diff options
Diffstat (limited to 'Alc')
-rw-r--r-- | Alc/ALc.c | 1 | ||||
-rw-r--r-- | Alc/ALu.c | 2 | ||||
-rw-r--r-- | Alc/alcEcho.c | 194 |
3 files changed, 197 insertions, 0 deletions
@@ -322,6 +322,7 @@ static void InitAL(void) int type; } EffectList[] = { { "reverb", REVERB }, + { "echo", ECHO }, { NULL, 0 } }; int n; @@ -1383,6 +1383,8 @@ ALvoid aluMixData(ALCcontext *ALContext,ALvoid *buffer,ALsizei size,ALenum forma { if(ALEffectSlot->effect.type == AL_EFFECT_REVERB) VerbProcess(ALEffectSlot->ReverbState, SamplesToDo, ALEffectSlot->WetBuffer, DryBuffer); + else if(ALEffectSlot->effect.type == AL_EFFECT_ECHO) + EchoProcess(ALEffectSlot->EchoState, SamplesToDo, ALEffectSlot->WetBuffer, DryBuffer); for(i = 0;i < SamplesToDo;i++) ALEffectSlot->WetBuffer[i] = 0.0f; diff --git a/Alc/alcEcho.c b/Alc/alcEcho.c new file mode 100644 index 00000000..6640d9af --- /dev/null +++ b/Alc/alcEcho.c @@ -0,0 +1,194 @@ +/** + * 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; +} |