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-rw-r--r--Alc/effects/reverb.c38
1 files changed, 20 insertions, 18 deletions
diff --git a/Alc/effects/reverb.c b/Alc/effects/reverb.c
index f0c0bea6..d30fceb0 100644
--- a/Alc/effects/reverb.c
+++ b/Alc/effects/reverb.c
@@ -220,11 +220,11 @@ static const ALfloat LATE_LINE_LENGTHS[4] =
};
/* This coefficient is used to define the delay scale from the sinus, according
- * to the modulation depth property. This value must be below half the shortest
- * late line length (0.0097/2 = ~0.0048), otherwise with certain parameters
- * (high mod time, low density) the downswing can sample before the input.
+ * to the modulation depth property. This value must be below the shortest late
+ * line length (0.0097), otherwise with certain parameters (high mod time, low
+ * density) the downswing can sample before the input.
*/
-static const ALfloat MODULATION_DEPTH_COEFF = 1.0f / 4096.0f;
+static const ALfloat MODULATION_DEPTH_COEFF = 0.0032f;
/* A filter is used to avoid the terrible distortion caused by changing
* modulation time and/or depth. To be consistent across different sample
@@ -1055,22 +1055,21 @@ static ALvoid UpdateModulator(const ALfloat modTime, const ALfloat modDepth,
* (1 sample) and when the timing changes, the index is rescaled to the new
* range to keep the sinus consistent.
*/
- range = maxi(fastf2i(modTime*frequency), 1);
+ range = fastf2i(modTime*frequency + 0.5f);
State->Mod.Index = (ALsizei)(State->Mod.Index * (ALint64)range /
State->Mod.Range) % range;
State->Mod.Range = range;
State->Mod.Scale = F_TAU / range;
- /* The modulation depth effects the scale of the sinus, which changes how
- * much extra delay is added to the delay line. This delay changing over
- * time changes the pitch, creating the modulation effect. The scale needs
- * to be multiplied by the modulation time so that a given depth produces a
- * consistent shift in frequency over all ranges of time. Since the depth
- * is applied to a sinus value, it needs to be halved for the sinus swing
- * in time (half of it is spent decreasing the frequency, half is spent
- * increasing it).
+ /* The modulation depth effects the scale of the sinus, which varies the
+ * delay for the tapped output. This delay changing over time changes the
+ * pitch, creating the modulation effect. The scale needs to be multiplied
+ * by the modulation time (itself scaled by the max modulation time) so
+ * that a given depth produces a consistent shift in frequency over all
+ * ranges of time.
*/
- State->Mod.Depth = modDepth * MODULATION_DEPTH_COEFF * modTime / 2.0f *
+ State->Mod.Depth = modDepth * MODULATION_DEPTH_COEFF *
+ (modTime / AL_EAXREVERB_MAX_MODULATION_TIME) *
frequency;
}
@@ -1706,20 +1705,23 @@ static ALvoid LateReverb_##T(ALreverbState *State, const ALsizei todo, \
\
delay = offset - moddelay[i]; \
for(j = 0;j < 4;j++) \
- f[j] += DELAY_OUT_##T(&State->Late.Delay, \
+ out[j][i] = f[j] + DELAY_OUT_##T(&State->Late.Delay, \
delay-State->Late.Offset[j][0], \
delay-State->Late.Offset[j][1], j, fade \
); \
\
for(j = 0;j < 4;j++) \
+ f[j] += DELAY_OUT_##T(&State->Late.Delay, \
+ offset-State->Late.Offset[j][0], \
+ offset-State->Late.Offset[j][1], j, fade \
+ ); \
+ \
+ for(j = 0;j < 4;j++) \
f[j] = LateT60Filter(j, f[j], State); \
\
VectorAllpass_##T(f, offset, apFeedCoeff, mixX, mixY, fade, \
&State->Late.VecAp); \
\
- for(j = 0;j < 4;j++) \
- out[j][i] = f[j]; \
- \
VectorReverse(f); \
\
VectorPartialScatter(f, mixX, mixY); \