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-rw-r--r--Alc/alcReverb.c1125
-rw-r--r--OpenAL32/Include/alAuxEffectSlot.h3
-rw-r--r--OpenAL32/alAuxEffectSlot.c24
3 files changed, 538 insertions, 614 deletions
diff --git a/Alc/alcReverb.c b/Alc/alcReverb.c
index d4e5d318..d8c06dc4 100644
--- a/Alc/alcReverb.c
+++ b/Alc/alcReverb.c
@@ -193,6 +193,418 @@ static const ALfloat LATE_LINE_LENGTH[4] =
// effect's density parameter (inverted for some reason) and this multiplier.
static const ALfloat LATE_LINE_MULTIPLIER = 4.0f;
+
+// Basic delay line input/output routines.
+static __inline ALfloat DelayLineOut(DelayLine *Delay, ALuint offset)
+{
+ return Delay->Line[offset&Delay->Mask];
+}
+
+static __inline ALvoid DelayLineIn(DelayLine *Delay, ALuint offset, ALfloat in)
+{
+ Delay->Line[offset&Delay->Mask] = in;
+}
+
+// Attenuated delay line output routine.
+static __inline ALfloat AttenuatedDelayLineOut(DelayLine *Delay, ALuint offset, ALfloat coeff)
+{
+ return coeff * Delay->Line[offset&Delay->Mask];
+}
+
+// Basic attenuated all-pass input/output routine.
+static __inline ALfloat AllpassInOut(DelayLine *Delay, ALuint outOffset, ALuint inOffset, ALfloat in, ALfloat feedCoeff, ALfloat coeff)
+{
+ ALfloat out, feed;
+
+ out = DelayLineOut(Delay, outOffset);
+ feed = feedCoeff * in;
+ DelayLineIn(Delay, inOffset, (feedCoeff * (out - feed)) + in);
+
+ // The time-based attenuation is only applied to the delay output to
+ // keep it from affecting the feed-back path (which is already controlled
+ // by the all-pass feed coefficient).
+ return (coeff * out) - feed;
+}
+
+// Given an input sample, this function produces modulation for the late
+// reverb.
+static __inline ALfloat EAXModulation(ALverbState *State, ALfloat in)
+{
+ ALfloat sinus, frac;
+ ALuint offset;
+ ALfloat out0, out1;
+
+ // 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 - cos(2.0f * M_PI * State->Mod.Index / 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);
+
+ // Calculate the read offset and fraction between it and the next sample.
+ frac = (1.0f + (State->Mod.Filter * sinus));
+ offset = (ALuint)frac;
+ frac -= offset;
+
+ // Get the two samples crossed by the offset, and feed the delay line
+ // with the next input sample.
+ out0 = DelayLineOut(&State->Mod.Delay, State->Offset - offset);
+ out1 = DelayLineOut(&State->Mod.Delay, State->Offset - offset - 1);
+ DelayLineIn(&State->Mod.Delay, State->Offset, in);
+
+ // Step the modulation index forward, keeping it bound to its range.
+ State->Mod.Index = (State->Mod.Index + 1) % State->Mod.Range;
+
+ // The output is obtained by linearly interpolating the two samples that
+ // were acquired above.
+ return lerp(out0, out1, frac);
+}
+
+// Delay line output routine for early reflections.
+static __inline ALfloat EarlyDelayLineOut(ALverbState *State, ALuint index)
+{
+ return AttenuatedDelayLineOut(&State->Early.Delay[index],
+ State->Offset - State->Early.Offset[index],
+ State->Early.Coeff[index]);
+}
+
+// Given an input sample, this function produces four-channel output for the
+// early reflections.
+static __inline ALvoid EarlyReflection(ALverbState *State, ALfloat in, ALfloat *out)
+{
+ ALfloat d[4], v, f[4];
+
+ // Obtain the decayed results of each early delay line.
+ d[0] = EarlyDelayLineOut(State, 0);
+ d[1] = EarlyDelayLineOut(State, 1);
+ d[2] = EarlyDelayLineOut(State, 2);
+ d[3] = EarlyDelayLineOut(State, 3);
+
+ /* The following uses a lossless scattering junction from waveguide
+ * theory. It actually amounts to a householder mixing matrix, which
+ * will produce a maximally diffuse response, and means this can probably
+ * be considered a simple feed-back delay network (FDN).
+ * N
+ * ---
+ * \
+ * v = 2/N / d_i
+ * ---
+ * i=1
+ */
+ v = (d[0] + d[1] + d[2] + d[3]) * 0.5f;
+ // The junction is loaded with the input here.
+ v += in;
+
+ // 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], State->Offset, f[0]);
+ DelayLineIn(&State->Early.Delay[1], State->Offset, f[1]);
+ DelayLineIn(&State->Early.Delay[2], State->Offset, f[2]);
+ DelayLineIn(&State->Early.Delay[3], State->Offset, f[3]);
+
+ // Output the results of the junction for all four channels.
+ out[0] = State->Early.Gain * f[0];
+ 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.
+static __inline ALfloat LateAllPassInOut(ALverbState *State, ALuint index, ALfloat in)
+{
+ return AllpassInOut(&State->Late.ApDelay[index],
+ State->Offset - State->Late.ApOffset[index],
+ State->Offset, in, State->Late.ApFeedCoeff,
+ State->Late.ApCoeff[index]);
+}
+
+// Delay line output routine for late reverb.
+static __inline ALfloat LateDelayLineOut(ALverbState *State, ALuint index)
+{
+ return AttenuatedDelayLineOut(&State->Late.Delay[index],
+ State->Offset - State->Late.Offset[index],
+ State->Late.Coeff[index]);
+}
+
+// Low-pass filter input/output routine for late reverb.
+static __inline ALfloat LateLowPassInOut(ALverbState *State, ALuint index, ALfloat in)
+{
+ in = lerp(in, State->Late.LpSample[index], State->Late.LpCoeff[index]);
+ State->Late.LpSample[index] = in;
+ return in;
+}
+
+// Given four decorrelated input samples, this function produces four-channel
+// output for the late reverb.
+static __inline ALvoid LateReverb(ALverbState *State, ALfloat *in, ALfloat *out)
+{
+ ALfloat d[4], f[4];
+
+ // Obtain the decayed results of the cyclical delay lines, and add the
+ // corresponding input channels. Then pass the results through the
+ // low-pass filters.
+
+ // This is where the feed-back cycles from line 0 to 1 to 3 to 2 and back
+ // to 0.
+ d[0] = LateLowPassInOut(State, 2, in[2] + LateDelayLineOut(State, 2));
+ d[1] = LateLowPassInOut(State, 0, in[0] + LateDelayLineOut(State, 0));
+ d[2] = LateLowPassInOut(State, 3, in[3] + LateDelayLineOut(State, 3));
+ d[3] = LateLowPassInOut(State, 1, in[1] + LateDelayLineOut(State, 1));
+
+ // To help increase diffusion, run each line through an all-pass filter.
+ // When there is no diffusion, the shortest all-pass filter will feed the
+ // shortest delay line.
+ d[0] = LateAllPassInOut(State, 0, d[0]);
+ d[1] = LateAllPassInOut(State, 1, d[1]);
+ d[2] = LateAllPassInOut(State, 2, d[2]);
+ d[3] = LateAllPassInOut(State, 3, d[3]);
+
+ /* Late reverb is done with a modified feed-back delay network (FDN)
+ * topology. Four input lines are each fed through their own all-pass
+ * filter and then into the mixing matrix. The four outputs of the
+ * mixing matrix are then cycled back to the inputs. Each output feeds
+ * a different input to form a circlular feed cycle.
+ *
+ * The mixing matrix used is a 4D skew-symmetric rotation matrix derived
+ * using a single unitary rotational parameter:
+ *
+ * [ d, a, b, c ] 1 = a^2 + b^2 + c^2 + d^2
+ * [ -a, d, c, -b ]
+ * [ -b, -c, d, a ]
+ * [ -c, b, -a, d ]
+ *
+ * The rotation is constructed from the effect's diffusion parameter,
+ * yielding: 1 = x^2 + 3 y^2; where a, b, and c are the coefficient y
+ * with differing signs, and d is the coefficient x. The matrix is thus:
+ *
+ * [ x, y, -y, y ] n = sqrt(matrix_order - 1)
+ * [ -y, x, y, y ] t = diffusion_parameter * atan(n)
+ * [ y, -y, x, y ] x = cos(t)
+ * [ -y, -y, -y, x ] y = sin(t) / n
+ *
+ * To reduce the number of multiplies, the x coefficient is applied with
+ * the cyclical delay line coefficients. Thus only the y coefficient is
+ * applied when mixing, and is modified to be: y / x.
+ */
+ f[0] = d[0] + (State->Late.MixCoeff * ( d[1] + -d[2] + d[3]));
+ f[1] = d[1] + (State->Late.MixCoeff * (-d[0] + d[2] + d[3]));
+ 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 the results of the matrix for all four channels, 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];
+
+ // Re-feed the cyclical delay lines.
+ DelayLineIn(&State->Late.Delay[0], State->Offset, f[0]);
+ DelayLineIn(&State->Late.Delay[1], State->Offset, f[1]);
+ DelayLineIn(&State->Late.Delay[2], State->Offset, f[2]);
+ DelayLineIn(&State->Late.Delay[3], State->Offset, f[3]);
+}
+
+// Given an input sample, this function mixes echo into the four-channel late
+// reverb.
+static __inline ALvoid EAXEcho(ALverbState *State, ALfloat in, ALfloat *late)
+{
+ ALfloat out, feed;
+
+ // Get the latest attenuated echo sample for output.
+ feed = AttenuatedDelayLineOut(&State->Echo.Delay,
+ State->Offset - State->Echo.Offset,
+ State->Echo.Coeff);
+
+ // Mix the output into the late reverb channels.
+ out = State->Echo.MixCoeff[0] * feed;
+ late[0] = (State->Echo.MixCoeff[1] * late[0]) + out;
+ late[1] = (State->Echo.MixCoeff[1] * late[1]) + out;
+ late[2] = (State->Echo.MixCoeff[1] * late[2]) + out;
+ late[3] = (State->Echo.MixCoeff[1] * late[3]) + out;
+
+ // Mix the energy-attenuated input with the output and pass it through
+ // the echo low-pass filter.
+ feed += State->Echo.DensityGain * in;
+ feed = lerp(feed, State->Echo.LpSample, State->Echo.LpCoeff);
+ State->Echo.LpSample = feed;
+
+ // Then the echo all-pass filter.
+ feed = AllpassInOut(&State->Echo.ApDelay,
+ State->Offset - State->Echo.ApOffset,
+ State->Offset, feed, State->Echo.ApFeedCoeff,
+ State->Echo.ApCoeff);
+
+ // Feed the delay with the mixed and filtered sample.
+ DelayLineIn(&State->Echo.Delay, State->Offset, feed);
+}
+
+// Perform the non-EAX reverb pass on a given input sample, resulting in
+// four-channel output.
+static __inline ALvoid VerbPass(ALverbState *State, ALfloat in, ALfloat *early, ALfloat *late)
+{
+ ALfloat feed, taps[4];
+
+ // Low-pass filter the incoming sample.
+ in = lpFilter2P(&State->LpFilter, 0, 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->DelayTap[0]);
+ EarlyReflection(State, in, early);
+
+ // Feed the decorrelator from the energy-attenuated output of the second
+ // delay tap.
+ in = DelayLineOut(&State->Delay, State->Offset - State->DelayTap[1]);
+ feed = in * State->Late.DensityGain;
+ DelayLineIn(&State->Decorrelator, State->Offset, feed);
+
+ // Calculate the late reverb from the decorrelator taps.
+ taps[0] = feed;
+ taps[1] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[0]);
+ taps[2] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[1]);
+ taps[3] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[2]);
+ LateReverb(State, taps, late);
+
+ // Step all delays forward one sample.
+ State->Offset++;
+}
+
+// Perform the EAX reverb pass on a given input sample, resulting in four-
+// channel output.
+static __inline ALvoid EAXVerbPass(ALverbState *State, ALfloat in, ALfloat *early, ALfloat *late)
+{
+ ALfloat feed, taps[4];
+
+ // Low-pass filter the incoming sample.
+ in = lpFilter2P(&State->LpFilter, 0, in);
+
+ // Perform any modulation on the input.
+ in = EAXModulation(State, 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->DelayTap[0]);
+ EarlyReflection(State, in, early);
+
+ // Feed the decorrelator from the energy-attenuated output of the second
+ // delay tap.
+ in = DelayLineOut(&State->Delay, State->Offset - State->DelayTap[1]);
+ feed = in * State->Late.DensityGain;
+ DelayLineIn(&State->Decorrelator, State->Offset, feed);
+
+ // Calculate the late reverb from the decorrelator taps.
+ taps[0] = feed;
+ taps[1] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[0]);
+ taps[2] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[1]);
+ taps[3] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[2]);
+ LateReverb(State, taps, late);
+
+ // Calculate and mix in any echo.
+ EAXEcho(State, in, late);
+
+ // Step all delays forward one sample.
+ State->Offset++;
+}
+
+// This processes the reverb state, given the input samples and an output
+// buffer.
+static ALvoid VerbProcess(ALeffectState *effect, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MAXCHANNELS])
+{
+ ALverbState *State = (ALverbState*)effect;
+ ALuint index;
+ ALfloat early[4], late[4], out[4];
+ const ALfloat *panGain = State->Gain;
+ (void)Slot;
+
+ for(index = 0;index < SamplesToDo;index++)
+ {
+ // Process reverb for this sample.
+ VerbPass(State, SamplesIn[index], early, late);
+
+ // Mix early reflections and late reverb.
+ 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] += panGain[FRONT_LEFT] * out[0];
+ SamplesOut[index][FRONT_RIGHT] += panGain[FRONT_RIGHT] * out[1];
+ SamplesOut[index][FRONT_CENTER] += panGain[FRONT_CENTER] * out[3];
+ SamplesOut[index][SIDE_LEFT] += panGain[SIDE_LEFT] * out[0];
+ SamplesOut[index][SIDE_RIGHT] += panGain[SIDE_RIGHT] * out[1];
+ SamplesOut[index][BACK_LEFT] += panGain[BACK_LEFT] * out[0];
+ SamplesOut[index][BACK_RIGHT] += panGain[BACK_RIGHT] * out[1];
+ SamplesOut[index][BACK_CENTER] += panGain[BACK_CENTER] * out[2];
+ }
+}
+
+// This processes the EAX reverb state, given the input samples and an output
+// buffer.
+static ALvoid EAXVerbProcess(ALeffectState *effect, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MAXCHANNELS])
+{
+ ALverbState *State = (ALverbState*)effect;
+ ALuint index;
+ ALfloat early[4], late[4];
+ (void)Slot;
+
+ for(index = 0;index < SamplesToDo;index++)
+ {
+ // Process reverb for this sample.
+ EAXVerbPass(State, SamplesIn[index], early, late);
+
+ // Unfortunately, while the number and configuration of gains for
+ // panning adjust according to MAXCHANNELS, 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]);
+ }
+}
+
+
+// Given the allocated sample buffer, this function updates each delay line
+// offset.
+static __inline ALvoid RealizeLineOffset(ALfloat * sampleBuffer, DelayLine *Delay)
+{
+ Delay->Line = &sampleBuffer[(ALintptrEXT)Delay->Line];
+}
+
// Calculate the length of a delay line and store its mask and offset.
static ALuint CalcLineLength(ALfloat length, ALintptrEXT offset, ALuint frequency, DelayLine *Delay)
{
@@ -208,19 +620,11 @@ static ALuint CalcLineLength(ALfloat length, ALintptrEXT offset, ALuint frequenc
return samples;
}
-// Given the allocated sample buffer, this function updates each delay line
-// offset.
-static __inline ALvoid RealizeLineOffset(ALfloat * sampleBuffer, DelayLine *Delay)
-{
- Delay->Line = &sampleBuffer[(ALintptrEXT)Delay->Line];
-}
-
/* Calculates the delay line metrics and allocates the shared sample buffer
- * for all lines given a flag indicating whether or not to allocate the EAX-
- * related delays (eaxFlag) and the sample rate (frequency). If an
- * allocation failure occurs, it returns AL_FALSE.
+ * for all lines given the sample rate (frequency). If an allocation failure
+ * occurs, it returns AL_FALSE.
*/
-static ALboolean AllocLines(ALboolean eaxFlag, ALuint frequency, ALverbState *State)
+static ALboolean AllocLines(ALuint frequency, ALverbState *State)
{
ALuint totalSamples, index;
ALfloat length;
@@ -229,27 +633,21 @@ static ALboolean AllocLines(ALboolean eaxFlag, ALuint frequency, ALverbState *St
// All delay line lengths are calculated to accomodate the full range of
// lengths given their respective paramters.
totalSamples = 0;
- if(eaxFlag)
- {
- /* The modulator's line length is calculated from the maximum
- * modulation time and depth coefficient, and halfed for the low-to-
- * high frequency swing. An additional sample is added to keep it
- * stable when there is no modulation.
- */
- length = (AL_EAXREVERB_MAX_MODULATION_TIME * MODULATION_DEPTH_COEFF /
- 2.0f) + (1.0f / frequency);
- totalSamples += CalcLineLength(length, totalSamples, frequency,
- &State->Mod.Delay);
- }
+
+ /* The modulator's line length is calculated from the maximum modulation
+ * time and depth coefficient, and halfed for the low-to-high frequency
+ * swing. An additional sample is added to keep it stable when there is no
+ * modulation.
+ */
+ length = (AL_EAXREVERB_MAX_MODULATION_TIME*MODULATION_DEPTH_COEFF/2.0f) +
+ (1.0f / frequency);
+ totalSamples += CalcLineLength(length, totalSamples, frequency,
+ &State->Mod.Delay);
// The initial delay is the sum of the reflections and late reverb
// delays.
- if(eaxFlag)
- length = AL_EAXREVERB_MAX_REFLECTIONS_DELAY +
- AL_EAXREVERB_MAX_LATE_REVERB_DELAY;
- else
- length = AL_REVERB_MAX_REFLECTIONS_DELAY +
- AL_REVERB_MAX_LATE_REVERB_DELAY;
+ length = AL_EAXREVERB_MAX_REFLECTIONS_DELAY +
+ AL_EAXREVERB_MAX_LATE_REVERB_DELAY;
totalSamples += CalcLineLength(length, totalSamples, frequency,
&State->Delay);
@@ -278,14 +676,11 @@ static ALboolean AllocLines(ALboolean eaxFlag, ALuint frequency, ALverbState *St
&State->Late.Delay[index]);
}
- if(eaxFlag)
- {
- // The echo all-pass and delay lines.
- totalSamples += CalcLineLength(ECHO_ALLPASS_LENGTH, totalSamples,
- frequency, &State->Echo.ApDelay);
- totalSamples += CalcLineLength(AL_EAXREVERB_MAX_ECHO_TIME, totalSamples,
- frequency, &State->Echo.Delay);
- }
+ // The echo all-pass and delay lines.
+ totalSamples += CalcLineLength(ECHO_ALLPASS_LENGTH, totalSamples,
+ frequency, &State->Echo.ApDelay);
+ totalSamples += CalcLineLength(AL_EAXREVERB_MAX_ECHO_TIME, totalSamples,
+ frequency, &State->Echo.Delay);
if(totalSamples != State->TotalSamples)
{
@@ -305,12 +700,9 @@ static ALboolean AllocLines(ALboolean eaxFlag, ALuint frequency, ALverbState *St
RealizeLineOffset(State->SampleBuffer, &State->Late.ApDelay[index]);
RealizeLineOffset(State->SampleBuffer, &State->Late.Delay[index]);
}
- if(eaxFlag)
- {
- RealizeLineOffset(State->SampleBuffer, &State->Mod.Delay);
- RealizeLineOffset(State->SampleBuffer, &State->Echo.ApDelay);
- RealizeLineOffset(State->SampleBuffer, &State->Echo.Delay);
- }
+ 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++)
@@ -319,6 +711,42 @@ static ALboolean AllocLines(ALboolean eaxFlag, ALuint frequency, ALverbState *St
return AL_TRUE;
}
+// This updates the device-dependant EAX reverb state. This is called on
+// initialization and any time the device parameters (eg. playback frequency,
+// format) have been changed.
+static ALboolean ReverbDeviceUpdate(ALeffectState *effect, ALCdevice *Device)
+{
+ ALverbState *State = (ALverbState*)effect;
+ ALuint frequency = Device->Frequency, index;
+
+ // Allocate the delay lines.
+ if(!AllocLines(frequency, State))
+ return AL_FALSE;
+
+ // 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
+ // rates.
+ State->Mod.Coeff = aluPow(MODULATION_FILTER_COEFF,
+ MODULATION_FILTER_CONST / frequency);
+
+ // The early reflection and late all-pass filter line lengths are static,
+ // so their offsets only need to be calculated once.
+ for(index = 0;index < 4;index++)
+ {
+ State->Early.Offset[index] = (ALuint)(EARLY_LINE_LENGTH[index] *
+ frequency);
+ State->Late.ApOffset[index] = (ALuint)(ALLPASS_LINE_LENGTH[index] *
+ frequency);
+ }
+
+ // The echo all-pass filter line length is static, so its offset only
+ // needs to be calculated once.
+ State->Echo.ApOffset = (ALuint)(ECHO_ALLPASS_LENGTH * frequency);
+
+ return AL_TRUE;
+}
+
// Calculate a decay coefficient given the length of each cycle and the time
// until the decay reaches -60 dB.
static __inline ALfloat CalcDecayCoeff(ALfloat length, ALfloat decayTime)
@@ -663,484 +1091,38 @@ static ALvoid Update3DPanning(const ALCdevice *Device, const ALfloat *Reflection
}
}
-// Basic delay line input/output routines.
-static __inline ALfloat DelayLineOut(DelayLine *Delay, ALuint offset)
-{
- return Delay->Line[offset&Delay->Mask];
-}
-
-static __inline ALvoid DelayLineIn(DelayLine *Delay, ALuint offset, ALfloat in)
-{
- Delay->Line[offset&Delay->Mask] = in;
-}
-
-// Attenuated delay line output routine.
-static __inline ALfloat AttenuatedDelayLineOut(DelayLine *Delay, ALuint offset, ALfloat coeff)
-{
- return coeff * Delay->Line[offset&Delay->Mask];
-}
-
-// Basic attenuated all-pass input/output routine.
-static __inline ALfloat AllpassInOut(DelayLine *Delay, ALuint outOffset, ALuint inOffset, ALfloat in, ALfloat feedCoeff, ALfloat coeff)
-{
- ALfloat out, feed;
-
- out = DelayLineOut(Delay, outOffset);
- feed = feedCoeff * in;
- DelayLineIn(Delay, inOffset, (feedCoeff * (out - feed)) + in);
-
- // The time-based attenuation is only applied to the delay output to
- // keep it from affecting the feed-back path (which is already controlled
- // by the all-pass feed coefficient).
- return (coeff * out) - feed;
-}
-
-// Given an input sample, this function produces modulation for the late
-// reverb.
-static __inline ALfloat EAXModulation(ALverbState *State, ALfloat in)
-{
- ALfloat sinus, frac;
- ALuint offset;
- ALfloat out0, out1;
-
- // 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 - cos(2.0f * M_PI * State->Mod.Index / 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);
-
- // Calculate the read offset and fraction between it and the next sample.
- frac = (1.0f + (State->Mod.Filter * sinus));
- offset = (ALuint)frac;
- frac -= offset;
-
- // Get the two samples crossed by the offset, and feed the delay line
- // with the next input sample.
- out0 = DelayLineOut(&State->Mod.Delay, State->Offset - offset);
- out1 = DelayLineOut(&State->Mod.Delay, State->Offset - offset - 1);
- DelayLineIn(&State->Mod.Delay, State->Offset, in);
-
- // Step the modulation index forward, keeping it bound to its range.
- State->Mod.Index = (State->Mod.Index + 1) % State->Mod.Range;
-
- // The output is obtained by linearly interpolating the two samples that
- // were acquired above.
- return lerp(out0, out1, frac);
-}
-
-// Delay line output routine for early reflections.
-static __inline ALfloat EarlyDelayLineOut(ALverbState *State, ALuint index)
-{
- return AttenuatedDelayLineOut(&State->Early.Delay[index],
- State->Offset - State->Early.Offset[index],
- State->Early.Coeff[index]);
-}
-
-// Given an input sample, this function produces four-channel output for the
-// early reflections.
-static __inline ALvoid EarlyReflection(ALverbState *State, ALfloat in, ALfloat *out)
-{
- ALfloat d[4], v, f[4];
-
- // Obtain the decayed results of each early delay line.
- d[0] = EarlyDelayLineOut(State, 0);
- d[1] = EarlyDelayLineOut(State, 1);
- d[2] = EarlyDelayLineOut(State, 2);
- d[3] = EarlyDelayLineOut(State, 3);
-
- /* The following uses a lossless scattering junction from waveguide
- * theory. It actually amounts to a householder mixing matrix, which
- * will produce a maximally diffuse response, and means this can probably
- * be considered a simple feed-back delay network (FDN).
- * N
- * ---
- * \
- * v = 2/N / d_i
- * ---
- * i=1
- */
- v = (d[0] + d[1] + d[2] + d[3]) * 0.5f;
- // The junction is loaded with the input here.
- v += in;
-
- // 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], State->Offset, f[0]);
- DelayLineIn(&State->Early.Delay[1], State->Offset, f[1]);
- DelayLineIn(&State->Early.Delay[2], State->Offset, f[2]);
- DelayLineIn(&State->Early.Delay[3], State->Offset, f[3]);
-
- // Output the results of the junction for all four channels.
- out[0] = State->Early.Gain * f[0];
- 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.
-static __inline ALfloat LateAllPassInOut(ALverbState *State, ALuint index, ALfloat in)
-{
- return AllpassInOut(&State->Late.ApDelay[index],
- State->Offset - State->Late.ApOffset[index],
- State->Offset, in, State->Late.ApFeedCoeff,
- State->Late.ApCoeff[index]);
-}
-
-// Delay line output routine for late reverb.
-static __inline ALfloat LateDelayLineOut(ALverbState *State, ALuint index)
-{
- return AttenuatedDelayLineOut(&State->Late.Delay[index],
- State->Offset - State->Late.Offset[index],
- State->Late.Coeff[index]);
-}
-
-// Low-pass filter input/output routine for late reverb.
-static __inline ALfloat LateLowPassInOut(ALverbState *State, ALuint index, ALfloat in)
-{
- in = lerp(in, State->Late.LpSample[index], State->Late.LpCoeff[index]);
- State->Late.LpSample[index] = in;
- return in;
-}
-
-// Given four decorrelated input samples, this function produces four-channel
-// output for the late reverb.
-static __inline ALvoid LateReverb(ALverbState *State, ALfloat *in, ALfloat *out)
-{
- ALfloat d[4], f[4];
-
- // Obtain the decayed results of the cyclical delay lines, and add the
- // corresponding input channels. Then pass the results through the
- // low-pass filters.
-
- // This is where the feed-back cycles from line 0 to 1 to 3 to 2 and back
- // to 0.
- d[0] = LateLowPassInOut(State, 2, in[2] + LateDelayLineOut(State, 2));
- d[1] = LateLowPassInOut(State, 0, in[0] + LateDelayLineOut(State, 0));
- d[2] = LateLowPassInOut(State, 3, in[3] + LateDelayLineOut(State, 3));
- d[3] = LateLowPassInOut(State, 1, in[1] + LateDelayLineOut(State, 1));
-
- // To help increase diffusion, run each line through an all-pass filter.
- // When there is no diffusion, the shortest all-pass filter will feed the
- // shortest delay line.
- d[0] = LateAllPassInOut(State, 0, d[0]);
- d[1] = LateAllPassInOut(State, 1, d[1]);
- d[2] = LateAllPassInOut(State, 2, d[2]);
- d[3] = LateAllPassInOut(State, 3, d[3]);
-
- /* Late reverb is done with a modified feed-back delay network (FDN)
- * topology. Four input lines are each fed through their own all-pass
- * filter and then into the mixing matrix. The four outputs of the
- * mixing matrix are then cycled back to the inputs. Each output feeds
- * a different input to form a circlular feed cycle.
- *
- * The mixing matrix used is a 4D skew-symmetric rotation matrix derived
- * using a single unitary rotational parameter:
- *
- * [ d, a, b, c ] 1 = a^2 + b^2 + c^2 + d^2
- * [ -a, d, c, -b ]
- * [ -b, -c, d, a ]
- * [ -c, b, -a, d ]
- *
- * The rotation is constructed from the effect's diffusion parameter,
- * yielding: 1 = x^2 + 3 y^2; where a, b, and c are the coefficient y
- * with differing signs, and d is the coefficient x. The matrix is thus:
- *
- * [ x, y, -y, y ] n = sqrt(matrix_order - 1)
- * [ -y, x, y, y ] t = diffusion_parameter * atan(n)
- * [ y, -y, x, y ] x = cos(t)
- * [ -y, -y, -y, x ] y = sin(t) / n
- *
- * To reduce the number of multiplies, the x coefficient is applied with
- * the cyclical delay line coefficients. Thus only the y coefficient is
- * applied when mixing, and is modified to be: y / x.
- */
- f[0] = d[0] + (State->Late.MixCoeff * ( d[1] + -d[2] + d[3]));
- f[1] = d[1] + (State->Late.MixCoeff * (-d[0] + d[2] + d[3]));
- 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 the results of the matrix for all four channels, 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];
-
- // Re-feed the cyclical delay lines.
- DelayLineIn(&State->Late.Delay[0], State->Offset, f[0]);
- DelayLineIn(&State->Late.Delay[1], State->Offset, f[1]);
- DelayLineIn(&State->Late.Delay[2], State->Offset, f[2]);
- DelayLineIn(&State->Late.Delay[3], State->Offset, f[3]);
-}
-
-// Given an input sample, this function mixes echo into the four-channel late
-// reverb.
-static __inline ALvoid EAXEcho(ALverbState *State, ALfloat in, ALfloat *late)
-{
- ALfloat out, feed;
-
- // Get the latest attenuated echo sample for output.
- feed = AttenuatedDelayLineOut(&State->Echo.Delay,
- State->Offset - State->Echo.Offset,
- State->Echo.Coeff);
-
- // Mix the output into the late reverb channels.
- out = State->Echo.MixCoeff[0] * feed;
- late[0] = (State->Echo.MixCoeff[1] * late[0]) + out;
- late[1] = (State->Echo.MixCoeff[1] * late[1]) + out;
- late[2] = (State->Echo.MixCoeff[1] * late[2]) + out;
- late[3] = (State->Echo.MixCoeff[1] * late[3]) + out;
-
- // Mix the energy-attenuated input with the output and pass it through
- // the echo low-pass filter.
- feed += State->Echo.DensityGain * in;
- feed = lerp(feed, State->Echo.LpSample, State->Echo.LpCoeff);
- State->Echo.LpSample = feed;
-
- // Then the echo all-pass filter.
- feed = AllpassInOut(&State->Echo.ApDelay,
- State->Offset - State->Echo.ApOffset,
- State->Offset, feed, State->Echo.ApFeedCoeff,
- State->Echo.ApCoeff);
-
- // Feed the delay with the mixed and filtered sample.
- DelayLineIn(&State->Echo.Delay, State->Offset, feed);
-}
-
-// Perform the non-EAX reverb pass on a given input sample, resulting in
-// four-channel output.
-static __inline ALvoid VerbPass(ALverbState *State, ALfloat in, ALfloat *early, ALfloat *late)
-{
- ALfloat feed, taps[4];
-
- // Low-pass filter the incoming sample.
- in = lpFilter2P(&State->LpFilter, 0, 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->DelayTap[0]);
- EarlyReflection(State, in, early);
-
- // Feed the decorrelator from the energy-attenuated output of the second
- // delay tap.
- in = DelayLineOut(&State->Delay, State->Offset - State->DelayTap[1]);
- feed = in * State->Late.DensityGain;
- DelayLineIn(&State->Decorrelator, State->Offset, feed);
-
- // Calculate the late reverb from the decorrelator taps.
- taps[0] = feed;
- taps[1] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[0]);
- taps[2] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[1]);
- taps[3] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[2]);
- LateReverb(State, taps, late);
-
- // Step all delays forward one sample.
- State->Offset++;
-}
-
-// Perform the EAX reverb pass on a given input sample, resulting in four-
-// channel output.
-static __inline ALvoid EAXVerbPass(ALverbState *State, ALfloat in, ALfloat *early, ALfloat *late)
-{
- ALfloat feed, taps[4];
-
- // Low-pass filter the incoming sample.
- in = lpFilter2P(&State->LpFilter, 0, in);
-
- // Perform any modulation on the input.
- in = EAXModulation(State, 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->DelayTap[0]);
- EarlyReflection(State, in, early);
-
- // Feed the decorrelator from the energy-attenuated output of the second
- // delay tap.
- in = DelayLineOut(&State->Delay, State->Offset - State->DelayTap[1]);
- feed = in * State->Late.DensityGain;
- DelayLineIn(&State->Decorrelator, State->Offset, feed);
-
- // Calculate the late reverb from the decorrelator taps.
- taps[0] = feed;
- taps[1] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[0]);
- taps[2] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[1]);
- taps[3] = DelayLineOut(&State->Decorrelator, State->Offset - State->DecoTap[2]);
- LateReverb(State, taps, late);
-
- // Calculate and mix in any echo.
- EAXEcho(State, in, late);
-
- // Step all delays forward one sample.
- State->Offset++;
-}
-
-// 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.
-static ALvoid VerbDestroy(ALeffectState *effect)
-{
- ALverbState *State = (ALverbState*)effect;
- if(State)
- {
- free(State->SampleBuffer);
- State->SampleBuffer = NULL;
- free(State);
- }
-}
-
-// This updates the device-dependant reverb state. This is called on
-// initialization and any time the device parameters (eg. playback frequency,
-// or format) have been changed.
-static ALboolean VerbDeviceUpdate(ALeffectState *effect, ALCdevice *Device)
+// This updates the EAX reverb state. This is called any time the EAX reverb
+// effect is loaded into a slot.
+static ALvoid ReverbUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot)
{
ALverbState *State = (ALverbState*)effect;
- ALuint frequency = Device->Frequency;
- ALuint index;
-
- // Allocate the delay lines.
- if(!AllocLines(AL_FALSE, frequency, State))
- return AL_FALSE;
+ ALuint frequency = Context->Device->Frequency;
+ ALboolean isEAX = AL_FALSE;
+ ALfloat cw, x, y, hfRatio;
- // The early reflection and late all-pass filter line lengths are static,
- // so their offsets only need to be calculated once.
- for(index = 0;index < 4;index++)
+ if(Slot->effect.type == AL_EFFECT_EAXREVERB && !EmulateEAXReverb)
{
- State->Early.Offset[index] = (ALuint)(EARLY_LINE_LENGTH[index] *
- frequency);
- State->Late.ApOffset[index] = (ALuint)(ALLPASS_LINE_LENGTH[index] *
- frequency);
+ State->state.Process = EAXVerbProcess;
+ isEAX = AL_TRUE;
}
-
- return AL_TRUE;
-}
-
-// This updates the device-dependant EAX reverb state. This is called on
-// initialization and any time the device parameters (eg. playback frequency,
-// format) have been changed.
-static ALboolean EAXVerbDeviceUpdate(ALeffectState *effect, ALCdevice *Device)
-{
- ALverbState *State = (ALverbState*)effect;
- ALuint frequency = Device->Frequency, index;
-
- // Allocate the delay lines.
- if(!AllocLines(AL_TRUE, frequency, State))
- return AL_FALSE;
-
- // 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
- // rates.
- State->Mod.Coeff = aluPow(MODULATION_FILTER_COEFF,
- MODULATION_FILTER_CONST / frequency);
-
- // The early reflection and late all-pass filter line lengths are static,
- // so their offsets only need to be calculated once.
- for(index = 0;index < 4;index++)
+ else if(Slot->effect.type == AL_EFFECT_REVERB || EmulateEAXReverb)
{
- State->Early.Offset[index] = (ALuint)(EARLY_LINE_LENGTH[index] *
- frequency);
- State->Late.ApOffset[index] = (ALuint)(ALLPASS_LINE_LENGTH[index] *
- frequency);
+ State->state.Process = VerbProcess;
+ isEAX = AL_FALSE;
}
- // The echo all-pass filter line length is static, so its offset only
- // needs to be calculated once.
- State->Echo.ApOffset = (ALuint)(ECHO_ALLPASS_LENGTH * frequency);
-
- return AL_TRUE;
-}
-
-// This updates the reverb state. This is called any time the reverb effect
-// is loaded into a slot.
-static ALvoid VerbUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot)
-{
- ALverbState *State = (ALverbState*)effect;
- ALCdevice *Device = Context->Device;
- ALuint frequency = Device->Frequency;
- ALfloat cw, x, y, hfRatio, gain;
- ALuint index;
-
// Calculate the master low-pass filter (from the master effect HF gain).
cw = CalcI3DL2HFreq(Slot->effect.Params.Reverb.HFReference, frequency);
// This is done with 2 chained 1-pole filters, so no need to square g.
State->LpFilter.coeff = lpCoeffCalc(Slot->effect.Params.Reverb.GainHF, cw);
- // Update the initial effect delay.
- UpdateDelayLine(Slot->effect.Params.Reverb.ReflectionsDelay,
- Slot->effect.Params.Reverb.LateReverbDelay,
- frequency, State);
-
- // Update the early lines.
- UpdateEarlyLines(Slot->effect.Params.Reverb.Gain,
- Slot->effect.Params.Reverb.ReflectionsGain,
- Slot->effect.Params.Reverb.LateReverbDelay, State);
-
- // Update the decorrelator.
- UpdateDecorrelator(Slot->effect.Params.Reverb.Density, frequency, State);
-
- // Get the mixing matrix coefficients (x and y).
- CalcMatrixCoeffs(Slot->effect.Params.Reverb.Diffusion, &x, &y);
- // Then divide x into y to simplify the matrix calculation.
- State->Late.MixCoeff = y / x;
-
- // If the HF limit parameter is flagged, calculate an appropriate limit
- // based on the air absorption parameter.
- hfRatio = Slot->effect.Params.Reverb.DecayHFRatio;
- if(Slot->effect.Params.Reverb.DecayHFLimit &&
- Slot->effect.Params.Reverb.AirAbsorptionGainHF < 1.0f)
- hfRatio = CalcLimitedHfRatio(hfRatio,
- Slot->effect.Params.Reverb.AirAbsorptionGainHF,
- Slot->effect.Params.Reverb.DecayTime);
-
- // Update the late lines.
- UpdateLateLines(Slot->effect.Params.Reverb.Gain, Slot->effect.Params.Reverb.LateReverbGain,
- x, Slot->effect.Params.Reverb.Density, Slot->effect.Params.Reverb.DecayTime,
- Slot->effect.Params.Reverb.Diffusion, hfRatio, cw, frequency, State);
-
- // Update channel gains
- gain = Slot->Gain;
- gain *= aluSqrt(2.0f/Device->NumChan);
- gain *= ReverbBoost;
- for(index = 0;index < MAXCHANNELS;index++)
- State->Gain[index] = 0.0f;
- for(index = 0;index < Device->NumChan;index++)
+ if(isEAX)
{
- enum Channel chan = Device->Speaker2Chan[index];
- State->Gain[chan] = gain;
+ // Update the modulator line.
+ UpdateModulator(Slot->effect.Params.Reverb.ModulationTime,
+ Slot->effect.Params.Reverb.ModulationDepth,
+ frequency, State);
}
-}
-
-// This updates the EAX reverb state. This is called any time the EAX reverb
-// effect is loaded into a slot.
-static ALvoid EAXVerbUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot)
-{
- ALverbState *State = (ALverbState*)effect;
- ALuint frequency = Context->Device->Frequency;
- ALfloat cw, x, y, hfRatio;
-
- // Calculate the master low-pass filter (from the master effect HF gain).
- cw = CalcI3DL2HFreq(Slot->effect.Params.Reverb.HFReference, frequency);
- // This is done with 2 chained 1-pole filters, so no need to square g.
- State->LpFilter.coeff = lpCoeffCalc(Slot->effect.Params.Reverb.GainHF, cw);
-
- // Update the modulator line.
- UpdateModulator(Slot->effect.Params.Reverb.ModulationTime,
- Slot->effect.Params.Reverb.ModulationDepth,
- frequency, State);
// Update the initial effect delay.
UpdateDelayLine(Slot->effect.Params.Reverb.ReflectionsDelay,
@@ -1174,97 +1156,52 @@ static ALvoid EAXVerbUpdate(ALeffectState *effect, ALCcontext *Context, const AL
x, Slot->effect.Params.Reverb.Density, Slot->effect.Params.Reverb.DecayTime,
Slot->effect.Params.Reverb.Diffusion, hfRatio, cw, frequency, State);
- // Update the echo line.
- UpdateEchoLine(Slot->effect.Params.Reverb.Gain, Slot->effect.Params.Reverb.LateReverbGain,
- Slot->effect.Params.Reverb.EchoTime, Slot->effect.Params.Reverb.DecayTime,
- Slot->effect.Params.Reverb.Diffusion, Slot->effect.Params.Reverb.EchoDepth,
- hfRatio, cw, frequency, State);
-
- // Update early and late 3D panning.
- Update3DPanning(Context->Device, Slot->effect.Params.Reverb.ReflectionsPan,
- Slot->effect.Params.Reverb.LateReverbPan, Slot->Gain, State);
-}
-
-// This processes the reverb state, given the input samples and an output
-// buffer.
-static ALvoid VerbProcess(ALeffectState *effect, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MAXCHANNELS])
-{
- ALverbState *State = (ALverbState*)effect;
- ALuint index;
- ALfloat early[4], late[4], out[4];
- const ALfloat *panGain = State->Gain;
- (void)Slot;
-
- for(index = 0;index < SamplesToDo;index++)
+ if(isEAX)
{
- // Process reverb for this sample.
- VerbPass(State, SamplesIn[index], early, late);
-
- // Mix early reflections and late reverb.
- 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] += panGain[FRONT_LEFT] * out[0];
- SamplesOut[index][FRONT_RIGHT] += panGain[FRONT_RIGHT] * out[1];
- SamplesOut[index][FRONT_CENTER] += panGain[FRONT_CENTER] * out[3];
- SamplesOut[index][SIDE_LEFT] += panGain[SIDE_LEFT] * out[0];
- SamplesOut[index][SIDE_RIGHT] += panGain[SIDE_RIGHT] * out[1];
- SamplesOut[index][BACK_LEFT] += panGain[BACK_LEFT] * out[0];
- SamplesOut[index][BACK_RIGHT] += panGain[BACK_RIGHT] * out[1];
- SamplesOut[index][BACK_CENTER] += panGain[BACK_CENTER] * out[2];
+ // Update the echo line.
+ UpdateEchoLine(Slot->effect.Params.Reverb.Gain, Slot->effect.Params.Reverb.LateReverbGain,
+ Slot->effect.Params.Reverb.EchoTime, Slot->effect.Params.Reverb.DecayTime,
+ Slot->effect.Params.Reverb.Diffusion, Slot->effect.Params.Reverb.EchoDepth,
+ hfRatio, cw, frequency, State);
+
+ // Update early and late 3D panning.
+ Update3DPanning(Context->Device, Slot->effect.Params.Reverb.ReflectionsPan,
+ Slot->effect.Params.Reverb.LateReverbPan, Slot->Gain, State);
+ }
+ else
+ {
+ ALCdevice *Device = Context->Device;
+ ALfloat gain = Slot->Gain;
+ ALuint index;
+
+ /* Update channel gains */
+ gain *= aluSqrt(2.0f/Device->NumChan) * ReverbBoost;
+ for(index = 0;index < MAXCHANNELS;index++)
+ State->Gain[index] = 0.0f;
+ for(index = 0;index < Device->NumChan;index++)
+ {
+ enum Channel chan = Device->Speaker2Chan[index];
+ State->Gain[chan] = gain;
+ }
}
}
-// This processes the EAX reverb state, given the input samples and an output
-// buffer.
-static ALvoid EAXVerbProcess(ALeffectState *effect, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MAXCHANNELS])
+// 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.
+static ALvoid ReverbDestroy(ALeffectState *effect)
{
ALverbState *State = (ALverbState*)effect;
- ALuint index;
- ALfloat early[4], late[4];
- (void)Slot;
-
- for(index = 0;index < SamplesToDo;index++)
+ if(State)
{
- // Process reverb for this sample.
- EAXVerbPass(State, SamplesIn[index], early, late);
-
- // Unfortunately, while the number and configuration of gains for
- // panning adjust according to MAXCHANNELS, 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]);
+ free(State->SampleBuffer);
+ State->SampleBuffer = NULL;
+ free(State);
}
}
// 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.
-ALeffectState *VerbCreate(void)
+ALeffectState *ReverbCreate(void)
{
ALverbState *State = NULL;
ALuint index;
@@ -1273,9 +1210,9 @@ ALeffectState *VerbCreate(void)
if(!State)
return NULL;
- State->state.Destroy = VerbDestroy;
- State->state.DeviceUpdate = VerbDeviceUpdate;
- State->state.Update = VerbUpdate;
+ State->state.Destroy = ReverbDestroy;
+ State->state.DeviceUpdate = ReverbDeviceUpdate;
+ State->state.Update = ReverbUpdate;
State->state.Process = VerbProcess;
State->TotalSamples = 0;
@@ -1360,15 +1297,3 @@ ALeffectState *VerbCreate(void)
return &State->state;
}
-
-ALeffectState *EAXVerbCreate(void)
-{
- ALeffectState *State = VerbCreate();
- if(State && EmulateEAXReverb == AL_FALSE)
- {
- State->DeviceUpdate = EAXVerbDeviceUpdate;
- State->Update = EAXVerbUpdate;
- State->Process = EAXVerbProcess;
- }
- return State;
-}
diff --git a/OpenAL32/Include/alAuxEffectSlot.h b/OpenAL32/Include/alAuxEffectSlot.h
index 28d890cc..b7fe3b4c 100644
--- a/OpenAL32/Include/alAuxEffectSlot.h
+++ b/OpenAL32/Include/alAuxEffectSlot.h
@@ -46,8 +46,7 @@ struct ALeffectState {
};
ALeffectState *NoneCreate(void);
-ALeffectState *EAXVerbCreate(void);
-ALeffectState *VerbCreate(void);
+ALeffectState *ReverbCreate(void);
ALeffectState *EchoCreate(void);
ALeffectState *ModulatorCreate(void);
ALeffectState *DedicatedCreate(void);
diff --git a/OpenAL32/alAuxEffectSlot.c b/OpenAL32/alAuxEffectSlot.c
index 8d51569b..5cca2a51 100644
--- a/OpenAL32/alAuxEffectSlot.c
+++ b/OpenAL32/alAuxEffectSlot.c
@@ -530,15 +530,13 @@ static ALvoid InitializeEffect(ALCcontext *Context, ALeffectslot *EffectSlot, AL
NewState = NoneCreate();
if(!NewState) err = AL_OUT_OF_MEMORY;
}
- else if(newtype == AL_EFFECT_EAXREVERB && EffectSlot->effect.type != AL_EFFECT_EAXREVERB)
+ else if(newtype == AL_EFFECT_EAXREVERB || newtype == AL_EFFECT_REVERB)
{
- NewState = EAXVerbCreate();
- if(!NewState) err = AL_OUT_OF_MEMORY;
- }
- else if(newtype == AL_EFFECT_REVERB && EffectSlot->effect.type != AL_EFFECT_REVERB)
- {
- NewState = VerbCreate();
- if(!NewState) err = AL_OUT_OF_MEMORY;
+ if(EffectSlot->effect.type != AL_EFFECT_EAXREVERB && EffectSlot->effect.type != AL_EFFECT_REVERB)
+ {
+ NewState = ReverbCreate();
+ if(!NewState) err = AL_OUT_OF_MEMORY;
+ }
}
else if(newtype == AL_EFFECT_ECHO && EffectSlot->effect.type != AL_EFFECT_ECHO)
{
@@ -550,11 +548,13 @@ static ALvoid InitializeEffect(ALCcontext *Context, ALeffectslot *EffectSlot, AL
NewState = ModulatorCreate();
if(!NewState) err = AL_OUT_OF_MEMORY;
}
- else if((newtype == AL_EFFECT_DEDICATED_DIALOGUE || newtype == AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT) &&
- EffectSlot->effect.type != AL_EFFECT_DEDICATED_DIALOGUE && EffectSlot->effect.type != AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT)
+ else if(newtype == AL_EFFECT_DEDICATED_DIALOGUE || newtype == AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT)
{
- NewState = DedicatedCreate();
- if(!NewState) err = AL_OUT_OF_MEMORY;
+ if(EffectSlot->effect.type != AL_EFFECT_DEDICATED_DIALOGUE && EffectSlot->effect.type != AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT)
+ {
+ NewState = DedicatedCreate();
+ if(!NewState) err = AL_OUT_OF_MEMORY;
+ }
}
if(err != AL_NO_ERROR)