diff options
author | Sven Gothel <[email protected]> | 2023-11-28 12:51:46 +0100 |
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committer | Sven Gothel <[email protected]> | 2023-11-28 12:51:46 +0100 |
commit | 1aaf4f070011490bcece50394b9b32dfa593fd9e (patch) | |
tree | 17d68284e401a35eea3d3a574d986d446a60763a /alc/effects/reverb.cpp | |
parent | 6e7cee4fa9a8af03f28ca26cd89f8357390dfc90 (diff) | |
parent | 571b546f35eead77ce109f8d4dd6c3de3199d573 (diff) |
Merge remote-tracking branch 'upstream/master'
Diffstat (limited to 'alc/effects/reverb.cpp')
-rw-r--r-- | alc/effects/reverb.cpp | 163 |
1 files changed, 119 insertions, 44 deletions
diff --git a/alc/effects/reverb.cpp b/alc/effects/reverb.cpp index 3875bedb..0f1fcca1 100644 --- a/alc/effects/reverb.cpp +++ b/alc/effects/reverb.cpp @@ -98,8 +98,6 @@ struct CubicFilter { constexpr CubicFilter gCubicTable; -using namespace std::placeholders; - /* Max samples per process iteration. Used to limit the size needed for * temporary buffers. Must be a multiple of 4 for SIMD alignment. */ @@ -122,12 +120,9 @@ constexpr size_t NUM_LINES{4u}; constexpr float MODULATION_DEPTH_COEFF{0.05f}; -/* The B-Format to A-Format conversion matrix. The arrangement of rows is - * deliberately chosen to align the resulting lines to their spatial opposites - * (0:above front left <-> 3:above back right, 1:below front right <-> 2:below - * back left). It's not quite opposite, since the A-Format results in a - * tetrahedron, but it's close enough. Should the model be extended to 8-lines - * in the future, true opposites can be used. +/* The B-Format to (W-normalized) A-Format conversion matrix. This produces a + * tetrahedral array of discrete signals (boosted by a factor of sqrt(3), to + * reduce the error introduced in the conversion). */ alignas(16) constexpr float B2A[NUM_LINES][NUM_LINES]{ { 0.5f, 0.5f, 0.5f, 0.5f }, @@ -136,7 +131,9 @@ alignas(16) constexpr float B2A[NUM_LINES][NUM_LINES]{ { 0.5f, -0.5f, 0.5f, -0.5f } }; -/* Converts A-Format to B-Format for early reflections. */ +/* Converts (W-normalized) A-Format to B-Format for early reflections (scaled + * by 1/sqrt(3) to compensate for the boost in the B2A matrix). + */ alignas(16) constexpr std::array<std::array<float,NUM_LINES>,NUM_LINES> EarlyA2B{{ {{ 0.5f, 0.5f, 0.5f, 0.5f }}, {{ 0.5f, -0.5f, 0.5f, -0.5f }}, @@ -144,7 +141,11 @@ alignas(16) constexpr std::array<std::array<float,NUM_LINES>,NUM_LINES> EarlyA2B {{ 0.5f, 0.5f, -0.5f, -0.5f }} }}; -/* Converts A-Format to B-Format for late reverb. */ +/* Converts (W-normalized) A-Format to B-Format for late reverb (scaled + * by 1/sqrt(3) to compensate for the boost in the B2A matrix). The response + * is rotated around Z (ambisonic X) so that the front lines are placed + * horizontally in front, and the rear lines are placed vertically in back. + */ constexpr auto InvSqrt2 = static_cast<float>(1.0/al::numbers::sqrt2); alignas(16) constexpr std::array<std::array<float,NUM_LINES>,NUM_LINES> LateA2B{{ {{ 0.5f, 0.5f, 0.5f, 0.5f }}, @@ -330,6 +331,39 @@ struct DelayLineI { } while(--td); } } + + /* Writes the given input lines to the delay buffer, applying a geometric + * reflection. This effectively applies the matrix + * + * [ -1/2 +1/2 +1/2 +1/2 ] + * [ +1/2 -1/2 +1/2 +1/2 ] + * [ +1/2 +1/2 -1/2 +1/2 ] + * [ +1/2 +1/2 +1/2 -1/2 ] + * + * to the four input lines when writing to the delay buffer. The effect on + * the B-Format signal is negating X,Y,Z, moving each response to its + * spatially opposite location. + */ + void writeReflected(size_t offset, const al::span<const ReverbUpdateLine,NUM_LINES> in, + const size_t count) const noexcept + { + ASSUME(count > 0); + for(size_t i{0u};i < count;) + { + offset &= Mask; + size_t td{minz(Mask+1 - offset, count - i)}; + do { + const std::array src{in[0][i], in[1][i], in[2][i], in[3][i]}; + ++i; + + Line[offset][0] = ( src[1] + src[2] + src[3] - src[0]) * 0.5f; + Line[offset][1] = (src[0] + src[2] + src[3] - src[1]) * 0.5f; + Line[offset][2] = (src[0] + src[1] + src[3] - src[2]) * 0.5f; + Line[offset][3] = (src[0] + src[1] + src[2] - src[3]) * 0.5f; + ++offset; + } while(--td); + } + } }; struct VecAllpass { @@ -461,8 +495,9 @@ struct ReverbPipeline { void updateDelayLine(const float earlyDelay, const float lateDelay, const float density_mult, const float decayTime, const float frequency); - void update3DPanning(const float *ReflectionsPan, const float *LateReverbPan, - const float earlyGain, const float lateGain, const bool doUpmix, const MixParams *mainMix); + void update3DPanning(const al::span<const float,3> ReflectionsPan, + const al::span<const float,3> LateReverbPan, const float earlyGain, const float lateGain, + const bool doUpmix, const MixParams *mainMix); void processEarly(size_t offset, const size_t samplesToDo, const al::span<ReverbUpdateLine,NUM_LINES> tempSamples, @@ -643,8 +678,8 @@ inline float CalcDelayLengthMult(float density) */ void ReverbState::allocLines(const float frequency) { - /* All delay line lengths are calculated to accomodate the full range of - * lengths given their respective paramters. + /* All delay line lengths are calculated to accommodate the full range of + * lengths given their respective parameters. */ size_t totalSamples{0u}; @@ -1017,8 +1052,12 @@ void ReverbPipeline::updateDelayLine(const float earlyDelay, const float lateDel mEarlyDelayTap[i][1] = float2uint((earlyDelay+length) * frequency); mEarlyDelayCoeff[i] = CalcDecayCoeff(length, decayTime); + /* Reduce the late delay tap by the shortest early delay line length to + * compensate for the late line input being fed by the delayed early + * output. + */ length = (LATE_LINE_LENGTHS[i] - LATE_LINE_LENGTHS.front())/float{NUM_LINES}*density_mult + - lateDelay; + std::max(lateDelay - EARLY_LINE_LENGTHS[0]*density_mult, 0.0f); mLateDelayTap[i][1] = float2uint(length * frequency); } } @@ -1028,7 +1067,7 @@ void ReverbPipeline::updateDelayLine(const float earlyDelay, const float lateDel * focal strength. This function results in a B-Format transformation matrix * that spatially focuses the signal in the desired direction. */ -std::array<std::array<float,4>,4> GetTransformFromVector(const float *vec) +std::array<std::array<float,4>,4> GetTransformFromVector(const al::span<const float,3> vec) { /* Normalize the panning vector according to the N3D scale, which has an * extra sqrt(3) term on the directional components. Converting from OpenAL @@ -1041,9 +1080,10 @@ std::array<std::array<float,4>,4> GetTransformFromVector(const float *vec) float mag{std::sqrt(vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2])}; if(mag > 1.0f) { - norm[0] = vec[0] / mag * -al::numbers::sqrt3_v<float>; - norm[1] = vec[1] / mag * al::numbers::sqrt3_v<float>; - norm[2] = vec[2] / mag * al::numbers::sqrt3_v<float>; + const float scale{al::numbers::sqrt3_v<float> / mag}; + norm[0] = vec[0] * -scale; + norm[1] = vec[1] * scale; + norm[2] = vec[2] * scale; mag = 1.0f; } else @@ -1066,8 +1106,9 @@ std::array<std::array<float,4>,4> GetTransformFromVector(const float *vec) } /* Update the early and late 3D panning gains. */ -void ReverbPipeline::update3DPanning(const float *ReflectionsPan, const float *LateReverbPan, - const float earlyGain, const float lateGain, const bool doUpmix, const MixParams *mainMix) +void ReverbPipeline::update3DPanning(const al::span<const float,3> ReflectionsPan, + const al::span<const float,3> LateReverbPan, const float earlyGain, const float lateGain, + const bool doUpmix, const MixParams *mainMix) { /* Create matrices that transform a B-Format signal according to the * panning vectors. @@ -1105,9 +1146,9 @@ void ReverbPipeline::update3DPanning(const float *ReflectionsPan, const float *L auto latecoeffs = mult_matrix(latemat); for(size_t i{0u};i < NUM_LINES;i++) - ComputePanGains(mainMix, earlycoeffs[i].data(), earlyGain, mEarly.TargetGains[i]); + ComputePanGains(mainMix, earlycoeffs[i], earlyGain, mEarly.TargetGains[i]); for(size_t i{0u};i < NUM_LINES;i++) - ComputePanGains(mainMix, latecoeffs[i].data(), lateGain, mLate.TargetGains[i]); + ComputePanGains(mainMix, latecoeffs[i], lateGain, mLate.TargetGains[i]); } else { @@ -1137,9 +1178,9 @@ void ReverbPipeline::update3DPanning(const float *ReflectionsPan, const float *L auto latecoeffs = mult_matrix(LateA2B, latemat); for(size_t i{0u};i < NUM_LINES;i++) - ComputePanGains(mainMix, earlycoeffs[i].data(), earlyGain, mEarly.TargetGains[i]); + ComputePanGains(mainMix, earlycoeffs[i], earlyGain, mEarly.TargetGains[i]); for(size_t i{0u};i < NUM_LINES;i++) - ComputePanGains(mainMix, latecoeffs[i].data(), lateGain, mLate.TargetGains[i]); + ComputePanGains(mainMix, latecoeffs[i], lateGain, mLate.TargetGains[i]); } } @@ -1244,9 +1285,36 @@ void ReverbState::update(const ContextBase *Context, const EffectSlot *Slot, props->Reverb.DecayTime, hfDecayTime, lf0norm, hf0norm, frequency); } - const float decaySamples{(props->Reverb.ReflectionsDelay + props->Reverb.LateReverbDelay - + props->Reverb.DecayTime) * frequency}; - pipeline.mFadeSampleCount = static_cast<size_t>(minf(decaySamples, 1'000'000.0f)); + /* Calculate the gain at the start of the late reverb stage, and the gain + * difference from the decay target (0.001, or -60dB). + */ + const float decayBase{props->Reverb.ReflectionsGain * props->Reverb.LateReverbGain}; + const float decayDiff{ReverbDecayGain / decayBase}; + + if(decayDiff < 1.0f) + { + /* Given the DecayTime (the amount of time for the late reverb to decay + * by -60dB), calculate the time to decay to -60dB from the start of + * the late reverb. + */ + const float diffTime{std::log10(decayDiff)*(20.0f / -60.0f) * props->Reverb.DecayTime}; + + const float decaySamples{(props->Reverb.ReflectionsDelay + props->Reverb.LateReverbDelay + + diffTime) * frequency}; + /* Limit to 100,000 samples (a touch over 2 seconds at 48khz) to + * avoid excessive double-processing. + */ + pipeline.mFadeSampleCount = static_cast<size_t>(minf(decaySamples, 100'000.0f)); + } + else + { + /* Otherwise, if the late reverb already starts at -60dB or less, only + * include the time to get to the late reverb. + */ + const float decaySamples{(props->Reverb.ReflectionsDelay + props->Reverb.LateReverbDelay) + * frequency}; + pipeline.mFadeSampleCount = static_cast<size_t>(minf(decaySamples, 100'000.0f)); + } } @@ -1303,7 +1371,9 @@ inline auto VectorPartialScatter(const std::array<float,NUM_LINES> &RESTRICT in, }}; } -/* Utilizes the above, but reverses the input channels. */ +/* Utilizes the above, but also applies a geometric reflection on the input + * channels. + */ void VectorScatterRevDelayIn(const DelayLineI delay, size_t offset, const float xCoeff, const float yCoeff, const al::span<const ReverbUpdateLine,NUM_LINES> in, const size_t count) { @@ -1314,9 +1384,13 @@ void VectorScatterRevDelayIn(const DelayLineI delay, size_t offset, const float offset &= delay.Mask; size_t td{minz(delay.Mask+1 - offset, count-i)}; do { - std::array<float,NUM_LINES> f; - for(size_t j{0u};j < NUM_LINES;j++) - f[NUM_LINES-1-j] = in[j][i]; + std::array src{in[0][i], in[1][i], in[2][i], in[3][i]}; + std::array f{ + ( src[1] + src[2] + src[3] - src[0]) * 0.5f, + (src[0] + src[2] + src[3] - src[1]) * 0.5f, + (src[0] + src[1] + src[3] - src[2]) * 0.5f, + (src[0] + src[1] + src[2] - src[3]) * 0.5f + }; ++i; delay.Line[offset++] = VectorPartialScatter(f, xCoeff, yCoeff); @@ -1330,9 +1404,6 @@ void VectorScatterRevDelayIn(const DelayLineI delay, size_t offset, const float * It works by vectorizing a regular all-pass filter and replacing the delay * element with a scattering matrix (like the one above) and a diagonal * matrix of delay elements. - * - * Two static specializations are used for transitional (cross-faded) delay - * line processing and non-transitional processing. */ void VecAllpass::process(const al::span<ReverbUpdateLine,NUM_LINES> samples, size_t offset, const float xCoeff, const float yCoeff, const size_t todo) @@ -1379,14 +1450,13 @@ void VecAllpass::process(const al::span<ReverbUpdateLine,NUM_LINES> samples, siz * same direction as the source) from the main delay line. These are * attenuated and all-pass filtered (based on the diffusion parameter). * - * The early lines are then fed in reverse (according to the approximately - * opposite spatial location of the A-Format lines) to create the secondary + * The early lines are then reflected about the origin to create the secondary * reflections (those arriving from the opposite direction as the source). * * The early response is then completed by combining the primary reflections * with the delayed and attenuated output from the early lines. * - * Finally, the early response is reversed, scattered (based on diffusion), + * Finally, the early response is reflected, scattered (based on diffusion), * and fed into the late reverb section of the main delay line. */ void ReverbPipeline::processEarly(size_t offset, const size_t samplesToDo, @@ -1442,8 +1512,7 @@ void ReverbPipeline::processEarly(size_t offset, const size_t samplesToDo, /* Apply a delay and bounce to generate secondary reflections, combine * with the primary reflections and write out the result for mixing. */ - for(size_t j{0u};j < NUM_LINES;j++) - early_delay.write(offset, NUM_LINES-1-j, tempSamples[j].data(), todo); + early_delay.writeReflected(offset, tempSamples, todo); for(size_t j{0u};j < NUM_LINES;j++) { size_t feedb_tap{offset - mEarly.Offset[j]}; @@ -1455,8 +1524,9 @@ void ReverbPipeline::processEarly(size_t offset, const size_t samplesToDo, feedb_tap &= early_delay.Mask; size_t td{minz(early_delay.Mask+1 - feedb_tap, todo - i)}; do { - tempSamples[j][i] += early_delay.Line[feedb_tap++][j]*feedb_coeff; - out[i] = tempSamples[j][i]; + float sample{early_delay.Line[feedb_tap++][j]}; + out[i] = tempSamples[j][i] + sample*feedb_coeff; + tempSamples[j][i] = sample; ++i; } while(--td); } @@ -1475,14 +1545,19 @@ void ReverbPipeline::processEarly(size_t offset, const size_t samplesToDo, void Modulation::calcDelays(size_t todo) { - constexpr float mod_scale{al::numbers::pi_v<float> * 2.0f / MOD_FRACONE}; uint idx{Index}; const uint step{Step}; const float depth{Depth}; for(size_t i{0};i < todo;++i) { idx += step; - const float lfo{std::sin(static_cast<float>(idx&MOD_FRACMASK) * mod_scale)}; + const float x{static_cast<float>(idx&MOD_FRACMASK) * (1.0f/MOD_FRACONE)}; + /* Approximate sin(x*2pi). As long as it roughly fits a sinusoid shape + * and stays within [-1...+1], it needn't be perfect. + */ + const float lfo{!(idx&(MOD_FRACONE>>1)) + ? ((-16.0f * x * x) + (8.0f * x)) + : ((16.0f * x * x) + (-8.0f * x) + (-16.0f * x) + 8.0f)}; ModDelays[i] = (lfo+1.0f) * depth; } Index = idx; |