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-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);
}