diff options
Diffstat (limited to 'Alc')
-rw-r--r-- | Alc/alcReverb.c | 545 |
1 files changed, 323 insertions, 222 deletions
diff --git a/Alc/alcReverb.c b/Alc/alcReverb.c index b4eaec80..0a65920f 100644 --- a/Alc/alcReverb.c +++ b/Alc/alcReverb.c @@ -1,6 +1,6 @@ /** - * OpenAL cross platform audio library - * Copyright (C) 2008 by Christopher Fitzgerald. + * Reverb for the OpenAL cross platform audio library + * Copyright (C) 2008-2009 by Christopher Fitzgerald. * 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 @@ -46,8 +46,8 @@ typedef struct DelayLine { - // The delay lines use lengths that are powers of 2 to allow bitmasking - // instead of modulus wrapping. + // The delay lines use sample lengths that are powers of 2 to allow + // bitmasking instead of modulus wrapping. ALuint Mask; ALfloat *Line; } DelayLine; @@ -55,15 +55,15 @@ typedef struct DelayLine struct ALverbState { // All delay lines are allocated as a single buffer to reduce memory - // fragmentation and teardown code. + // fragmentation and management code. ALfloat *SampleBuffer; - // Master reverb gain. + // Master effect gain. ALfloat Gain; - // Initial reverb delay. + // Initial effect delay and decorrelation. DelayLine Delay; // The tap points for the initial delay. First tap goes to early - // reflections, the second to late reverb. - ALuint Tap[2]; + // reflections, the last four decorrelate to late reverb. + ALuint Tap[5]; struct { // Gain for early reflections. ALfloat Gain; @@ -75,42 +75,64 @@ struct ALverbState struct { // Gain for late reverb. ALfloat Gain; - // Diffusion of late reverb. - ALfloat Diffusion; - // Late reverb is done with 8 delay lines. - ALfloat Coeff[8]; - DelayLine Delay[8]; - ALuint Offset[8]; - // The input and last 4 delay lines are low-pass filtered. - ALfloat LpCoeff[5]; - ALfloat LpSample[5]; + // Attenuation to compensate for modal density and decay rate. + ALfloat DensityGain; + // The feed-back and feed-forward all-pass coefficient. + ALfloat ApFeedCoeff; + // Mixing matrix coefficient. + ALfloat MixCoeff; + // Late reverb has 4 parallel all-pass filters. + ALfloat ApCoeff[4]; + DelayLine ApDelay[4]; + ALuint ApOffset[4]; + // In addition to 4 cyclical delay lines. + ALfloat Coeff[4]; + DelayLine Delay[4]; + ALuint Offset[4]; + // The cyclical delay lines are low-pass filtered. + ALfloat LpCoeff[4][2]; + ALfloat LpSample[4]; } Late; + // The current read offset for all delay lines. ALuint Offset; }; // All delay line lengths are specified in seconds. -// The length of the initial delay line (a sum of the maximum delay before -// early reflections and late reverb; 0.3 + 0.1). -static const ALfloat MASTER_LINE_LENGTH = 0.4000f; - // The lengths of the early delay lines. static const ALfloat EARLY_LINE_LENGTH[4] = { 0.0015f, 0.0045f, 0.0135f, 0.0405f }; -// The lengths of the late delay lines. -static const ALfloat LATE_LINE_LENGTH[8] = +// The lengths of the late all-pass delay lines. +static const ALfloat ALLPASS_LINE_LENGTH[4] = { - 0.0015f, 0.0037f, 0.0093f, 0.0234f, - 0.0100f, 0.0150f, 0.0225f, 0.0337f + 0.0151f, 0.0167f, 0.0183f, 0.0200f, }; -// The last 4 late delay lines have a variable length dependent on the effect -// density parameter and this multiplier. -static const ALfloat LATE_LINE_MULTIPLIER = 9.0f; +// The lengths of the late cyclical delay lines. +static const ALfloat LATE_LINE_LENGTH[4] = +{ + 0.0211f, 0.0311f, 0.0461f, 0.0680f +}; + +// The late cyclical delay lines have a variable length dependent on the +// effect's density parameter (inverted for some reason) and this multiplier. +static const ALfloat LATE_LINE_MULTIPLIER = 4.0f; + +// Input into the late reverb is decorrelated between four channels. Their +// timings are dependent on a fraction and multiplier. See VerbUpdate() for +// the calculations involved. +static const ALfloat DECO_FRACTION = 1.0f / 32.0f; +static const ALfloat DECO_MULTIPLIER = 2.0f; +// The maximum length of initial delay for the master delay line (a sum of +// the maximum early reflection and late reverb delays). +static const ALfloat MASTER_LINE_LENGTH = 0.3f + 0.1f; + +// 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; @@ -146,8 +168,8 @@ static __inline ALfloat EarlyDelayLineOut(ALverbState *State, ALuint index) State->Offset - State->Early.Offset[index]); } -// Given an input sample, this function produces a decorrelated stereo output -// for early reflections. +// Given an input sample, this function produces stereo output for early +// reflections. static __inline ALvoid EarlyReflection(ALverbState *State, ALfloat in, ALfloat *out) { ALfloat d[4], v, f[4]; @@ -161,11 +183,11 @@ static __inline ALvoid EarlyReflection(ALverbState *State, ALfloat in, ALfloat * /* The following uses a lossless scattering junction from waveguide * theory. It actually amounts to a householder mixing matrix, which * will produce a maximally diffuse response, and means this can probably - * be considered a simple FDN. + * be considered a simple feedback delay network (FDN). * N * --- * \ - * v = 2/N / di + * v = 2/N / d_i * --- * i=1 */ @@ -194,6 +216,20 @@ static __inline ALvoid EarlyReflection(ALverbState *State, ALfloat in, ALfloat * out[1] = State->Early.Gain * f[3]; } +// All-pass input/output routine for late reverb. +static __inline ALfloat LateAllPassInOut(ALverbState *State, ALuint index, ALfloat in) +{ + ALfloat out; + + out = State->Late.ApCoeff[index] * + DelayLineOut(&State->Late.ApDelay[index], + State->Offset - State->Late.ApOffset[index]); + out -= (State->Late.ApFeedCoeff * in); + DelayLineIn(&State->Late.ApDelay[index], State->Offset, + (State->Late.ApFeedCoeff * out) + in); + return out; +} + // Delay line output routine for late reverb. static __inline ALfloat LateDelayLineOut(ALverbState *State, ALuint index) { @@ -205,94 +241,81 @@ static __inline ALfloat LateDelayLineOut(ALverbState *State, ALuint index) // Low-pass filter input/output routine for late reverb. static __inline ALfloat LateLowPassInOut(ALverbState *State, ALuint index, ALfloat in) { - State->Late.LpSample[index] = in + ((State->Late.LpSample[index] - in) * - State->Late.LpCoeff[index]); + State->Late.LpSample[index] = (State->Late.LpCoeff[index][0] * in) + + (State->Late.LpCoeff[index][1] * State->Late.LpSample[index]); return State->Late.LpSample[index]; } -// Given an input sample, this function produces a decorrelated stereo output -// for late reverb. -static __inline ALvoid LateReverb(ALverbState *State, ALfloat in, ALfloat *out) +// Given four decorrelated input samples, this function produces stereo +// output for late reverb. +static __inline ALvoid LateReverb(ALverbState *State, ALfloat *in, ALfloat *out) { - ALfloat din, d[8], v, dv, f[8]; - - // Since the input will be sent directly to the output as in the early - // reflections function, it needs to take into account some immediate - // absorption. - in = LateLowPassInOut(State, 0, in); - - // When diffusion is full, no input is directly passed to the variable- - // length delay lines (the last 4). - din = (1.0f - State->Late.Diffusion) * in; - - // Obtain the decayed results of the fixed-length delay lines. - d[0] = LateDelayLineOut(State, 0); - d[1] = LateDelayLineOut(State, 1); - d[2] = LateDelayLineOut(State, 2); - d[3] = LateDelayLineOut(State, 3); - // Obtain the decayed and low-pass filtered results of the variable- - // length delay lines. - d[4] = LateLowPassInOut(State, 1, LateDelayLineOut(State, 4)); - d[5] = LateLowPassInOut(State, 2, LateDelayLineOut(State, 5)); - d[6] = LateLowPassInOut(State, 3, LateDelayLineOut(State, 6)); - d[7] = LateLowPassInOut(State, 4, LateDelayLineOut(State, 7)); - - // The waveguide formula used in the early reflections function works - // great for high diffusion, but it is not obviously paramerized to allow - // a variable diffusion. With only limited time and resources, what - // follows is the best variation of that formula I could come up with. - // First, there are 8 delay lines used. The first 4 are fixed-length and - // generate the highest density of the diffuse response. The last 4 are - // variable-length, and are used to smooth out the diffuse response. The - // density effect parameter alters their length. The inner two delay - // lines of each group have their signs reversed (more about this later). - v = (d[0] - d[1] - d[2] + d[3] + - d[4] - d[5] - d[6] + d[7]) * 0.25f; - // Diffusion is applied as a reduction of the junction pressure for all - // branches. This presents two problems. When the diffusion factor (0 - // to 1) reaches 0.5, the average feed value is reduced (the junction - // becomes lossy). Thus, at 0.5 the signal decays almost twice as fast - // as it should. The second problem is the introduction of some - // resonant frequencies (coloration). The reversed signs above are used - // to help combat some of the coloration by adding variations along the - // feed cycle. - v *= State->Late.Diffusion; - // Load the junction with the input. To reduce the noticeable echo of - // the longer delay lines (the variable-length ones) the input is loaded - // with the inverse of the effect diffusion. So at full diffusion, the - // input is not applied to the last 4 delay lines. Input signs reversed - // to balance the equation. - dv = v + din; - v += in; - - // As with the reversed signs above, to balance the equation the signs - // need to be reversed here, too. - f[0] = d[0] - v; - f[1] = d[1] + v; - f[2] = d[2] + v; - f[3] = d[3] - v; - f[4] = d[4] - dv; - f[5] = d[5] + dv; - f[6] = d[6] + dv; - f[7] = d[7] - dv; - - // Feed the fixed-length delay lines with their own cycle (0 -> 1 -> 3 -> - // 2 -> 0...). + ALfloat d[4], f[4]; + + // Obtain the decayed results of the cyclical delay lines, and add the + // corresponding input channels attenuated by density. Then pass the + // results through the low-pass filters. + d[0] = LateLowPassInOut(State, 0, (State->Late.DensityGain * in[0]) + + LateDelayLineOut(State, 0)); + d[1] = LateLowPassInOut(State, 1, (State->Late.DensityGain * in[1]) + + LateDelayLineOut(State, 1)); + d[2] = LateLowPassInOut(State, 2, (State->Late.DensityGain * in[2]) + + LateDelayLineOut(State, 2)); + d[3] = LateLowPassInOut(State, 3, (State->Late.DensityGain * in[3]) + + LateDelayLineOut(State, 3)); + + // To help increase diffusion, run each line through an all-pass filter. + // The order of the all-pass filters is selected so that the shortest + // all-pass filter will feed the shortest delay line. + d[0] = LateAllPassInOut(State, 1, d[0]); + d[1] = LateAllPassInOut(State, 3, d[1]); + d[2] = LateAllPassInOut(State, 0, d[2]); + d[3] = LateAllPassInOut(State, 2, d[3]); + + /* Late reverb is done with a modified feedback delay network (FDN) + * topology. Four input lines are each fed through their own all-pass + * filter and then into the mixing matrix. The four outputs of the + * mixing matrix are then cycled back to the inputs. Each output feeds + * a different input to form a circlular feed cycle. + * + * The mixing matrix used is a 4D skew-symmetric rotation matrix derived + * using a single unitary rotational parameter: + * + * [ d, a, b, c ] 1 = a^2 + b^2 + c^2 + d^2 + * [ -a, d, c, -b ] + * [ -b, -c, d, a ] + * [ -c, b, -a, d ] + * + * The rotation is constructed from the effect's diffusion parameter, + * yielding: 1 = x^2 + 3 y^2; where a, b, and c are the coefficient y + * with differing signs, and d is the coefficient x. The matrix is thus: + * + * [ x, y, -y, y ] x = 1 - (0.5 diffusion^3) + * [ -y, x, y, y ] y = sqrt((1 - x^2) / 3) + * [ y, -y, x, y ] + * [ -y, -y, -y, x ] + * + * To reduce the number of multiplies, the x coefficient is applied with + * the cyclical delay line coefficients. Thus only the y coefficient is + * applied when mixing, and is modified to be: y / x. + */ + f[0] = d[0] + (State->Late.MixCoeff * ( d[1] - d[2] + d[3])); + f[1] = d[1] + (State->Late.MixCoeff * (-d[0] + d[2] + d[3])); + f[2] = d[2] + (State->Late.MixCoeff * ( d[0] - d[1] + d[3])); + f[3] = d[3] + (State->Late.MixCoeff * (-d[0] - d[1] - d[2])); + + // Output is tapped at the input to the shortest two cyclical delay + // lines, attenuated by the late reverb gain (which is attenuated by the + // mixing coefficient x). + out[0] = State->Late.Gain * f[0]; + out[1] = State->Late.Gain * f[1]; + + // The delay lines are fed circularly in the order: + // 0 -> 1 -> 3 -> 2 -> 0 ... DelayLineIn(&State->Late.Delay[0], State->Offset, f[2]); DelayLineIn(&State->Late.Delay[1], State->Offset, f[0]); DelayLineIn(&State->Late.Delay[2], State->Offset, f[3]); DelayLineIn(&State->Late.Delay[3], State->Offset, f[1]); - // Feed the variable-length delay lines with their cycle (4 -> 6 -> 7 -> - // 5 -> 4...). - DelayLineIn(&State->Late.Delay[4], State->Offset, f[5]); - DelayLineIn(&State->Late.Delay[5], State->Offset, f[7]); - DelayLineIn(&State->Late.Delay[6], State->Offset, f[4]); - DelayLineIn(&State->Late.Delay[7], State->Offset, f[6]); - - // Output is derived from the values fed to the inner two variable-length - // delay lines (5 and 6). - out[0] = State->Late.Gain * f[7]; - out[1] = State->Late.Gain * f[4]; } // This creates the reverb state. It should be called only when the reverb @@ -300,33 +323,46 @@ static __inline ALvoid LateReverb(ALverbState *State, ALfloat in, ALfloat *out) ALverbState *VerbCreate(ALCcontext *Context) { ALverbState *State = NULL; - ALuint length[13], totalLength, index; + ALuint samples, length[13], totalLength, index; State = malloc(sizeof(ALverbState)); if(!State) return NULL; - // All line lengths are powers of 2, calculated from the line timings and - // the addition of an extra sample (for safety). - length[0] = NextPowerOf2((ALuint)(MASTER_LINE_LENGTH*Context->Frequency) + 1); + // All line lengths are powers of 2, calculated from their lengths, with + // an additional sample in case of rounding errors. + + // See VerbUpdate() for an explanation of the additional calculation + // added to the master line length. + samples = (ALuint) + ((MASTER_LINE_LENGTH + + (LATE_LINE_LENGTH[0] * (1.0f + LATE_LINE_MULTIPLIER) * + (DECO_FRACTION * ((DECO_MULTIPLIER * DECO_MULTIPLIER * + DECO_MULTIPLIER) - 1.0f)))) * + Context->Frequency) + 1; + length[0] = NextPowerOf2(samples); totalLength = length[0]; for(index = 0;index < 4;index++) { - length[1+index] = NextPowerOf2((ALuint)(EARLY_LINE_LENGTH[index]*Context->Frequency) + 1); - totalLength += length[1+index]; + samples = (ALuint)(EARLY_LINE_LENGTH[index] * Context->Frequency) + 1; + length[1 + index] = NextPowerOf2(samples); + totalLength += length[1 + index]; } for(index = 0;index < 4;index++) { - length[5+index] = NextPowerOf2((ALuint)(LATE_LINE_LENGTH[index]*Context->Frequency) + 1); - totalLength += length[5+index]; + samples = (ALuint)(ALLPASS_LINE_LENGTH[index] * Context->Frequency) + 1; + length[5 + index] = NextPowerOf2(samples); + totalLength += length[5 + index]; } - for(index = 4;index < 8;index++) + for(index = 0;index < 4;index++) { - length[5+index] = NextPowerOf2((ALuint)(LATE_LINE_LENGTH[index]*(1.0f + LATE_LINE_MULTIPLIER)*Context->Frequency) + 1); - totalLength += length[5+index]; + samples = (ALuint)(LATE_LINE_LENGTH[index] * + (1.0f + LATE_LINE_MULTIPLIER) * Context->Frequency) + 1; + length[9 + index] = NextPowerOf2(samples); + totalLength += length[9 + index]; } - // They all share a single sample buffer. + // All lines share a single sample buffer. State->SampleBuffer = malloc(totalLength * sizeof(ALfloat)); if(!State->SampleBuffer) { @@ -344,10 +380,11 @@ ALverbState *VerbCreate(ALCcontext *Context) State->Tap[0] = 0; State->Tap[1] = 0; + State->Tap[2] = 0; + State->Tap[3] = 0; + State->Tap[4] = 0; State->Early.Gain = 0.0f; - // All fixed-length delay lines have their read-write offsets calculated - // one time. for(index = 0;index < 4;index++) { State->Early.Coeff[index] = 0.0f; @@ -355,30 +392,40 @@ ALverbState *VerbCreate(ALCcontext *Context) State->Early.Delay[index].Line = &State->SampleBuffer[totalLength]; totalLength += length[1 + index]; - State->Early.Offset[index] = (ALuint)(EARLY_LINE_LENGTH[index] * Context->Frequency); + // The early delay lines have their read offsets calculated once. + State->Early.Offset[index] = (ALuint)(EARLY_LINE_LENGTH[index] * + Context->Frequency); } State->Late.Gain = 0.0f; - State->Late.Diffusion = 0.0f; - for(index = 0;index < 8;index++) + State->Late.DensityGain = 0.0f; + State->Late.ApFeedCoeff = 0.0f; + State->Late.MixCoeff = 0.0f; + + for(index = 0;index < 4;index++) + { + State->Late.ApCoeff[index] = 0.0f; + State->Late.ApDelay[index].Mask = length[5 + index] - 1; + State->Late.ApDelay[index].Line = &State->SampleBuffer[totalLength]; + totalLength += length[5 + index]; + + // The late all-pass lines have their read offsets calculated once. + State->Late.ApOffset[index] = (ALuint)(ALLPASS_LINE_LENGTH[index] * + Context->Frequency); + } + + for(index = 0;index < 4;index++) { State->Late.Coeff[index] = 0.0f; - State->Late.Delay[index].Mask = length[5 + index] - 1; + State->Late.Delay[index].Mask = length[9 + index] - 1; State->Late.Delay[index].Line = &State->SampleBuffer[totalLength]; - totalLength += length[5 + index]; + totalLength += length[9 + index]; State->Late.Offset[index] = 0; - if(index < 4) - { - State->Late.Offset[index] = (ALuint)(LATE_LINE_LENGTH[index] * Context->Frequency); - State->Late.LpCoeff[index] = 0.0f; - State->Late.LpSample[index] = 0.0f; - } - else if(index == 4) - { - State->Late.LpCoeff[index] = 0.0f; - State->Late.LpSample[index] = 0.0f; - } + + State->Late.LpCoeff[index][0] = 0.0f; + State->Late.LpCoeff[index][1] = 0.0f; + State->Late.LpSample[index] = 0.0f; } State->Offset = 0; @@ -402,24 +449,37 @@ ALvoid VerbDestroy(ALverbState *State) ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect) { ALverbState *State = Slot->ReverbState; - ALuint index, index2; - ALfloat length, lpcoeff, cw, g; + ALuint index; + ALfloat length, mixCoeff, cw, g, lpCoeff; ALfloat hfRatio = Effect->Reverb.DecayHFRatio; - // Calculate the master gain (from the slot and master reverb gain). + // Calculate the master gain (from the slot and master effect gain). State->Gain = Slot->Gain * Effect->Reverb.Gain; // Calculate the initial delay taps. length = Effect->Reverb.ReflectionsDelay; State->Tap[0] = (ALuint)(length * Context->Frequency); + length += Effect->Reverb.LateReverbDelay; - State->Tap[1] = (ALuint)(length * Context->Frequency); - // Calculate the early reflections gain. Right now this uses a gain of - // 0.75 to compensate for the increase in density. It should probably - // use a power (RMS) based measurement from the resulting distribution of - // early delay lines. - State->Early.Gain = Effect->Reverb.ReflectionsGain * 0.75f; + /* The four inputs to the late reverb are decorrelated to smooth the + * initial reverb and reduce harsh echos. The timings are calculated as + * multiples of a fraction of the smallest cyclical delay time. This + * result is then adjusted so that the first tap occurs immediately (all + * taps are reduced by the shortest fraction). + * + * offset[index] = ((FRACTION MULTIPLIER^index) - 1) delay + */ + for(index = 0;index < 4;index++) + { + length += LATE_LINE_LENGTH[0] * + (1.0f + (Effect->Reverb.Density * LATE_LINE_MULTIPLIER)) * + (DECO_FRACTION * (pow(DECO_MULTIPLIER, (ALfloat)index) - 1.0f)); + State->Tap[1 + index] = (ALuint)(length * Context->Frequency); + } + + // Set the early reflections gain. + State->Early.Gain = Effect->Reverb.ReflectionsGain; // Calculate the gain (coefficient) for each early delay line. for(index = 0;index < 4;index++) @@ -427,29 +487,68 @@ ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect) Effect->Reverb.LateReverbDelay * -60.0f / 20.0f); - // Calculate the late reverb gain, adjusted by density, diffusion, and - // decay time. To be accurate, the adjustments should probably use power - // measurements for each contribution, but they are not too bad as they - // are. - State->Late.Gain = Effect->Reverb.LateReverbGain * - (0.45f + (0.55f * Effect->Reverb.Density)) * - (1.0f - (0.25f * Effect->Reverb.Diffusion)) * - (1.0f - (0.025f * Effect->Reverb.DecayTime)); - State->Late.Diffusion = Effect->Reverb.Diffusion; - - // The EFX specification does not make it clear whether the air - // absorption parameter should always take effect. Both Generic Software - // and Generic Hardware only apply it when HF limit is flagged, so that's - // what is done here. + // Calculate the first mixing matrix coefficient (x). + mixCoeff = 1.0f - (0.5f * pow(Effect->Reverb.Diffusion, 3.0f)); + + // Set the late reverb gain. Since the output is tapped prior to the + // application of the delay line coefficients, this gain needs to be + // attenuated by the mix coefficient from above. + State->Late.Gain = Effect->Reverb.LateReverbGain * mixCoeff; + + /* To compensate for changes in modal density and decay time of the late + * reverb signal, the input is attenuated based on the maximal energy of + * the outgoing signal. This is calculated as the ratio between a + * reference value and the current approximation of energy for the output + * signal. + * + * Reverb output matches exponential decay of the form Sum(a^n), where a + * is the attenuation coefficient, and n is the sample ranging from 0 to + * infinity. The signal energy can thus be approximated using the area + * under this curve, calculated as: 1 / (1 - a). + * + * The reference energy is calculated from a signal at the lowest (effect + * at 1.0) density with a decay time of one second. + * + * The coefficient is calculated as the average length of the cyclical + * delay lines. This produces a better result than calculating the gain + * for each line individually (most likely a side effect of diffusion). + * + * The final result is the square root of the ratio bound to a maximum + * value of 1 (no amplification) and attenuated by 1 / sqrt(2) to + * compensate for the four decorrelated inputs. + */ + length = (LATE_LINE_LENGTH[0] + LATE_LINE_LENGTH[1] + + LATE_LINE_LENGTH[2] + LATE_LINE_LENGTH[3]); + g = length * (1.0f + LATE_LINE_MULTIPLIER) * 0.25f; + g = pow(10.0f, g * -60.0f / 20.0f); + g = 1.0f / (1.0f - g); + length *= 1.0f + (Effect->Reverb.Density * LATE_LINE_MULTIPLIER) * 0.25f; + length = pow(10.0f, length / Effect->Reverb.DecayTime * -60.0f / 20.0f); + length = 1.0f / (1.0f - length); + State->Late.DensityGain = 0.707106f * __min(aluSqrt(g / length), 1.0f); + + // Calculate the all-pass feed-back and feed-forward coefficient. + State->Late.ApFeedCoeff = 0.6f * pow(Effect->Reverb.Diffusion, 3.0f); + + // Calculate the mixing matrix coefficient (y / x). + g = aluSqrt((1.0f - (mixCoeff * mixCoeff)) / 3.0f); + State->Late.MixCoeff = g / mixCoeff; + + for(index = 0;index < 4;index++) + { + // Calculate the gain (coefficient) for each all-pass line. + State->Late.ApCoeff[index] = pow(10.0f, ALLPASS_LINE_LENGTH[index] / + Effect->Reverb.DecayTime * + -60.0f / 20.0f); + } + // If the HF limit parameter is flagged, calculate an appropriate limit // based on the air absorption parameter. if(Effect->Reverb.DecayHFLimit && Effect->Reverb.AirAbsorptionGainHF < 1.0f) { ALfloat limitRatio; - // The following is my best guess at how to limit the HF ratio by the - // air absorption parameter. - // For each of the last 4 delays, find the attenuation due to air + // For each of the cyclical delays, find the attenuation due to air // absorption in dB (converting delay time to meters using the speed // of sound). Then reversing the decay equation, solve for HF ratio. // The delay length is cancelled out of the equation, so it can be @@ -466,59 +565,58 @@ ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect) hfRatio = __min(hfRatio, limitRatio); } - cw = cos(2.0f*3.141592654f * LOWPASSFREQCUTOFF / Context->Frequency); + // Calculate the filter frequency for low-pass or high-pass depending on + // whether the HF ratio is above 1. + cw = 2.0f * M_PI * LOWPASSFREQCUTOFF / Context->Frequency; + if(hfRatio > 1.0f) + cw = M_PI - cw; + cw = cos(cw); - for(index = 0;index < 8;index++) + for(index = 0;index < 4;index++) { - // Calculate the length (in seconds) of each delay line. - length = LATE_LINE_LENGTH[index]; - if(index >= 4) - { - // Calculate the delay offset for the variable-length delay - // lines. - length *= 1.0f + (Effect->Reverb.Density * LATE_LINE_MULTIPLIER); - State->Late.Offset[index] = (ALuint)(length * Context->Frequency); - } - // Calculate the gain (coefficient) for each line. + // Calculate the length (in seconds) of each cyclical delay line. + length = LATE_LINE_LENGTH[index] * (1.0f + (Effect->Reverb.Density * + LATE_LINE_MULTIPLIER)); + // Calculate the delay offset for the cyclical delay lines. + State->Late.Offset[index] = (ALuint)(length * Context->Frequency); + + // Calculate the gain (coefficient) for each cyclical line. State->Late.Coeff[index] = pow(10.0f, length / Effect->Reverb.DecayTime * -60.0f / 20.0f); - if(index >= 4) - { - index2 = index - 3; - - // Calculate the decay equation for each low-pass filter. - g = pow(10.0f, length / (Effect->Reverb.DecayTime * hfRatio) * - -60.0f / 20.0f) / - State->Late.Coeff[index]; - g = __max(g, 0.1f); - g *= g; - // Calculate the gain (coefficient) for each low-pass filter. - lpcoeff = 0.0f; - if(g < 0.9999f) // 1-epsilon - lpcoeff = (1 - g*cw - aluSqrt(2*g*(1-cw) - g*g*(1 - cw*cw))) / (1 - g); - - // Very low decay times will produce minimal output, so apply an - // upper bound to the coefficient. - State->Late.LpCoeff[index2] = __min(lpcoeff, 0.98f); - } - } - - // This just calculates the coefficient for the late reverb input low- - // pass filter. It is calculated based the average (hence -30 instead - // of -60) length of the inner two variable-length delay lines. - length = LATE_LINE_LENGTH[5] * (1.0f + Effect->Reverb.Density * LATE_LINE_MULTIPLIER) + - LATE_LINE_LENGTH[6] * (1.0f + Effect->Reverb.Density * LATE_LINE_MULTIPLIER); - - g = pow(10.0f, ((length / (Effect->Reverb.DecayTime * hfRatio))- - (length / Effect->Reverb.DecayTime)) * -30.0f / 20.0f); - g = __max(g, 0.1f); - g *= g; - lpcoeff = 0.0f; - if(g < 0.9999f) // 1-epsilon - lpcoeff = (1 - g*cw - aluSqrt(2*g*(1-cw) - g*g*(1 - cw*cw))) / (1 - g); + // Calculate the decay equation for each low-pass filter. + g = pow(10.0f, length / (Effect->Reverb.DecayTime * hfRatio) * + -60.0f / 20.0f); + if (hfRatio > 1.0f) + g = State->Late.Coeff[index] / g; + else + g = g / State->Late.Coeff[index]; + g = __max(g, 0.1f); + g *= g; + + // Calculate the gain (coefficient) for each low-pass filter. + lpCoeff = 0.0f; + if(g < 0.9999f) // 1-epsilon + lpCoeff = (1 - g*cw - aluSqrt(2*g*(1-cw) - g*g*(1 - cw*cw))) / (1 - g); + + // Very low decay times will produce minimal output, so apply an + // upper bound to the coefficient. + lpCoeff = __min(lpCoeff, 0.98f); + + // Calculate the filter coefficients for high-pass or low-pass + // dependent on HF ratio being above 1. + if(hfRatio > 1.0f) { + State->Late.LpCoeff[index][0] = 1.0f + lpCoeff; + State->Late.LpCoeff[index][1] = -lpCoeff; + } else { + State->Late.LpCoeff[index][0] = 1.0f - lpCoeff; + State->Late.LpCoeff[index][1] = lpCoeff; + } - State->Late.LpCoeff[0] = __min(lpcoeff, 0.98f); + // Attenuate the cyclical line coefficients by the mixing coefficient + // (x). + State->Late.Coeff[index] *= mixCoeff; + } } // This processes the reverb state, given the input samples and an output @@ -526,7 +624,7 @@ ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect) ALvoid VerbProcess(ALverbState *State, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS]) { ALuint index; - ALfloat in, early[2], late[2], out[2]; + ALfloat in[4], early[2], late[2], out[2]; for(index = 0;index < SamplesToDo;index++) { @@ -534,11 +632,14 @@ ALvoid VerbProcess(ALverbState *State, ALuint SamplesToDo, const ALfloat *Sample DelayLineIn(&State->Delay, State->Offset, SamplesIn[index]); // Calculate the early reflection from the first delay tap. - in = DelayLineOut(&State->Delay, State->Offset - State->Tap[0]); - EarlyReflection(State, in, early); - - // Calculate the late reverb from the second delay tap. - in = DelayLineOut(&State->Delay, State->Offset - State->Tap[1]); + in[0] = DelayLineOut(&State->Delay, State->Offset - State->Tap[0]); + EarlyReflection(State, in[0], early); + + // Calculate the late reverb from the last four delay taps. + in[0] = DelayLineOut(&State->Delay, State->Offset - State->Tap[1]); + in[1] = DelayLineOut(&State->Delay, State->Offset - State->Tap[2]); + in[2] = DelayLineOut(&State->Delay, State->Offset - State->Tap[3]); + in[3] = DelayLineOut(&State->Delay, State->Offset - State->Tap[4]); LateReverb(State, in, late); // Mix early reflections and late reverb. |