diff options
Diffstat (limited to 'Alc/alcReverb.c')
-rw-r--r-- | Alc/alcReverb.c | 76 |
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 |