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authorChris Robinson <[email protected]>2016-10-03 12:20:13 -0700
committerChris Robinson <[email protected]>2016-10-03 12:20:13 -0700
commit1e4d9cfa7ef33ac600926246078afafae0bcf0ac (patch)
tree9a805fb2874652703837e76bdd8e85a9a5201454 /Alc
parent67c74e858bca5946cd4d0b5ccc912364a147e111 (diff)
Enhance reverb using B-Format processing
Technically it uses A-Format processing from the B-Format input and output. But this attempts to provide better spatial definition to the reverberation so that it can be used in a more generic fashion, allowing it to be decoded as any other B-Format signal to whatever output is needed, and also allowing for a bit of height information when the output is capable of such. There may still be some kinks to work out, such as properly decorrelating the early reflection taps and tweaking the late reverb density. But it seems to be a good enough start.
Diffstat (limited to 'Alc')
-rw-r--r--Alc/effects/reverb.c791
1 files changed, 386 insertions, 405 deletions
diff --git a/Alc/effects/reverb.c b/Alc/effects/reverb.c
index c9397b67..f506486e 100644
--- a/Alc/effects/reverb.c
+++ b/Alc/effects/reverb.c
@@ -60,22 +60,20 @@ typedef struct ALreverbState {
ALboolean IsEax;
- // For HRTF and UHJ
- ALfloat (*ExtraOut)[BUFFERSIZE];
- ALuint ExtraChannels;
-
// All delay lines are allocated as a single buffer to reduce memory
// fragmentation and management code.
ALfloat *SampleBuffer;
ALuint TotalSamples;
// Master effect filters
- ALfilterState LpFilter;
- ALfilterState HpFilter; // EAX only
+ struct {
+ ALfilterState Lp;
+ ALfilterState Hp; // EAX only
+ } Filter[4];
struct {
// Modulator delay line.
- DelayLine Delay;
+ DelayLine Delay[4];
// The vibrato time is tracked with an index over a modulus-wrapped
// range (in samples).
@@ -97,7 +95,7 @@ typedef struct ALreverbState {
/* There are actually 4 decorrelator taps, but the first occurs at the late
* reverb tap.
*/
- ALuint DecoTap[3];
+ ALuint LateDecoTap[3];
struct {
// Early reflections are done with 4 delay lines.
@@ -106,8 +104,8 @@ typedef struct ALreverbState {
ALuint Offset[4];
// The gain for each output channel based on 3D panning.
- ALfloat CurrentGain[4][MAX_OUTPUT_CHANNELS+2];
- ALfloat PanGain[4][MAX_OUTPUT_CHANNELS+2];
+ ALfloat CurrentGain[4][MAX_OUTPUT_CHANNELS];
+ ALfloat PanGain[4][MAX_OUTPUT_CHANNELS];
} Early;
struct {
@@ -139,8 +137,8 @@ typedef struct ALreverbState {
ALfloat LpSample[4];
// The gain for each output channel based on 3D panning.
- ALfloat CurrentGain[4][MAX_OUTPUT_CHANNELS+2];
- ALfloat PanGain[4][MAX_OUTPUT_CHANNELS+2];
+ ALfloat CurrentGain[4][MAX_OUTPUT_CHANNELS];
+ ALfloat PanGain[4][MAX_OUTPUT_CHANNELS];
} Late;
struct {
@@ -149,8 +147,10 @@ typedef struct ALreverbState {
ALfloat DensityGain;
// Echo delay and all-pass lines.
- DelayLine Delay;
- DelayLine ApDelay;
+ struct {
+ DelayLine Feedback;
+ DelayLine Ap;
+ } Delay[4];
ALfloat Coeff;
ALfloat ApFeedCoeff;
@@ -161,7 +161,7 @@ typedef struct ALreverbState {
// The echo line is 1-pole low-pass filtered.
ALfloat LpCoeff;
- ALfloat LpSample;
+ ALfloat LpSample[4];
// Echo mixing coefficient.
ALfloat MixCoeff;
@@ -171,6 +171,7 @@ typedef struct ALreverbState {
ALuint Offset;
/* Temporary storage used when processing. */
+ alignas(16) ALfloat AFormatSamples[4][MAX_UPDATE_SAMPLES];
alignas(16) ALfloat ReverbSamples[4][MAX_UPDATE_SAMPLES];
alignas(16) ALfloat EarlySamples[4][MAX_UPDATE_SAMPLES];
} ALreverbState;
@@ -192,16 +193,19 @@ static void ALreverbState_Construct(ALreverbState *state)
SET_VTABLE2(ALreverbState, ALeffectState, state);
state->IsEax = AL_FALSE;
- state->ExtraChannels = 0;
state->TotalSamples = 0;
state->SampleBuffer = NULL;
- ALfilterState_clear(&state->LpFilter);
- ALfilterState_clear(&state->HpFilter);
+ for(index = 0;index < 4;index++)
+ {
+ ALfilterState_clear(&state->Filter[index].Lp);
+ ALfilterState_clear(&state->Filter[index].Hp);
+
+ state->Mod.Delay[index].Mask = 0;
+ state->Mod.Delay[index].Line = NULL;
+ }
- state->Mod.Delay.Mask = 0;
- state->Mod.Delay.Line = NULL;
state->Mod.Index = 0;
state->Mod.Range = 1;
state->Mod.Depth = 0.0f;
@@ -212,9 +216,9 @@ static void ALreverbState_Construct(ALreverbState *state)
state->Delay.Line = NULL;
state->DelayTap[0] = 0;
state->DelayTap[1] = 0;
- state->DecoTap[0] = 0;
- state->DecoTap[1] = 0;
- state->DecoTap[2] = 0;
+ state->LateDecoTap[0] = 0;
+ state->LateDecoTap[1] = 0;
+ state->LateDecoTap[2] = 0;
for(index = 0;index < 4;index++)
{
@@ -248,23 +252,29 @@ static void ALreverbState_Construct(ALreverbState *state)
{
for(index = 0;index < MAX_OUTPUT_CHANNELS;index++)
{
+ state->Early.CurrentGain[l][index] = 0.0f;
state->Early.PanGain[l][index] = 0.0f;
+ state->Late.CurrentGain[l][index] = 0.0f;
state->Late.PanGain[l][index] = 0.0f;
}
}
state->Echo.DensityGain = 0.0f;
- state->Echo.Delay.Mask = 0;
- state->Echo.Delay.Line = NULL;
- state->Echo.ApDelay.Mask = 0;
- state->Echo.ApDelay.Line = NULL;
+ for(l = 0;l < 4;l++)
+ {
+ state->Echo.Delay[l].Feedback.Mask = 0;
+ state->Echo.Delay[l].Feedback.Line = NULL;
+ state->Echo.Delay[l].Ap.Mask = 0;
+ state->Echo.Delay[l].Ap.Line = NULL;
+ }
state->Echo.Coeff = 0.0f;
state->Echo.ApFeedCoeff = 0.0f;
state->Echo.ApCoeff = 0.0f;
state->Echo.Offset = 0;
state->Echo.ApOffset = 0;
state->Echo.LpCoeff = 0.0f;
- state->Echo.LpSample = 0.0f;
+ for(l = 0;l < 4;l++)
+ state->Echo.LpSample[l] = 0.0f;
state->Echo.MixCoeff = 0.0f;
state->Offset = 0;
@@ -322,18 +332,18 @@ static const ALfloat EARLY_LINE_LENGTH[4] =
0.0015f, 0.0045f, 0.0135f, 0.0405f
};
-// The lengths of the late all-pass delay lines.
-static const ALfloat ALLPASS_LINE_LENGTH[4] =
-{
- 0.0151f, 0.0167f, 0.0183f, 0.0200f,
-};
-
// The lengths of the late cyclical delay lines.
static const ALfloat LATE_LINE_LENGTH[4] =
{
0.0211f, 0.0311f, 0.0461f, 0.0680f
};
+// The lengths of the late all-pass delay lines.
+static const ALfloat ALLPASS_LINE_LENGTH[4] =
+{
+ 0.0151f, 0.0167f, 0.0183f, 0.0200f,
+};
+
// The late cyclical delay lines have a variable length dependent on the
// effect's density parameter (inverted for some reason) and this multiplier.
static const ALfloat LATE_LINE_MULTIPLIER = 4.0f;
@@ -400,8 +410,9 @@ static ALboolean AllocLines(ALuint frequency, ALreverbState *State)
* modulation.
*/
length = (AL_EAXREVERB_MAX_MODULATION_TIME*MODULATION_DEPTH_COEFF/2.0f);
- totalSamples += CalcLineLength(length, totalSamples, frequency, 1,
- &State->Mod.Delay);
+ for(index = 0;index < 4;index++)
+ totalSamples += CalcLineLength(length, totalSamples, frequency, 1,
+ &State->Mod.Delay[index]);
/* The initial delay is the sum of the reflections and late reverb delays.
* The decorrelator length is calculated from the lowest reverb density (a
@@ -412,19 +423,17 @@ static ALboolean AllocLines(ALuint frequency, ALreverbState *State)
AL_EAXREVERB_MAX_LATE_REVERB_DELAY;
length += (DECO_FRACTION * DECO_MULTIPLIER * DECO_MULTIPLIER) *
LATE_LINE_LENGTH[0] * (1.0f + LATE_LINE_MULTIPLIER);
- totalSamples += CalcLineLength(length, totalSamples, frequency,
- MAX_UPDATE_SAMPLES, &State->Delay);
+ /* Multiply length by 4, since we're storing 4 interleaved channels in the
+ * main delay line.
+ */
+ totalSamples += CalcLineLength(length*4, totalSamples, frequency,
+ MAX_UPDATE_SAMPLES*4, &State->Delay);
// The early reflection lines.
for(index = 0;index < 4;index++)
totalSamples += CalcLineLength(EARLY_LINE_LENGTH[index], totalSamples,
frequency, 0, &State->Early.Delay[index]);
- // The late all-pass lines.
- for(index = 0;index < 4;index++)
- totalSamples += CalcLineLength(ALLPASS_LINE_LENGTH[index], totalSamples,
- frequency, 0, &State->Late.ApDelay[index]);
-
// The late delay lines are calculated from the lowest reverb density.
for(index = 0;index < 4;index++)
{
@@ -433,17 +442,25 @@ static ALboolean AllocLines(ALuint frequency, ALreverbState *State)
&State->Late.Delay[index]);
}
+ // The late all-pass lines.
+ for(index = 0;index < 4;index++)
+ totalSamples += CalcLineLength(ALLPASS_LINE_LENGTH[index], totalSamples,
+ frequency, 0, &State->Late.ApDelay[index]);
+
// The echo all-pass and delay lines.
- totalSamples += CalcLineLength(ECHO_ALLPASS_LENGTH, totalSamples,
- frequency, 0, &State->Echo.ApDelay);
- totalSamples += CalcLineLength(AL_EAXREVERB_MAX_ECHO_TIME, totalSamples,
- frequency, 0, &State->Echo.Delay);
+ for(index = 0;index < 4;index++)
+ {
+ totalSamples += CalcLineLength(ECHO_ALLPASS_LENGTH, totalSamples,
+ frequency, 0, &State->Echo.Delay[index].Ap);
+ totalSamples += CalcLineLength(AL_EAXREVERB_MAX_ECHO_TIME, totalSamples,
+ frequency, 0, &State->Echo.Delay[index].Feedback);
+ }
if(totalSamples != State->TotalSamples)
{
ALfloat *newBuffer;
- TRACE("New reverb buffer length: %u samples (%f sec)\n", totalSamples, totalSamples/(float)frequency);
+ TRACE("New reverb buffer length: %u samples\n", totalSamples);
newBuffer = al_calloc(16, sizeof(ALfloat) * totalSamples);
if(!newBuffer) return AL_FALSE;
@@ -456,13 +473,16 @@ static ALboolean AllocLines(ALuint frequency, ALreverbState *State)
RealizeLineOffset(State->SampleBuffer, &State->Delay);
for(index = 0;index < 4;index++)
{
+ RealizeLineOffset(State->SampleBuffer, &State->Mod.Delay[index]);
+
RealizeLineOffset(State->SampleBuffer, &State->Early.Delay[index]);
+
RealizeLineOffset(State->SampleBuffer, &State->Late.ApDelay[index]);
RealizeLineOffset(State->SampleBuffer, &State->Late.Delay[index]);
+
+ RealizeLineOffset(State->SampleBuffer, &State->Echo.Delay[index].Ap);
+ RealizeLineOffset(State->SampleBuffer, &State->Echo.Delay[index].Feedback);
}
- 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++)
@@ -479,18 +499,6 @@ static ALboolean ALreverbState_deviceUpdate(ALreverbState *State, ALCdevice *Dev
if(!AllocLines(frequency, State))
return AL_FALSE;
- /* HRTF and UHJ will mix to the real output for ambient output. */
- if(Device->Hrtf.Handle || Device->Uhj_Encoder)
- {
- State->ExtraOut = Device->RealOut.Buffer;
- State->ExtraChannels = Device->RealOut.NumChannels;
- }
- else
- {
- State->ExtraOut = NULL;
- State->ExtraChannels = 0;
- }
-
// 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
@@ -688,7 +696,7 @@ static ALvoid UpdateDecorrelator(ALfloat density, ALuint frequency, ALreverbStat
{
length = (DECO_FRACTION * powf(DECO_MULTIPLIER, (ALfloat)index)) *
LATE_LINE_LENGTH[0] * (1.0f + (density * LATE_LINE_MULTIPLIER));
- State->DecoTap[index] = fastf2u(length * frequency) + State->DelayTap[1];
+ State->LateDecoTap[index] = fastf2u(length * frequency) + State->DelayTap[1];
}
}
@@ -718,7 +726,10 @@ static ALvoid UpdateLateLines(ALfloat xMix, ALfloat density, ALfloat decayTime,
length = (LATE_LINE_LENGTH[0] + LATE_LINE_LENGTH[1] +
LATE_LINE_LENGTH[2] + LATE_LINE_LENGTH[3]) / 4.0f;
length *= 1.0f + (density * LATE_LINE_MULTIPLIER);
- State->Late.DensityGain = CalcDensityGain(
+ /* To account for each channel being a discrete input, also multiply by
+ * sqrt(num_channels).
+ */
+ State->Late.DensityGain = 2.0f * CalcDensityGain(
CalcDecayCoeff(length, decayTime)
);
@@ -783,205 +794,129 @@ static ALvoid UpdateEchoLine(ALfloat echoTime, ALfloat decayTime, ALfloat diffus
State->Echo.MixCoeff = echoDepth;
}
-// Update the early and late 3D panning gains.
-static ALvoid UpdateMixedPanning(const ALCdevice *Device, const ALfloat *ReflectionsPan, const ALfloat *LateReverbPan, ALfloat Gain, ALfloat EarlyGain, ALfloat LateGain, ALreverbState *State)
+/* Creates a transform matrix given a reverb vector. This works by creating a
+ * Z-focus transform, then a rotate transform around X, then Y, to place the
+ * focal point in the direction of the vector, using the vector length as a
+ * focus strength.
+ *
+ * This isn't technically correct since the vector is supposed to define the
+ * aperture and not rotate the perceived soundfield, but in practice it's
+ * probably good enough.
+ */
+static aluMatrixf GetTransformFromVector(const ALfloat *vec)
{
- ALfloat DirGains[MAX_OUTPUT_CHANNELS];
- ALfloat coeffs[MAX_AMBI_COEFFS];
+ aluMatrixf zfocus, xrot, yrot;
+ aluMatrixf tmp1, tmp2;
ALfloat length;
- ALuint i;
+ ALfloat sa, a;
- /* With HRTF or UHJ, the normal output provides a panned reverb channel
- * when a non-0-length vector is specified, while the real stereo output
- * provides two other "direct" non-panned reverb channels.
- */
- memset(State->Early.PanGain, 0, sizeof(State->Early.PanGain));
- length = sqrtf(ReflectionsPan[0]*ReflectionsPan[0] + ReflectionsPan[1]*ReflectionsPan[1] + ReflectionsPan[2]*ReflectionsPan[2]);
- if(!(length > FLT_EPSILON))
- {
- for(i = 0;i < Device->RealOut.NumChannels;i++)
- State->Early.PanGain[i&3][Device->Dry.NumChannels+i] = Gain * EarlyGain;
- }
- else
- {
- /* Note that EAX Reverb's panning vectors are using right-handed
- * coordinates, rather than OpenAL's left-handed coordinates. Negate Z
- * to fix this.
- */
- ALfloat pan[3] = {
- ReflectionsPan[0] / length,
- ReflectionsPan[1] / length,
- -ReflectionsPan[2] / length,
- };
- length = minf(length, 1.0f);
-
- CalcDirectionCoeffs(pan, 0.0f, coeffs);
- ComputePanningGains(Device->Dry, coeffs, Gain, DirGains);
- for(i = 0;i < Device->Dry.NumChannels;i++)
- State->Early.PanGain[3][i] = DirGains[i] * EarlyGain * length;
- for(i = 0;i < Device->RealOut.NumChannels;i++)
- State->Early.PanGain[i&3][Device->Dry.NumChannels+i] = Gain * EarlyGain * (1.0f-length);
- }
+ length = sqrtf(vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]);
- memset(State->Late.PanGain, 0, sizeof(State->Late.PanGain));
- length = sqrtf(LateReverbPan[0]*LateReverbPan[0] + LateReverbPan[1]*LateReverbPan[1] + LateReverbPan[2]*LateReverbPan[2]);
- if(!(length > FLT_EPSILON))
- {
- for(i = 0;i < Device->RealOut.NumChannels;i++)
- State->Late.PanGain[i&3][Device->Dry.NumChannels+i] = Gain * LateGain;
- }
- else
- {
- ALfloat pan[3] = {
- LateReverbPan[0] / length,
- LateReverbPan[1] / length,
- -LateReverbPan[2] / length,
- };
- length = minf(length, 1.0f);
-
- CalcDirectionCoeffs(pan, 0.0f, coeffs);
- ComputePanningGains(Device->Dry, coeffs, Gain, DirGains);
- for(i = 0;i < Device->Dry.NumChannels;i++)
- State->Late.PanGain[3][i] = DirGains[i] * LateGain * length;
- for(i = 0;i < Device->RealOut.NumChannels;i++)
- State->Late.PanGain[i&3][Device->Dry.NumChannels+i] = Gain * LateGain * (1.0f-length);
- }
-}
+ /* Define a Z-focus (X in Ambisonics) transform, given the panning vector
+ * length.
+ */
+ sa = sinf(minf(length, 1.0f) * (F_PI/4.0f));
+ aluMatrixfSet(&zfocus,
+ 1.0f/(1.0f+sa), 0.0f, 0.0f, (sa/(1.0f+sa))/1.732050808f,
+ 0.0f, sqrtf((1.0f-sa)/(1.0f+sa)), 0.0f, 0.0f,
+ 0.0f, 0.0f, sqrtf((1.0f-sa)/(1.0f+sa)), 0.0f,
+ (sa/(1.0f+sa))*1.732050808f, 0.0f, 0.0f, 1.0f/(1.0f+sa)
+ );
-static ALvoid UpdateDirectPanning(const ALCdevice *Device, const ALfloat *ReflectionsPan, const ALfloat *LateReverbPan, ALfloat Gain, ALfloat EarlyGain, ALfloat LateGain, ALreverbState *State)
-{
- ALfloat AmbientGains[MAX_OUTPUT_CHANNELS];
- ALfloat DirGains[MAX_OUTPUT_CHANNELS];
- ALfloat coeffs[MAX_AMBI_COEFFS];
- ALfloat length;
- ALuint i;
+ /* Define rotation around X (Y in Ambisonics) */
+ a = atan2f(vec[1], sqrtf(vec[0]*vec[0] + vec[2]*vec[2]));
+ aluMatrixfSet(&xrot,
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, cosf(a), sinf(a),
+ 0.0f, 0.0f, -sinf(a), cosf(a)
+ );
- /* Apply a boost of about 3dB to better match the expected stereo output volume. */
- ComputeAmbientGains(Device->Dry, Gain*1.414213562f, AmbientGains);
+ /* Define rotation around Y (Z in Ambisonics). NOTE: EFX's reverb vectors
+ * use a right-handled coordinate system, compared to the rest of OpenAL
+ * which uses left-handed. This is fixed by negating Z, however it would
+ * need to also be negated to get a proper Ambisonics angle, thus
+ * cancelling it out.
+ */
+ a = atan2f(-vec[0], vec[2]);
+ aluMatrixfSet(&yrot,
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, cosf(a), 0.0f, sinf(a),
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, -sinf(a), 0.0f, cosf(a)
+ );
- memset(State->Early.PanGain, 0, sizeof(State->Early.PanGain));
- length = sqrtf(ReflectionsPan[0]*ReflectionsPan[0] + ReflectionsPan[1]*ReflectionsPan[1] + ReflectionsPan[2]*ReflectionsPan[2]);
- if(!(length > FLT_EPSILON))
- {
- for(i = 0;i < Device->Dry.NumChannels;i++)
- State->Early.PanGain[i&3][i] = AmbientGains[i] * EarlyGain;
- }
- else
- {
- ALfloat pan[3] = {
- ReflectionsPan[0] / length,
- ReflectionsPan[1] / length,
- -ReflectionsPan[2] / length,
- };
- length = minf(length, 1.0f);
-
- CalcDirectionCoeffs(pan, 0.0f, coeffs);
- ComputePanningGains(Device->Dry, coeffs, Gain, DirGains);
- for(i = 0;i < Device->Dry.NumChannels;i++)
- State->Early.PanGain[i&3][i] = lerp(AmbientGains[i], DirGains[i], length) * EarlyGain;
- }
+#define MATRIX_MULT(_res, _m1, _m2) do { \
+ int row, col; \
+ for(col = 0;col < 4;col++) \
+ { \
+ for(row = 0;row < 4;row++) \
+ _res.m[row][col] = _m1.m[row][0]*_m2.m[0][col] + _m1.m[row][1]*_m2.m[1][col] + \
+ _m1.m[row][2]*_m2.m[2][col] + _m1.m[row][3]*_m2.m[3][col]; \
+ } \
+} while(0)
+ /* Define a matrix that first focuses on Z, then rotates around X then Y to
+ * focus the output in the direction of the vector.
+ */
+ MATRIX_MULT(tmp1, xrot, zfocus);
+ MATRIX_MULT(tmp2, yrot, tmp1);
+#undef MATRIX_MULT
- memset(State->Late.PanGain, 0, sizeof(State->Late.PanGain));
- length = sqrtf(LateReverbPan[0]*LateReverbPan[0] + LateReverbPan[1]*LateReverbPan[1] + LateReverbPan[2]*LateReverbPan[2]);
- if(!(length > FLT_EPSILON))
- {
- for(i = 0;i < Device->Dry.NumChannels;i++)
- State->Late.PanGain[i&3][i] = AmbientGains[i] * LateGain;
- }
- else
- {
- ALfloat pan[3] = {
- LateReverbPan[0] / length,
- LateReverbPan[1] / length,
- -LateReverbPan[2] / length,
- };
- length = minf(length, 1.0f);
-
- CalcDirectionCoeffs(pan, 0.0f, coeffs);
- ComputePanningGains(Device->Dry, coeffs, Gain, DirGains);
- for(i = 0;i < Device->Dry.NumChannels;i++)
- State->Late.PanGain[i&3][i] = lerp(AmbientGains[i], DirGains[i], length) * LateGain;
- }
+ return tmp2;
}
+// Update the early and late 3D panning gains.
static ALvoid Update3DPanning(const ALCdevice *Device, const ALfloat *ReflectionsPan, const ALfloat *LateReverbPan, ALfloat Gain, ALfloat EarlyGain, ALfloat LateGain, ALreverbState *State)
{
- static const ALfloat PanDirs[4][3] = {
- { -0.707106781f, 0.0f, -0.707106781f }, /* Front left */
- { 0.707106781f, 0.0f, -0.707106781f }, /* Front right */
- { 0.707106781f, 0.0f, 0.707106781f }, /* Back right */
- { -0.707106781f, 0.0f, 0.707106781f } /* Back left */
- };
- ALfloat coeffs[MAX_AMBI_COEFFS];
- ALfloat gain[4];
- ALfloat length;
+ /* Converts early reflections A-Format to B-Format (transposed). */
+ static const aluMatrixf EarlyA2B = {{
+ { 0.8660254038f, 0.8660254038f, 0.8660254038f, 0.8660254038f },
+ { 0.8660254038f, 0.8660254038f, -0.8660254038f, -0.8660254038f },
+ { 0.8660254038f, -0.8660254038f, 0.8660254038f, -0.8660254038f },
+ { 0.8660254038f, -0.8660254038f, -0.8660254038f, 0.8660254038f }
+ }};
+ /* Converts late reverb A-Format to B-Format (transposed). */
+ static const aluMatrixf LateA2B = {{
+ { 0.8660254038f, -0.8660254038f, 0.8660254038f, 0.8660254038f },
+ { 0.8660254038f, -0.8660254038f, -0.8660254038f, -0.8660254038f },
+ { 0.8660254038f, 0.8660254038f, 0.8660254038f, -0.8660254038f },
+ { 0.8660254038f, 0.8660254038f, -0.8660254038f, 0.8660254038f }
+/* { 0.8660254038f, 1.2247448714f, 0.0f, 0.8660254038f },
+ { 0.8660254038f, 0.0f, -1.2247448714f, -0.8660254038f },
+ { 0.8660254038f, 0.0f, 1.2247448714f, -0.8660254038f },
+ { 0.8660254038f, -1.2247448714f, 0.0f, 0.8660254038f }*/
+ }};
+ aluMatrixf transform, rot;
ALuint i;
- /* sqrt(0.5) would be the gain scaling when the panning vector is 0. This
- * also equals sqrt(2/4), a nice gain scaling for the four virtual points
- * producing an "ambient" response.
+ STATIC_CAST(ALeffectState,State)->OutBuffer = Device->FOAOut.Buffer;
+ STATIC_CAST(ALeffectState,State)->OutChannels = Device->FOAOut.NumChannels;
+
+ /* Note: Both _m2 and _res are transposed. */
+#define MATRIX_MULT(_res, _m1, _m2) do { \
+ int row, col; \
+ for(col = 0;col < 4;col++) \
+ { \
+ for(row = 0;row < 4;row++) \
+ _res.m[col][row] = _m1.m[row][0]*_m2.m[col][0] + _m1.m[row][1]*_m2.m[col][1] + \
+ _m1.m[row][2]*_m2.m[col][2] + _m1.m[row][3]*_m2.m[col][3]; \
+ } \
+} while(0)
+ /* Create a matrix that first converts A-Format to B-Format, then rotates
+ * the B-Format soundfield according to the panning vector.
*/
- gain[0] = gain[1] = gain[2] = gain[3] = 0.707106781f;
- length = sqrtf(ReflectionsPan[0]*ReflectionsPan[0] + ReflectionsPan[1]*ReflectionsPan[1] + ReflectionsPan[2]*ReflectionsPan[2]);
- if(length > 1.0f)
- {
- ALfloat pan[3] = {
- ReflectionsPan[0] / length,
- ReflectionsPan[1] / length,
- -ReflectionsPan[2] / length,
- };
- for(i = 0;i < 4;i++)
- {
- ALfloat dotp = pan[0]*PanDirs[i][0] + pan[1]*PanDirs[i][1] + pan[2]*PanDirs[i][2];
- gain[i] = sqrtf(clampf(dotp*0.5f + 0.5f, 0.0f, 1.0f));
- }
- }
- else if(length > FLT_EPSILON)
- {
- for(i = 0;i < 4;i++)
- {
- ALfloat dotp = ReflectionsPan[0]*PanDirs[i][0] + ReflectionsPan[1]*PanDirs[i][1] +
- -ReflectionsPan[2]*PanDirs[i][2];
- gain[i] = sqrtf(clampf(dotp*0.5f + 0.5f, 0.0f, 1.0f));
- }
- }
- for(i = 0;i < 4;i++)
- {
- CalcDirectionCoeffs(PanDirs[i], 0.0f, coeffs);
- ComputePanningGains(Device->Dry, coeffs, Gain*EarlyGain*gain[i],
- State->Early.PanGain[i]);
- }
-
- gain[0] = gain[1] = gain[2] = gain[3] = 0.707106781f;
- length = sqrtf(LateReverbPan[0]*LateReverbPan[0] + LateReverbPan[1]*LateReverbPan[1] + LateReverbPan[2]*LateReverbPan[2]);
- if(length > 1.0f)
- {
- ALfloat pan[3] = {
- LateReverbPan[0] / length,
- LateReverbPan[1] / length,
- -LateReverbPan[2] / length,
- };
- for(i = 0;i < 4;i++)
- {
- ALfloat dotp = pan[0]*PanDirs[i][0] + pan[1]*PanDirs[i][1] + pan[2]*PanDirs[i][2];
- gain[i] = sqrtf(clampf(dotp*0.5f + 0.5f, 0.0f, 1.0f));
- }
- }
- else if(length > FLT_EPSILON)
- {
- for(i = 0;i < 4;i++)
- {
- ALfloat dotp = LateReverbPan[0]*PanDirs[i][0] + LateReverbPan[1]*PanDirs[i][1] +
- -LateReverbPan[2]*PanDirs[i][2];
- gain[i] = sqrtf(clampf(dotp*0.5f + 0.5f, 0.0f, 1.0f));
- }
- }
- for(i = 0;i < 4;i++)
- {
- CalcDirectionCoeffs(PanDirs[i], 0.0f, coeffs);
- ComputePanningGains(Device->Dry, coeffs, Gain*LateGain*gain[i],
- State->Late.PanGain[i]);
- }
+ rot = GetTransformFromVector(ReflectionsPan);
+ MATRIX_MULT(transform, rot, EarlyA2B);
+ memset(&State->Early.PanGain, 0, sizeof(State->Early.PanGain));
+ for(i = 0;i < MAX_EFFECT_CHANNELS;i++)
+ ComputeFirstOrderGains(Device->FOAOut, transform.m[i], Gain*EarlyGain, State->Early.PanGain[i]);
+
+ rot = GetTransformFromVector(LateReverbPan);
+ MATRIX_MULT(transform, rot, LateA2B);
+ memset(&State->Late.PanGain, 0, sizeof(State->Late.PanGain));
+ for(i = 0;i < MAX_EFFECT_CHANNELS;i++)
+ ComputeFirstOrderGains(Device->FOAOut, transform.m[i], Gain*LateGain, State->Late.PanGain[i]);
+#undef MATRIX_MULT
}
static ALvoid ALreverbState_update(ALreverbState *State, const ALCdevice *Device, const ALeffectslot *Slot, const ALeffectProps *props)
@@ -990,6 +925,7 @@ static ALvoid ALreverbState_update(ALreverbState *State, const ALCdevice *Device
ALfloat lfscale, hfscale, hfRatio;
ALfloat gain, gainlf, gainhf;
ALfloat cw, x, y;
+ ALuint i;
if(Slot->Params.EffectType == AL_EFFECT_EAXREVERB && !EmulateEAXReverb)
State->IsEax = AL_TRUE;
@@ -999,12 +935,26 @@ static ALvoid ALreverbState_update(ALreverbState *State, const ALCdevice *Device
// Calculate the master filters
hfscale = props->Reverb.HFReference / frequency;
gainhf = maxf(props->Reverb.GainHF, 0.0001f);
- ALfilterState_setParams(&State->LpFilter, ALfilterType_HighShelf,
+ ALfilterState_setParams(&State->Filter[0].Lp, ALfilterType_HighShelf,
gainhf, hfscale, calc_rcpQ_from_slope(gainhf, 0.75f));
lfscale = props->Reverb.LFReference / frequency;
gainlf = maxf(props->Reverb.GainLF, 0.0001f);
- ALfilterState_setParams(&State->HpFilter, ALfilterType_LowShelf,
+ ALfilterState_setParams(&State->Filter[0].Hp, ALfilterType_LowShelf,
gainlf, lfscale, calc_rcpQ_from_slope(gainlf, 0.75f));
+ for(i = 1;i < 4;i++)
+ {
+ State->Filter[i].Lp.a1 = State->Filter[0].Lp.a1;
+ State->Filter[i].Lp.a2 = State->Filter[0].Lp.a2;
+ State->Filter[i].Lp.b0 = State->Filter[0].Lp.b0;
+ State->Filter[i].Lp.b1 = State->Filter[0].Lp.b1;
+ State->Filter[i].Lp.b2 = State->Filter[0].Lp.b2;
+
+ State->Filter[i].Hp.a1 = State->Filter[0].Hp.a1;
+ State->Filter[i].Hp.a2 = State->Filter[0].Hp.a2;
+ State->Filter[i].Hp.b0 = State->Filter[0].Hp.b0;
+ State->Filter[i].Hp.b1 = State->Filter[0].Hp.b1;
+ State->Filter[i].Hp.b2 = State->Filter[0].Hp.b2;
+ }
// Update the modulator line.
UpdateModulator(props->Reverb.ModulationTime, props->Reverb.ModulationDepth,
@@ -1045,22 +995,10 @@ static ALvoid ALreverbState_update(ALreverbState *State, const ALCdevice *Device
gain = props->Reverb.Gain * Slot->Params.Gain * ReverbBoost;
// Update early and late 3D panning.
- if(Device->Hrtf.Handle || Device->Uhj_Encoder)
- UpdateMixedPanning(Device, props->Reverb.ReflectionsPan,
- props->Reverb.LateReverbPan, gain,
- props->Reverb.ReflectionsGain,
- props->Reverb.LateReverbGain, State);
- else if(Device->AmbiDecoder || (Device->FmtChans >= DevFmtAmbi1 &&
- Device->FmtChans <= DevFmtAmbi3))
- Update3DPanning(Device, props->Reverb.ReflectionsPan,
- props->Reverb.LateReverbPan, gain,
- props->Reverb.ReflectionsGain,
- props->Reverb.LateReverbGain, State);
- else
- UpdateDirectPanning(Device, props->Reverb.ReflectionsPan,
- props->Reverb.LateReverbPan, gain,
- props->Reverb.ReflectionsGain,
- props->Reverb.LateReverbGain, State);
+ Update3DPanning(Device, props->Reverb.ReflectionsPan,
+ props->Reverb.LateReverbPan, gain,
+ props->Reverb.ReflectionsGain,
+ props->Reverb.LateReverbGain, State);
}
@@ -1079,45 +1017,64 @@ static inline ALvoid DelayLineIn(DelayLine *Delay, ALuint offset, ALfloat in)
Delay->Line[offset&Delay->Mask] = in;
}
-// Given some input samples, this function produces modulation for the late
-// reverb.
-static void EAXModulation(ALreverbState *State, ALuint offset, ALfloat*restrict dst, const ALfloat*restrict src, ALuint todo)
+static inline ALfloat DelayLineInOut(DelayLine *Delay, ALuint offset, ALuint outoffset, ALfloat in)
{
- ALfloat sinus, frac, fdelay;
- ALfloat out0, out1;
- ALuint delay, i;
+ Delay->Line[offset&Delay->Mask] = in;
+ return Delay->Line[(offset-outoffset)&Delay->Mask];
+}
+static void CalcModulationDelays(ALreverbState *State, ALfloat *restrict delays, ALuint todo)
+{
+ ALfloat sinus, range;
+ ALuint index, i;
+
+ index = State->Mod.Index;
+ range = State->Mod.Filter;
for(i = 0;i < todo;i++)
{
/* 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 - cosf(F_TAU * State->Mod.Index / State->Mod.Range);
+ sinus = 1.0f - cosf(F_TAU * index / State->Mod.Range);
/* Step the modulation index forward, keeping it bound to its range. */
- State->Mod.Index = (State->Mod.Index + 1) % State->Mod.Range;
+ index = (index+1) % 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);
+ range = lerp(range, State->Mod.Depth, State->Mod.Coeff);
+
+ /* Calculate the read offset with fraction. */
+ delays[i] = range*sinus;
+ }
+ State->Mod.Index = index;
+ State->Mod.Filter = range;
+}
+
+// Given some input samples, this function produces modulation for the late
+// reverb.
+static void EAXModulation(DelayLine *ModDelay, ALuint offset, const ALfloat *restrict delays, ALfloat*restrict dst, const ALfloat*restrict src, ALuint todo)
+{
+ ALfloat frac, fdelay;
+ ALfloat out0, out1;
+ ALuint delay, i;
- /* Calculate the read offset and fraction between it and the next
+ for(i = 0;i < todo;i++)
+ {
+ /* Separate the integer offset and fraction between it and the next
* sample.
*/
- frac = modff(State->Mod.Filter*sinus, &fdelay);
+ frac = modff(delays[i], &fdelay);
delay = fastf2u(fdelay);
- /* Add the incoming sample to the delay line first, so a 0 delay gets
- * the incoming sample.
+ /* Add the incoming sample to the delay line, and get the two samples
+ * crossed by the offset delay.
*/
- DelayLineIn(&State->Mod.Delay, offset, src[i]);
- /* Get the two samples crossed by the offset delay */
- out0 = DelayLineOut(&State->Mod.Delay, offset - delay);
- out1 = DelayLineOut(&State->Mod.Delay, offset - delay - 1);
+ out0 = DelayLineInOut(ModDelay, offset, delay, src[i]);
+ out1 = DelayLineOut(ModDelay, offset - delay - 1);
offset++;
/* The output is obtained by linearly interpolating the two samples
@@ -1127,9 +1084,10 @@ static void EAXModulation(ALreverbState *State, ALuint offset, ALfloat*restrict
}
}
-// Given some input sample, this function produces four-channel outputs for the
-// early reflections.
-static inline ALvoid EarlyReflection(ALreverbState *State, ALuint todo, ALfloat (*restrict out)[MAX_UPDATE_SAMPLES])
+/* Given some input samples from the main delay line, this function produces
+ * four-channel outputs for the early reflections.
+ */
+static ALvoid EarlyReflection(ALreverbState *State, ALuint todo, ALfloat (*restrict out)[MAX_UPDATE_SAMPLES])
{
ALfloat d[4], v, f[4];
ALuint i;
@@ -1138,11 +1096,11 @@ static inline ALvoid EarlyReflection(ALreverbState *State, ALuint todo, ALfloat
{
ALuint offset = State->Offset+i;
- // Obtain the decayed results of each early delay line.
- d[0] = DelayLineOut(&State->Early.Delay[0], offset-State->Early.Offset[0]) * State->Early.Coeff[0];
- d[1] = DelayLineOut(&State->Early.Delay[1], offset-State->Early.Offset[1]) * State->Early.Coeff[1];
- d[2] = DelayLineOut(&State->Early.Delay[2], offset-State->Early.Offset[2]) * State->Early.Coeff[2];
- d[3] = DelayLineOut(&State->Early.Delay[3], offset-State->Early.Offset[3]) * State->Early.Coeff[3];
+ /* Obtain the first reflection samples from the main delay line. */
+ f[0] = DelayLineOut(&State->Delay, (offset-State->DelayTap[0])*4 + 0);
+ f[1] = DelayLineOut(&State->Delay, (offset-State->DelayTap[0])*4 + 1);
+ f[2] = DelayLineOut(&State->Delay, (offset-State->DelayTap[0])*4 + 2);
+ f[3] = DelayLineOut(&State->Delay, (offset-State->DelayTap[0])*4 + 3);
/* The following uses a lossless scattering junction from waveguide
* theory. It actually amounts to a householder mixing matrix, which
@@ -1155,29 +1113,27 @@ static inline ALvoid EarlyReflection(ALreverbState *State, ALuint todo, ALfloat
* ---
* i=1
*/
- v = (d[0] + d[1] + d[2] + d[3]) * 0.5f;
- // The junction is loaded with the input here.
- v += DelayLineOut(&State->Delay, offset-State->DelayTap[0]);
-
- // 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], offset, f[0]);
- DelayLineIn(&State->Early.Delay[1], offset, f[1]);
- DelayLineIn(&State->Early.Delay[2], offset, f[2]);
- DelayLineIn(&State->Early.Delay[3], offset, f[3]);
-
- /* Output the results of the junction for all four channels with a
- * constant attenuation of 0.5.
+ v = (f[0] + f[1] + f[2] + f[3]) * 0.5f;
+
+ /* Calculate the feed values for the early delay lines. */
+ d[0] = v - f[0];
+ d[1] = v - f[1];
+ d[2] = v - f[2];
+ d[3] = v - f[3];
+
+ /* Feed the early delay lines, and load the delayed results. */
+ d[0] = DelayLineInOut(&State->Early.Delay[0], offset, State->Early.Offset[0], d[0]);
+ d[1] = DelayLineInOut(&State->Early.Delay[1], offset, State->Early.Offset[1], d[1]);
+ d[2] = DelayLineInOut(&State->Early.Delay[2], offset, State->Early.Offset[2], d[2]);
+ d[3] = DelayLineInOut(&State->Early.Delay[3], offset, State->Early.Offset[3], d[3]);
+
+ /* Output the initial reflection taps and the results of the delayed
+ * and decayed junction for all four channels.
*/
- out[0][i] = f[0] * 0.5f;
- out[1][i] = f[1] * 0.5f;
- out[2][i] = f[2] * 0.5f;
- out[3][i] = f[3] * 0.5f;
+ out[0][i] = f[0] + d[0]*State->Early.Coeff[0];
+ out[1][i] = f[1] + d[1]*State->Early.Coeff[1];
+ out[2][i] = f[2] + d[2]*State->Early.Coeff[2];
+ out[3][i] = f[3] + d[3]*State->Early.Coeff[3];
}
}
@@ -1215,7 +1171,7 @@ static inline ALfloat LateLowPassInOut(ALreverbState *State, ALuint index, ALflo
// Given four decorrelated input samples, this function produces four-channel
// output for the late reverb.
-static inline ALvoid LateReverb(ALreverbState *State, ALuint todo, ALfloat (*restrict out)[MAX_UPDATE_SAMPLES])
+static ALvoid LateReverb(ALreverbState *State, ALuint todo, ALfloat (*restrict out)[MAX_UPDATE_SAMPLES])
{
ALfloat d[4], f[4];
ALuint offset;
@@ -1230,10 +1186,10 @@ static inline ALvoid LateReverb(ALreverbState *State, ALuint todo, ALfloat (*res
for(i = 0;i < tmp_todo;i++)
{
/* Obtain four decorrelated input samples. */
- f[0] = DelayLineOut(&State->Delay, offset-State->DelayTap[1]) * State->Late.DensityGain;
- f[1] = DelayLineOut(&State->Delay, offset-State->DecoTap[0]) * State->Late.DensityGain;
- f[2] = DelayLineOut(&State->Delay, offset-State->DecoTap[1]) * State->Late.DensityGain;
- f[3] = DelayLineOut(&State->Delay, offset-State->DecoTap[2]) * State->Late.DensityGain;
+ f[0] = DelayLineOut(&State->Delay, (offset-State->DelayTap[1])*4 + 0) * State->Late.DensityGain;
+ f[1] = DelayLineOut(&State->Delay, (offset-State->LateDecoTap[0])*4 + 1) * State->Late.DensityGain;
+ f[2] = DelayLineOut(&State->Delay, (offset-State->LateDecoTap[1])*4 + 2) * State->Late.DensityGain;
+ f[3] = DelayLineOut(&State->Delay, (offset-State->LateDecoTap[2])*4 + 3) * State->Late.DensityGain;
/* Add the decayed results of the cyclical delay lines, then pass
* the results through the low-pass filters.
@@ -1243,13 +1199,13 @@ static inline ALvoid LateReverb(ALreverbState *State, ALuint todo, ALfloat (*res
f[2] += DelayLineOut(&State->Late.Delay[2], offset-State->Late.Offset[2]) * State->Late.Coeff[2];
f[3] += DelayLineOut(&State->Late.Delay[3], offset-State->Late.Offset[3]) * State->Late.Coeff[3];
- /* This is where the feed-back cycles from line 0 to 1 to 3 to 2
+ /* This is where the feed-back cycles from line 0 to 3 to 1 to 2
* and back to 0.
*/
d[0] = LateLowPassInOut(State, 2, f[2]);
- d[1] = LateLowPassInOut(State, 0, f[0]);
- d[2] = LateLowPassInOut(State, 3, f[3]);
- d[3] = LateLowPassInOut(State, 1, f[1]);
+ d[1] = LateLowPassInOut(State, 3, f[3]);
+ d[2] = LateLowPassInOut(State, 1, f[1]);
+ d[3] = LateLowPassInOut(State, 0, f[0]);
/* To help increase diffusion, run each line through an all-pass
* filter. When there is no diffusion, the shortest all-pass filter
@@ -1322,57 +1278,58 @@ static inline ALvoid LateReverb(ALreverbState *State, ALuint todo, ALfloat (*res
// Given an input sample, this function mixes echo into the four-channel late
// reverb.
-static inline ALvoid EAXEcho(ALreverbState *State, ALuint todo, ALfloat (*restrict late)[MAX_UPDATE_SAMPLES])
+static ALvoid EAXEcho(ALreverbState *State, ALuint todo, ALfloat (*restrict late)[MAX_UPDATE_SAMPLES])
{
- ALfloat out[MAX_UPDATE_SAMPLES];
ALfloat feed;
ALuint offset;
- ALuint i;
+ ALuint c, i;
- offset = State->Offset;
- for(i = 0;i < todo;i++)
+ for(c = 0;c < 4;c++)
{
- // Get the latest attenuated echo sample for output.
- feed = DelayLineOut(&State->Echo.Delay, offset-State->Echo.Offset) *
- State->Echo.Coeff;
-
- // Write the output.
- out[i] = State->Echo.MixCoeff * feed;
-
- // Mix the energy-attenuated input with the output and pass it through
- // the echo low-pass filter.
- feed += DelayLineOut(&State->Delay, offset-State->DelayTap[1]) *
- State->Echo.DensityGain;
- feed = lerp(feed, State->Echo.LpSample, State->Echo.LpCoeff);
- State->Echo.LpSample = feed;
-
- // Then the echo all-pass filter.
- feed = AllpassInOut(&State->Echo.ApDelay, offset-State->Echo.ApOffset,
- offset, feed, State->Echo.ApFeedCoeff,
- State->Echo.ApCoeff);
-
- // Feed the delay with the mixed and filtered sample.
- DelayLineIn(&State->Echo.Delay, offset, feed);
- offset++;
+ offset = State->Offset;
+ for(i = 0;i < todo;i++)
+ {
+ // Get the latest attenuated echo sample for output.
+ feed = DelayLineOut(&State->Echo.Delay[c].Feedback, offset-State->Echo.Offset) *
+ State->Echo.Coeff;
+
+ // Write the output.
+ late[c][i] += State->Echo.MixCoeff * feed;
+
+ // Mix the energy-attenuated input with the output and pass it through
+ // the echo low-pass filter.
+ feed += DelayLineOut(&State->Delay, (offset-State->DelayTap[1])*4 + c) *
+ State->Echo.DensityGain;
+ feed = lerp(feed, State->Echo.LpSample[c], State->Echo.LpCoeff);
+ State->Echo.LpSample[c] = feed;
+
+ // Then the echo all-pass filter.
+ feed = AllpassInOut(&State->Echo.Delay[c].Ap, offset-State->Echo.ApOffset,
+ offset, feed, State->Echo.ApFeedCoeff,
+ State->Echo.ApCoeff);
+
+ // Feed the delay with the mixed and filtered sample.
+ DelayLineIn(&State->Echo.Delay[c].Feedback, offset, feed);
+ offset++;
+ }
}
-
- // Mix the output into the late reverb channels.
- for(i = 0;i < todo;i++) late[0][i] += out[i];
- for(i = 0;i < todo;i++) late[1][i] += out[i];
- for(i = 0;i < todo;i++) late[2][i] += out[i];
- for(i = 0;i < todo;i++) late[3][i] += out[i];
}
// Perform the non-EAX reverb pass on a given input sample, resulting in
// four-channel output.
-static inline ALvoid VerbPass(ALreverbState *State, ALuint todo, const ALfloat *input, ALfloat (*restrict early)[MAX_UPDATE_SAMPLES], ALfloat (*restrict late)[MAX_UPDATE_SAMPLES])
+static ALvoid VerbPass(ALreverbState *State, ALuint todo, ALfloat (*restrict input)[MAX_UPDATE_SAMPLES], ALfloat (*restrict early)[MAX_UPDATE_SAMPLES], ALfloat (*restrict late)[MAX_UPDATE_SAMPLES])
{
- ALuint i;
+ ALuint i, c;
- // Low-pass filter the incoming samples (use the early buffer as temp storage).
- ALfilterState_process(&State->LpFilter, &early[0][0], input, todo);
- for(i = 0;i < todo;i++)
- DelayLineIn(&State->Delay, State->Offset+i, early[0][i]);
+ 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);
+ for(i = 0;i < todo;i++)
+ DelayLineIn(&State->Delay, (State->Offset+i)*4 + c, early[0][i]);
+ }
// Calculate the early reflection from the first delay tap.
EarlyReflection(State, todo, early);
@@ -1386,19 +1343,27 @@ static inline ALvoid VerbPass(ALreverbState *State, ALuint todo, const ALfloat *
// Perform the EAX reverb pass on a given input sample, resulting in four-
// channel output.
-static inline ALvoid EAXVerbPass(ALreverbState *State, ALuint todo, const ALfloat *input, ALfloat (*restrict early)[MAX_UPDATE_SAMPLES], ALfloat (*restrict late)[MAX_UPDATE_SAMPLES])
+static ALvoid EAXVerbPass(ALreverbState *State, ALuint todo, ALfloat (*restrict input)[MAX_UPDATE_SAMPLES], ALfloat (*restrict early)[MAX_UPDATE_SAMPLES], ALfloat (*restrict late)[MAX_UPDATE_SAMPLES])
{
- ALuint i;
+ ALuint i, c;
- /* Perform any modulation on the input (use the early buffer as temp storage). */
- EAXModulation(State, State->Offset, &early[0][0], input, todo);
- /* Band-pass the incoming samples */
- ALfilterState_process(&State->LpFilter, &early[1][0], &early[0][0], todo);
- ALfilterState_process(&State->HpFilter, &early[2][0], &early[1][0], todo);
+ /* Perform any modulation on the input (use the early and late buffers as
+ * temp storage).
+ */
+ CalcModulationDelays(State, &late[0][0], todo);
+ for(c = 0;c < 4;c++)
+ {
+ EAXModulation(&State->Mod.Delay[c], State->Offset, &late[0][0],
+ &early[0][0], input[c], todo);
- // Feed the initial delay line.
- for(i = 0;i < todo;i++)
- DelayLineIn(&State->Delay, State->Offset+i, early[2][i]);
+ /* Band-pass the incoming samples */
+ ALfilterState_process(&State->Filter[c].Lp, &early[1][0], &early[0][0], todo);
+ ALfilterState_process(&State->Filter[c].Hp, &early[2][0], &early[1][0], todo);
+
+ /* Feed the initial delay line. */
+ for(i = 0;i < todo;i++)
+ DelayLineIn(&State->Delay, (State->Offset+i)*4 + c, early[2][i]);
+ }
// Calculate the early reflection from the first delay tap.
EarlyReflection(State, todo, early);
@@ -1441,11 +1406,18 @@ static void DoMix(const ALfloat *restrict src, ALfloat (*dst)[BUFFERSIZE], ALuin
current_gains[c] = gains[c].Current;
}
-static ALvoid ALreverbState_processStandard(ALreverbState *State, ALuint SamplesToDo, const ALfloat *restrict SamplesIn, ALfloat (*restrict SamplesOut)[BUFFERSIZE], ALuint NumChannels)
+static ALvoid ALreverbState_processStandard(ALreverbState *State, ALuint SamplesToDo, const ALfloat (*restrict SamplesIn)[BUFFERSIZE], ALfloat (*restrict SamplesOut)[BUFFERSIZE], ALuint NumChannels)
{
+ static const aluMatrixf B2A = {{
+ { 0.288675134595f, 0.288675134595f, 0.288675134595f, 0.288675134595f },
+ { 0.288675134595f, 0.288675134595f, -0.288675134595f, -0.288675134595f },
+ { 0.288675134595f, -0.288675134595f, 0.288675134595f, -0.288675134595f },
+ { 0.288675134595f, -0.288675134595f, -0.288675134595f, 0.288675134595f }
+ }};
+ ALfloat (*restrict afmt)[MAX_UPDATE_SAMPLES] = State->AFormatSamples;
ALfloat (*restrict early)[MAX_UPDATE_SAMPLES] = State->EarlySamples;
ALfloat (*restrict late)[MAX_UPDATE_SAMPLES] = State->ReverbSamples;
- ALuint base, c;
+ ALuint base, c, c2, i;
/* Process reverb for these samples. */
for(base = 0;base < SamplesToDo;)
@@ -1453,42 +1425,53 @@ static ALvoid ALreverbState_processStandard(ALreverbState *State, ALuint Samples
const ALfloat delta = 1.0f / (ALfloat)(SamplesToDo-base);
ALuint todo = minu(SamplesToDo-base, MAX_UPDATE_SAMPLES);
- VerbPass(State, todo, &SamplesIn[base], early, late);
+ /* Convert B-Foramt to A-Format for processing (could use the row
+ * mixers).
+ */
+ memset(afmt, 0, sizeof(*afmt)*4);
+ for(c = 0;c < 4;c++)
+ {
+ for(c2 = 0;c2 < MAX_EFFECT_CHANNELS;c2++)
+ {
+ for(i = 0;i < todo;i++)
+ afmt[c][i] += SamplesIn[c2][base+i] * B2A.m[c][c2];
+ }
+ }
+
+ VerbPass(State, todo, afmt, early, late);
+ /* Mix the A-Format results to output, implicitly converting back to
+ * B-Format.
+ */
for(c = 0;c < 4;c++)
{
DoMix(early[c], SamplesOut, NumChannels, State->Early.PanGain[c],
State->Early.CurrentGain[c], delta, base, SamplesToDo-base, todo
);
- if(State->ExtraChannels > 0)
- DoMix(early[c], State->ExtraOut, State->ExtraChannels,
- State->Early.PanGain[c]+NumChannels,
- State->Early.CurrentGain[c]+NumChannels, delta, base,
- SamplesToDo-base, todo
- );
}
for(c = 0;c < 4;c++)
{
DoMix(late[c], SamplesOut, NumChannels, State->Late.PanGain[c],
State->Late.CurrentGain[c], delta, base, SamplesToDo, todo
);
- if(State->ExtraChannels > 0)
- DoMix(late[c], State->ExtraOut, State->ExtraChannels,
- State->Late.PanGain[c]+NumChannels,
- State->Late.CurrentGain[c]+NumChannels, delta, base,
- SamplesToDo-base, todo
- );
}
base += todo;
}
}
-static ALvoid ALreverbState_processEax(ALreverbState *State, ALuint SamplesToDo, const ALfloat *restrict SamplesIn, ALfloat (*restrict SamplesOut)[BUFFERSIZE], ALuint NumChannels)
+static ALvoid ALreverbState_processEax(ALreverbState *State, ALuint SamplesToDo, const ALfloat (*restrict SamplesIn)[BUFFERSIZE], ALfloat (*restrict SamplesOut)[BUFFERSIZE], ALuint NumChannels)
{
+ static const aluMatrixf B2A = {{
+ { 0.288675134595f, 0.288675134595f, 0.288675134595f, 0.288675134595f },
+ { 0.288675134595f, 0.288675134595f, -0.288675134595f, -0.288675134595f },
+ { 0.288675134595f, -0.288675134595f, 0.288675134595f, -0.288675134595f },
+ { 0.288675134595f, -0.288675134595f, -0.288675134595f, 0.288675134595f }
+ }};
+ ALfloat (*restrict afmt)[MAX_UPDATE_SAMPLES] = State->AFormatSamples;
ALfloat (*restrict early)[MAX_UPDATE_SAMPLES] = State->EarlySamples;
ALfloat (*restrict late)[MAX_UPDATE_SAMPLES] = State->ReverbSamples;
- ALuint base, c;
+ ALuint base, c, c2, i;
/* Process reverb for these samples. */
for(base = 0;base < SamplesToDo;)
@@ -1496,31 +1479,29 @@ static ALvoid ALreverbState_processEax(ALreverbState *State, ALuint SamplesToDo,
const ALfloat delta = 1.0f / (ALfloat)(SamplesToDo-base);
ALuint todo = minu(SamplesToDo-base, MAX_UPDATE_SAMPLES);
- EAXVerbPass(State, todo, &SamplesIn[base], early, late);
+ memset(afmt, 0, 4*MAX_UPDATE_SAMPLES*sizeof(float));
+ for(c = 0;c < 4;c++)
+ {
+ for(c2 = 0;c2 < MAX_EFFECT_CHANNELS;c2++)
+ {
+ for(i = 0;i < todo;i++)
+ afmt[c][i] += SamplesIn[c2][base+i] * B2A.m[c][c2];
+ }
+ }
+
+ EAXVerbPass(State, todo, afmt, early, late);
for(c = 0;c < 4;c++)
{
DoMix(early[c], SamplesOut, NumChannels, State->Early.PanGain[c],
State->Early.CurrentGain[c], delta, base, SamplesToDo-base, todo
);
- if(State->ExtraChannels > 0)
- DoMix(early[c], State->ExtraOut, State->ExtraChannels,
- State->Early.PanGain[c]+NumChannels,
- State->Early.CurrentGain[c]+NumChannels, delta, base,
- SamplesToDo-base, todo
- );
}
for(c = 0;c < 4;c++)
{
DoMix(late[c], SamplesOut, NumChannels, State->Late.PanGain[c],
State->Late.CurrentGain[c], delta, base, SamplesToDo, todo
);
- if(State->ExtraChannels > 0)
- DoMix(late[c], State->ExtraOut, State->ExtraChannels,
- State->Late.PanGain[c]+NumChannels,
- State->Late.CurrentGain[c]+NumChannels, delta, base,
- SamplesToDo-base, todo
- );
}
base += todo;
@@ -1530,9 +1511,9 @@ static ALvoid ALreverbState_processEax(ALreverbState *State, ALuint SamplesToDo,
static ALvoid ALreverbState_process(ALreverbState *State, ALuint SamplesToDo, const ALfloat (*restrict SamplesIn)[BUFFERSIZE], ALfloat (*restrict SamplesOut)[BUFFERSIZE], ALuint NumChannels)
{
if(State->IsEax)
- ALreverbState_processEax(State, SamplesToDo, SamplesIn[0], SamplesOut, NumChannels);
+ ALreverbState_processEax(State, SamplesToDo, SamplesIn, SamplesOut, NumChannels);
else
- ALreverbState_processStandard(State, SamplesToDo, SamplesIn[0], SamplesOut, NumChannels);
+ ALreverbState_processStandard(State, SamplesToDo, SamplesIn, SamplesOut, NumChannels);
}