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+/**
+ * OpenAL cross platform audio library
+ * Copyright (C) 2009 by Chris Robinson.
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+ * Boston, MA 02111-1307, USA.
+ * Or go to http://www.gnu.org/copyleft/lgpl.html
+ */
+
+#include "config.h"
+
+#include <math.h>
+#include <stdlib.h>
+
+#include "AL/al.h"
+#include "alFilter.h"
+#include "alAuxEffectSlot.h"
+#include "alEcho.h"
+
+#ifdef HAVE_SQRTF
+#define aluSqrt(x) ((ALfloat)sqrtf((float)(x)))
+#else
+#define aluSqrt(x) ((ALfloat)sqrt((double)(x)))
+#endif
+
+struct ALechoState {
+ ALfloat *SampleBuffer;
+ ALuint BufferLength;
+
+ // The echo is two tap. The third tap is the offset to sample from for
+ // feedback
+ struct {
+ ALuint offset;
+ } Tap[3];
+ // The LR gains for the first tap. The second tap uses the reverse
+ ALfloat GainL;
+ ALfloat GainR;
+
+ ALfloat FeedGain;
+ FILTER iirFilter;
+};
+
+// Find the next power of 2. Actually, this will return the input value if
+// it is already a power of 2.
+static ALuint NextPowerOf2(ALuint value)
+{
+ ALuint powerOf2 = 1;
+
+ if(value)
+ {
+ value--;
+ while(value)
+ {
+ value >>= 1;
+ powerOf2 <<= 1;
+ }
+ }
+ return powerOf2;
+}
+
+ALechoState *EchoCreate(ALCcontext *Context)
+{
+ ALechoState *state;
+ ALuint i, maxlen;
+
+ state = malloc(sizeof(*state));
+ if(!state)
+ return NULL;
+
+ maxlen = (ALuint)(AL_ECHO_MAX_DELAY * Context->Frequency);
+ maxlen += (ALuint)(AL_ECHO_MAX_LRDELAY * Context->Frequency);
+
+ // Use the next power of 2 for the buffer length, so the tap offsets can be
+ // wrapped using a mask instead of a modulo
+ state->BufferLength = NextPowerOf2(maxlen+1);
+ state->SampleBuffer = malloc(state->BufferLength * sizeof(ALfloat));
+ if(!state->SampleBuffer)
+ {
+ free(state);
+ return NULL;
+ }
+
+ for(i = 0;i < state->BufferLength;i++)
+ state->SampleBuffer[i] = 0.0f;
+
+ state->Tap[0].offset = 0;
+ state->Tap[1].offset = 0;
+ state->Tap[2].offset = 0;
+ state->GainL = 0.0f;
+ state->GainR = 0.0f;
+
+ for(i = 0;i < sizeof(state->iirFilter.history)/sizeof(state->iirFilter.history[0]);i++)
+ state->iirFilter.history[i] = 0.0f;
+ state->iirFilter.coeff = 0.0f;
+
+ return state;
+}
+
+ALvoid EchoDestroy(ALechoState *state)
+{
+ if(state)
+ {
+ free(state->SampleBuffer);
+ state->SampleBuffer = NULL;
+ free(state);
+ }
+}
+
+ALvoid EchoUpdate(ALCcontext *Context, struct ALeffectslot *Slot, ALeffect *Effect)
+{
+ ALechoState *state = Slot->EchoState;
+ ALuint newdelay1, newdelay2;
+ ALfloat lrpan, cw, a, g;
+
+ newdelay1 = (ALuint)(Effect->Echo.Delay * Context->Frequency);
+ newdelay2 = (ALuint)(Effect->Echo.LRDelay * Context->Frequency);
+
+ state->Tap[0].offset = (state->BufferLength - newdelay1 - 1 +
+ state->Tap[2].offset)%state->BufferLength;
+ state->Tap[1].offset = (state->BufferLength - newdelay1 - newdelay2 - 1 +
+ state->Tap[2].offset)%state->BufferLength;
+
+ lrpan = Effect->Echo.Spread*0.5f + 0.5f;
+ state->GainL = aluSqrt( lrpan);
+ state->GainR = aluSqrt(1.0f-lrpan);
+
+ state->FeedGain = Effect->Echo.Feedback;
+
+ cw = cos(2.0*M_PI * LOWPASSFREQCUTOFF / Context->Frequency);
+ g = 1.0f - Effect->Echo.Damping;
+ a = 0.0f;
+ if(g < 0.9999f) // 1-epsilon
+ a = (1 - g*cw - aluSqrt(2*g*(1-cw) - g*g*(1 - cw*cw))) / (1 - g);
+ state->iirFilter.coeff = a;
+}
+
+ALvoid EchoProcess(ALechoState *state, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS])
+{
+ ALfloat *history = state->iirFilter.history;
+ const ALfloat a = state->iirFilter.coeff;
+ const ALuint delay = state->BufferLength-1;
+ ALuint tap1off = state->Tap[0].offset;
+ ALuint tap2off = state->Tap[1].offset;
+ ALuint fboff = state->Tap[2].offset;
+ ALfloat samp[2];
+ ALuint i;
+
+ for(i = 0;i < SamplesToDo;i++)
+ {
+ // Apply damping
+ samp[0] = state->SampleBuffer[tap2off] + SamplesIn[i];
+
+ samp[0] += (history[0]-samp[0]) * a;
+ history[0] = samp[0];
+ samp[0] += (history[1]-samp[0]) * a;
+ history[1] = samp[0];
+
+ // Apply feedback gain and mix in the new sample
+ state->SampleBuffer[fboff] = samp[0] * state->FeedGain;
+
+ tap1off = (tap1off+1) & delay;
+ tap2off = (tap2off+1) & delay;
+ fboff = (fboff+1) & delay;
+
+ // Sample first tap
+ samp[0] = state->SampleBuffer[tap1off]*state->GainL;
+ samp[1] = state->SampleBuffer[tap1off]*state->GainR;
+ // Sample second tap. Reverse LR panning
+ samp[0] += state->SampleBuffer[tap2off]*state->GainR;
+ samp[1] += state->SampleBuffer[tap2off]*state->GainL;
+
+ SamplesOut[i][FRONT_LEFT] += samp[0];
+ SamplesOut[i][FRONT_RIGHT] += samp[1];
+ SamplesOut[i][SIDE_LEFT] += samp[0];
+ SamplesOut[i][SIDE_RIGHT] += samp[1];
+ SamplesOut[i][BACK_LEFT] += samp[0];
+ SamplesOut[i][BACK_RIGHT] += samp[1];
+ }
+
+ state->Tap[0].offset = tap1off;
+ state->Tap[1].offset = tap2off;
+ state->Tap[2].offset = fboff;
+}