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-rw-r--r--Alc/alcReverb.c76
1 files changed, 39 insertions, 37 deletions
diff --git a/Alc/alcReverb.c b/Alc/alcReverb.c
index 95b84fdd..4ecf615e 100644
--- a/Alc/alcReverb.c
+++ b/Alc/alcReverb.c
@@ -1070,37 +1070,38 @@ static ALvoid VerbUpdate(ALeffectState *effect, ALCcontext *Context, const ALeff
ALfloat cw, x, y, hfRatio;
// Calculate the master low-pass filter (from the master effect HF gain).
- cw = CalcI3DL2HFreq(Effect->Reverb.HFReference, frequency);
+ cw = CalcI3DL2HFreq(Effect->Params.Reverb.HFReference, frequency);
// This is done with 2 chained 1-pole filters, so no need to square g.
- State->LpFilter.coeff = lpCoeffCalc(Effect->Reverb.GainHF, cw);
+ State->LpFilter.coeff = lpCoeffCalc(Effect->Params.Reverb.GainHF, cw);
// Update the initial effect delay.
- UpdateDelayLine(Effect->Reverb.ReflectionsDelay,
- Effect->Reverb.LateReverbDelay, frequency, State);
+ UpdateDelayLine(Effect->Params.Reverb.ReflectionsDelay,
+ Effect->Params.Reverb.LateReverbDelay, frequency, State);
// Update the early lines.
- UpdateEarlyLines(Effect->Reverb.Gain, Effect->Reverb.ReflectionsGain,
- Effect->Reverb.LateReverbDelay, State);
+ UpdateEarlyLines(Effect->Params.Reverb.Gain, Effect->Params.Reverb.ReflectionsGain,
+ Effect->Params.Reverb.LateReverbDelay, State);
// Update the decorrelator.
- UpdateDecorrelator(Effect->Reverb.Density, frequency, State);
+ UpdateDecorrelator(Effect->Params.Reverb.Density, frequency, State);
// Get the mixing matrix coefficients (x and y).
- CalcMatrixCoeffs(Effect->Reverb.Diffusion, &x, &y);
+ CalcMatrixCoeffs(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 = Effect->Reverb.DecayHFRatio;
- if(Effect->Reverb.DecayHFLimit && Effect->Reverb.AirAbsorptionGainHF < 1.0f)
- hfRatio = CalcLimitedHfRatio(hfRatio, Effect->Reverb.AirAbsorptionGainHF,
- Effect->Reverb.DecayTime);
+ hfRatio = Effect->Params.Reverb.DecayHFRatio;
+ if(Effect->Params.Reverb.DecayHFLimit &&
+ Effect->Params.Reverb.AirAbsorptionGainHF < 1.0f)
+ hfRatio = CalcLimitedHfRatio(hfRatio, Effect->Params.Reverb.AirAbsorptionGainHF,
+ Effect->Params.Reverb.DecayTime);
// Update the late lines.
- UpdateLateLines(Effect->Reverb.Gain, Effect->Reverb.LateReverbGain,
- x, Effect->Reverb.Density, Effect->Reverb.DecayTime,
- Effect->Reverb.Diffusion, hfRatio, cw, frequency, State);
+ UpdateLateLines(Effect->Params.Reverb.Gain, Effect->Params.Reverb.LateReverbGain,
+ x, Effect->Params.Reverb.Density, Effect->Params.Reverb.DecayTime,
+ Effect->Params.Reverb.Diffusion, hfRatio, cw, frequency, State);
}
// This updates the EAX reverb state. This is called any time the EAX reverb
@@ -1112,51 +1113,52 @@ static ALvoid EAXVerbUpdate(ALeffectState *effect, ALCcontext *Context, const AL
ALfloat cw, x, y, hfRatio;
// Calculate the master low-pass filter (from the master effect HF gain).
- cw = CalcI3DL2HFreq(Effect->Reverb.HFReference, frequency);
+ cw = CalcI3DL2HFreq(Effect->Params.Reverb.HFReference, frequency);
// This is done with 2 chained 1-pole filters, so no need to square g.
- State->LpFilter.coeff = lpCoeffCalc(Effect->Reverb.GainHF, cw);
+ State->LpFilter.coeff = lpCoeffCalc(Effect->Params.Reverb.GainHF, cw);
// Update the modulator line.
- UpdateModulator(Effect->Reverb.ModulationTime,
- Effect->Reverb.ModulationDepth, frequency, State);
+ UpdateModulator(Effect->Params.Reverb.ModulationTime,
+ Effect->Params.Reverb.ModulationDepth, frequency, State);
// Update the initial effect delay.
- UpdateDelayLine(Effect->Reverb.ReflectionsDelay,
- Effect->Reverb.LateReverbDelay, frequency, State);
+ UpdateDelayLine(Effect->Params.Reverb.ReflectionsDelay,
+ Effect->Params.Reverb.LateReverbDelay, frequency, State);
// Update the early lines.
- UpdateEarlyLines(Effect->Reverb.Gain, Effect->Reverb.ReflectionsGain,
- Effect->Reverb.LateReverbDelay, State);
+ UpdateEarlyLines(Effect->Params.Reverb.Gain, Effect->Params.Reverb.ReflectionsGain,
+ Effect->Params.Reverb.LateReverbDelay, State);
// Update the decorrelator.
- UpdateDecorrelator(Effect->Reverb.Density, frequency, State);
+ UpdateDecorrelator(Effect->Params.Reverb.Density, frequency, State);
// Get the mixing matrix coefficients (x and y).
- CalcMatrixCoeffs(Effect->Reverb.Diffusion, &x, &y);
+ CalcMatrixCoeffs(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 = Effect->Reverb.DecayHFRatio;
- if(Effect->Reverb.DecayHFLimit && Effect->Reverb.AirAbsorptionGainHF < 1.0f)
- hfRatio = CalcLimitedHfRatio(hfRatio, Effect->Reverb.AirAbsorptionGainHF,
- Effect->Reverb.DecayTime);
+ hfRatio = Effect->Params.Reverb.DecayHFRatio;
+ if(Effect->Params.Reverb.DecayHFLimit &&
+ Effect->Params.Reverb.AirAbsorptionGainHF < 1.0f)
+ hfRatio = CalcLimitedHfRatio(hfRatio, Effect->Params.Reverb.AirAbsorptionGainHF,
+ Effect->Params.Reverb.DecayTime);
// Update the late lines.
- UpdateLateLines(Effect->Reverb.Gain, Effect->Reverb.LateReverbGain,
- x, Effect->Reverb.Density, Effect->Reverb.DecayTime,
- Effect->Reverb.Diffusion, hfRatio, cw, frequency, State);
+ UpdateLateLines(Effect->Params.Reverb.Gain, Effect->Params.Reverb.LateReverbGain,
+ x, Effect->Params.Reverb.Density, Effect->Params.Reverb.DecayTime,
+ Effect->Params.Reverb.Diffusion, hfRatio, cw, frequency, State);
// Update the echo line.
- UpdateEchoLine(Effect->Reverb.Gain, Effect->Reverb.LateReverbGain,
- Effect->Reverb.EchoTime, Effect->Reverb.DecayTime,
- Effect->Reverb.Diffusion, Effect->Reverb.EchoDepth,
+ UpdateEchoLine(Effect->Params.Reverb.Gain, Effect->Params.Reverb.LateReverbGain,
+ Effect->Params.Reverb.EchoTime, Effect->Params.Reverb.DecayTime,
+ Effect->Params.Reverb.Diffusion, Effect->Params.Reverb.EchoDepth,
hfRatio, cw, frequency, State);
// Update early and late 3D panning.
- Update3DPanning(Context->Device, Effect->Reverb.ReflectionsPan,
- Effect->Reverb.LateReverbPan, State);
+ Update3DPanning(Context->Device, Effect->Params.Reverb.ReflectionsPan,
+ Effect->Params.Reverb.LateReverbPan, State);
}
// This processes the reverb state, given the input samples and an output