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-rw-r--r--Alc/effects/reverb.c97
1 files changed, 40 insertions, 57 deletions
diff --git a/Alc/effects/reverb.c b/Alc/effects/reverb.c
index c7390843..08239565 100644
--- a/Alc/effects/reverb.c
+++ b/Alc/effects/reverb.c
@@ -949,7 +949,9 @@ static ALvoid ALreverbState_update(ALreverbState *State, const ALCcontext *Conte
State);
/* Calculate the max update size from the smallest relevant delay. */
- State->MaxUpdate[1] = mini(MAX_UPDATE_SAMPLES, State->Late.Offset[0][1]);
+ State->MaxUpdate[1] = mini(MAX_UPDATE_SAMPLES,
+ mini(State->Early.Offset[0][1], State->Late.Offset[0][1])
+ );
/* Determine if delay-line cross-fading is required. TODO: Add some fuzz
* for the float comparisons? The math should be stable enough that the
@@ -1000,22 +1002,14 @@ static inline ALfloat FadedDelayLineOut(const DelayLineI *Delay, const ALsizei o
}
-static inline ALvoid DelayLineIn(const DelayLineI *Delay, ALsizei offset, const ALsizei c,
- const ALfloat *restrict in, ALsizei count)
+static inline void DelayLineIn(const DelayLineI *Delay, ALsizei offset, const ALsizei c,
+ const ALfloat *restrict in, ALsizei count)
{
ALsizei i;
for(i = 0;i < count;i++)
Delay->Line[(offset++)&Delay->Mask][c] = *(in++);
}
-static inline ALvoid DelayLineIn4Rev(const DelayLineI *Delay, ALsizei offset, const ALfloat in[NUM_LINES])
-{
- ALsizei i;
- offset &= Delay->Mask;
- for(i = 0;i < NUM_LINES;i++)
- Delay->Line[offset][i] = in[NUM_LINES-1-i];
-}
-
/* Applies a scattering matrix to the 4-line (vector) input. This is used
* for both the below vector all-pass model and to perform modal feed-back
* delay network (FDN) mixing.
@@ -1180,8 +1174,6 @@ static void EarlyReflection_Unfaded(ALreverbState *State, ALsizei offset, const
ALfloat (*restrict temps)[MAX_UPDATE_SAMPLES] = State->TempSamples;
const DelayLineI early_delay = State->Early.Delay;
const DelayLineI main_delay = State->Delay;
- ALsizei early_feedb_tap[NUM_LINES];
- ALfloat early_feedb_coeff[NUM_LINES];
const ALfloat mixX = State->MixX;
const ALfloat mixY = State->MixY;
ALsizei late_feed_tap;
@@ -1205,35 +1197,32 @@ static void EarlyReflection_Unfaded(ALreverbState *State, ALsizei offset, const
*/
VectorAllpass_Unfaded(temps, offset, mixX, mixY, todo, &State->Early.VecAp);
+ /* Apply a delay and bounce to generate secondary reflections, combine with
+ * the primary reflections and write out the result for mixing.
+ */
for(j = 0;j < NUM_LINES;j++)
{
- early_feedb_tap[j] = offset - State->Early.Offset[j][0];
- early_feedb_coeff[j] = State->Early.Coeff[j][0];
+ ALint early_feedb_tap = offset - State->Early.Offset[j][0];
+ ALfloat early_feedb_coeff = State->Early.Coeff[j][0];
+
+ for(i = 0;i < todo;i++)
+ out[j][i] = DelayLineOut(&early_delay, early_feedb_tap++, j)*early_feedb_coeff +
+ temps[j][i];
+ DelayLineIn(&early_delay, offset, 3-j, temps[j], todo);
}
+
+ /* Also write the result back to the main delay line for the late reverb
+ * stage to pick up at the appropriate time, appplying a scatter and
+ * bounce to improve the initial diffusion in the late reverb.
+ */
late_feed_tap = offset - State->LateFeedTap;
for(i = 0;i < todo;i++)
{
ALfloat f[NUM_LINES];
-
for(j = 0;j < NUM_LINES;j++)
- f[j] = temps[j][i];
-
- /* Apply a delay and bounce to generate secondary reflections, combine
- * with the primary reflections and write out the result for mixing.
- */
- DelayLineIn4Rev(&early_delay, offset, f);
- for(j = 0;j < NUM_LINES;j++)
- {
- f[j] += DelayLineOut(&early_delay, early_feedb_tap[j]++, j) * early_feedb_coeff[j];
- out[j][i] = f[j];
- }
+ f[j] = out[j][i];
- /* Also write the result back to the main delay line for the late
- * reverb stage to pick up at the appropriate time, appplying a scatter
- * and bounce to improve the initial diffusion in the late reverb.
- */
VectorScatterRevDelayIn(&main_delay, late_feed_tap++, f, mixX, mixY);
- offset++;
}
}
static void EarlyReflection_Faded(ALreverbState *State, ALsizei offset, const ALsizei todo,
@@ -1242,10 +1231,6 @@ static void EarlyReflection_Faded(ALreverbState *State, ALsizei offset, const AL
ALfloat (*restrict temps)[MAX_UPDATE_SAMPLES] = State->TempSamples;
const DelayLineI early_delay = State->Early.Delay;
const DelayLineI main_delay = State->Delay;
- ALsizei feedb_tap[NUM_LINES][2];
- ALfloat feedb_oldCoeff[NUM_LINES];
- ALfloat feedb_oldCoeffStep[NUM_LINES];
- ALfloat feedb_newCoeffStep[NUM_LINES];
const ALfloat mixX = State->MixX;
const ALfloat mixY = State->MixY;
ALsizei late_feed_tap;
@@ -1278,35 +1263,33 @@ static void EarlyReflection_Faded(ALreverbState *State, ALsizei offset, const AL
for(j = 0;j < NUM_LINES;j++)
{
- feedb_tap[j][0] = offset - State->Early.Offset[j][0];
- feedb_tap[j][1] = offset - State->Early.Offset[j][1];
- feedb_oldCoeff[j] = State->Early.Coeff[j][0];
- feedb_oldCoeffStep[j] = -feedb_oldCoeff[j] / FADE_SAMPLES;
- feedb_newCoeffStep[j] = State->Early.Coeff[j][1] / FADE_SAMPLES;
+ ALint feedb_tap0 = offset - State->Early.Offset[j][0];
+ ALint feedb_tap1 = offset - State->Early.Offset[j][1];
+ ALfloat feedb_oldCoeff = State->Early.Coeff[j][0];
+ ALfloat feedb_oldCoeffStep = -feedb_oldCoeff / FADE_SAMPLES;
+ ALfloat feedb_newCoeffStep = State->Early.Coeff[j][1] / FADE_SAMPLES;
+
+ fadeCount = fade * FADE_SAMPLES;
+ for(i = 0;i < todo;i++)
+ {
+ const ALfloat fade0 = feedb_oldCoeff + feedb_oldCoeffStep*fadeCount;
+ const ALfloat fade1 = feedb_newCoeffStep*fadeCount;
+ out[j][i] = FadedDelayLineOut(&early_delay,
+ feedb_tap0++, feedb_tap1++, j, fade0, fade1
+ ) + temps[j][i];
+ fadeCount += 1.0f;
+ }
+ DelayLineIn(&early_delay, offset, 3-j, temps[j], todo);
}
+
late_feed_tap = offset - State->LateFeedTap;
- fadeCount = fade * FADE_SAMPLES;
for(i = 0;i < todo;i++)
{
ALfloat f[NUM_LINES];
-
- for(j = 0;j < NUM_LINES;j++)
- f[j] = temps[j][i];
-
- DelayLineIn4Rev(&early_delay, offset, f);
for(j = 0;j < NUM_LINES;j++)
- {
- const ALfloat fade0 = feedb_oldCoeff[j] + feedb_oldCoeffStep[j]*fadeCount;
- const ALfloat fade1 = feedb_newCoeffStep[j]*fadeCount;
- f[j] += FadedDelayLineOut(&early_delay,
- feedb_tap[j][0]++, feedb_tap[j][1]++, j, fade0, fade1
- );
- out[j][i] = f[j];
- }
- fadeCount += 1.0f;
+ f[j] = out[j][i];
VectorScatterRevDelayIn(&main_delay, late_feed_tap++, f, mixX, mixY);
- offset++;
}
}