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-rw-r--r--Alc/effects/reverb.c72
1 files changed, 44 insertions, 28 deletions
diff --git a/Alc/effects/reverb.c b/Alc/effects/reverb.c
index e5cf11b0..000ba59a 100644
--- a/Alc/effects/reverb.c
+++ b/Alc/effects/reverb.c
@@ -43,6 +43,12 @@
*/
#define FADE_SAMPLES 128
+#ifdef __GNUC__
+#define UNEXPECTED(x) __builtin_expect((bool)(x), 0)
+#else
+#define UNEXPECTED(x) (x)
+#endif
+
static MixerFunc MixSamples = Mix_C;
static RowMixerFunc MixRowSamples = MixRow_C;
@@ -1874,11 +1880,12 @@ static ALvoid ALreverbState_processStandard(ALreverbState *State, const ALuint S
{ 0.288675134595f, 0.288675134595f, -0.288675134595f, -0.288675134595f },
{ 0.288675134595f, -0.288675134595f, 0.288675134595f, -0.288675134595f }
}};
+ static const ALfloat FadeStep = 1.0f / FADE_SAMPLES;
ALfloat (*restrict afmt)[MAX_UPDATE_SAMPLES] = State->AFormatSamples;
ALfloat (*restrict early)[MAX_UPDATE_SAMPLES] = State->EarlySamples;
ALfloat (*restrict late)[MAX_UPDATE_SAMPLES] = State->ReverbSamples;
- ALfloat fade = (ALfloat)State->FadeCount / FADE_SAMPLES;
- ALfloat step = 1.0f / FADE_SAMPLES;
+ ALsizei fadeCount = State->FadeCount;
+ ALfloat fade = (ALfloat)fadeCount / FADE_SAMPLES;
ALuint base, c;
/* Process reverb for these samples. */
@@ -1894,7 +1901,21 @@ static ALvoid ALreverbState_processStandard(ALreverbState *State, const ALuint S
);
/* Process the samples for reverb. */
- fade = VerbPass(State, todo, fade, step, afmt, early, late);
+ fade = VerbPass(State, todo, fade, FadeStep, afmt, early, late);
+ if(UNEXPECTED(fadeCount < FADE_SAMPLES) && (fadeCount += todo) >= FADE_SAMPLES)
+ {
+ /* Update the cross-fading delay line taps. */
+ fadeCount = FADE_SAMPLES;
+ for(c = 0;c < 4;c++)
+ {
+ State->EarlyDelayTap[c][0] = State->EarlyDelayTap[c][1];
+ State->Early.Ap[c].Offset[0] = State->Early.Ap[c].Offset[1];
+ State->Early.Offset[c][0] = State->Early.Offset[c][1];
+ State->LateDelayTap[c][0] = State->LateDelayTap[c][1];
+ State->Late.Ap[c].Offset[0] = State->Late.Ap[c].Offset[1];
+ State->Late.Offset[c][0] = State->Late.Offset[c][1];
+ }
+ }
/* Mix the A-Format results to output, implicitly converting back to
* B-Format.
@@ -1912,6 +1933,7 @@ static ALvoid ALreverbState_processStandard(ALreverbState *State, const ALuint S
base += todo;
}
+ State->FadeCount = fadeCount;
}
static ALvoid ALreverbState_processEax(ALreverbState *State, const ALuint SamplesToDo, const ALfloat (*restrict SamplesIn)[BUFFERSIZE], ALfloat (*restrict SamplesOut)[BUFFERSIZE], const ALuint NumChannels)
@@ -1930,11 +1952,12 @@ static ALvoid ALreverbState_processEax(ALreverbState *State, const ALuint Sample
{ 0.288675134595f, 0.288675134595f, -0.288675134595f, -0.288675134595f },
{ 0.288675134595f, -0.288675134595f, 0.288675134595f, -0.288675134595f }
}};
+ static const ALfloat FadeStep = 1.0f / FADE_SAMPLES;
ALfloat (*restrict afmt)[MAX_UPDATE_SAMPLES] = State->AFormatSamples;
ALfloat (*restrict early)[MAX_UPDATE_SAMPLES] = State->EarlySamples;
ALfloat (*restrict late)[MAX_UPDATE_SAMPLES] = State->ReverbSamples;
- ALfloat fade = (ALfloat)State->FadeCount / FADE_SAMPLES;
- ALfloat step = 1.0f / FADE_SAMPLES;
+ ALsizei fadeCount = State->FadeCount;
+ ALfloat fade = (ALfloat)fadeCount / FADE_SAMPLES;
ALuint base, c;
/* Process reverb for these samples. */
@@ -1949,7 +1972,21 @@ static ALvoid ALreverbState_processEax(ALreverbState *State, const ALuint Sample
);
/* Process the samples for EAX reverb. */
- fade = EAXVerbPass(State, todo, fade, step, afmt, early, late);
+ fade = EAXVerbPass(State, todo, fade, FadeStep, afmt, early, late);
+ if(UNEXPECTED(fadeCount < FADE_SAMPLES) && (fadeCount += todo) >= FADE_SAMPLES)
+ {
+ /* Update the cross-fading delay line taps. */
+ fadeCount = FADE_SAMPLES;
+ for(c = 0;c < 4;c++)
+ {
+ State->EarlyDelayTap[c][0] = State->EarlyDelayTap[c][1];
+ State->Early.Ap[c].Offset[0] = State->Early.Ap[c].Offset[1];
+ State->Early.Offset[c][0] = State->Early.Offset[c][1];
+ State->LateDelayTap[c][0] = State->LateDelayTap[c][1];
+ State->Late.Ap[c].Offset[0] = State->Late.Ap[c].Offset[1];
+ State->Late.Offset[c][0] = State->Late.Offset[c][1];
+ }
+ }
/* Mix the A-Format results to output, implicitly converting back to
* B-Format.
@@ -1967,6 +2004,7 @@ static ALvoid ALreverbState_processEax(ALreverbState *State, const ALuint Sample
base += todo;
}
+ State->FadeCount = fadeCount;
}
static ALvoid ALreverbState_process(ALreverbState *State, ALuint SamplesToDo, const ALfloat (*restrict SamplesIn)[BUFFERSIZE], ALfloat (*restrict SamplesOut)[BUFFERSIZE], ALuint NumChannels)
@@ -1976,28 +2014,6 @@ static ALvoid ALreverbState_process(ALreverbState *State, ALuint SamplesToDo, co
ALreverbState_processEax(State, SamplesToDo, SamplesIn, SamplesOut, NumChannels);
else
ALreverbState_processStandard(State, SamplesToDo, SamplesIn, SamplesOut, NumChannels);
-
- /* Update the cross-fading delay line taps. */
- if(State->FadeCount < FADE_SAMPLES)
- {
- State->FadeCount += SamplesToDo;
- if(State->FadeCount >= FADE_SAMPLES)
- {
- ALsizei i;
-
- State->FadeCount = FADE_SAMPLES;
-
- for(i = 0;i < 4;i++)
- {
- State->EarlyDelayTap[i][0] = State->EarlyDelayTap[i][1];
- State->Early.Ap[i].Offset[0] = State->Early.Ap[i].Offset[1];
- State->Early.Offset[i][0] = State->Early.Offset[i][1];
- State->LateDelayTap[i][0] = State->LateDelayTap[i][1];
- State->Late.Ap[i].Offset[0] = State->Late.Ap[i].Offset[1];
- State->Late.Offset[i][0] = State->Late.Offset[i][1];
- }
- }
- }
}