS]) +{ + ALuint index; + ALfloat early[4], late[4]; + + for(index = 0;index < SamplesToDo;index++) + { + // Process reverb for this sample. + ReverbInOut(State, SamplesIn[index], early, late); + + // Unfortunately, while the number and configuration of gains for + // panning adjust according to OUTPUTCHANNELS, 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]); + } +} + |