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-rw-r--r--Alc/alcReverb.c545
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.