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path: root/Alc/alcReverb.c
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* Rename the effect state's Destroy method to DestructChris Robinson2013-05-211-2/+2
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* Use factories to create and destroy effect statesChris Robinson2013-05-211-72/+105
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* Use a properly-defined history for the FILTER structChris Robinson2013-05-211-3/+2
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* Auto-generate wrappers to upcast objects before calling user methodsChris Robinson2013-05-211-10/+5
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* Use macros to help define vtables for effect statesChris Robinson2013-05-211-54/+54
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* The effect state being destroyed can't be NULLChris Robinson2013-05-211-6/+5
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* Rename some inheritance macrosChris Robinson2013-05-211-12/+12
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* Use some macros to help with deriving typesChris Robinson2013-05-201-14/+13
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* Move the effect-specific get/set methods to where the effect is implementedChris Robinson2013-03-131-0/+533
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* Use a separate step to deinterlace reverb samplesChris Robinson2012-10-141-14/+33
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* Mark some parameters as const and/or RESTRICTChris Robinson2012-10-141-8/+8
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* Combine early reflections and late reverb in VerbPassChris Robinson2012-09-271-11/+11
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* Fix up some more header includesChris Robinson2012-09-141-3/+2
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* Use a non-interleaved DryBufferChris Robinson2012-09-111-4/+4
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* Use wrappers for float-typed math functionsChris Robinson2012-06-291-22/+22
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* Don't use all caps for enum value namesChris Robinson2012-06-281-10/+10
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* Add a method to calculate gains given a sound point and its half-width, and ↵Chris Robinson2012-04-281-32/+10
| | | | | | | | | use it for reverb The half-width ranges from 0 to pi, and essentially specifies the coverage area around the listener. At 0, it's an infinitely small point sound and behaves like a usual panning sound. At pi/2 it covers half the area, and at pi it covers the whole area.
* Flip the parameters to aluCart2LUTpos, so it behaves a bit more like atan2Chris Robinson2012-04-281-2/+2
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* Pass a device to the effect update functionsChris Robinson2012-03-131-4/+3
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* Rename SpeakerGain to ChannelGainChris Robinson2012-02-101-5/+5
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* Use loops to write reverb outputChris Robinson2011-11-021-37/+7
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* Make a floating-point constant a float typeChris Robinson2011-10-021-1/+1
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* Improve index calculation for reverb modulation updatesChris Robinson2011-10-011-10/+5
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* Add some formatting spaces to the reverb state structChris Robinson2011-10-011-0/+24
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* Rename LOWPASSFREQCUTOFF to LOWPASSFREQREFChris Robinson2011-09-301-1/+1
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* Use fast float-to-int conversions for some mixer-related codeChris Robinson2011-09-291-14/+14
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* Look for and use atan2f, log10f, and floorfChris Robinson2011-09-241-1/+1
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* Use aluAtan instead of atanChris Robinson2011-09-241-1/+1
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* Use macros for float-typed PI values, to avoid manual casts everywhereChris Robinson2011-09-221-2/+2
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* Use cosf and sinf when availableChris Robinson2011-09-221-4/+4
| | | | Also clear away a few more MSVC precision warnings
* Remove the effect slot parameter from the effect process methodChris Robinson2011-09-121-4/+2
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* Avoid accessing EAX-only reverb properties for non-EAX updatesChris Robinson2011-09-111-1/+2
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* Remove the union from the effect parameter typesChris Robinson2011-09-111-24/+24
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* Trace the reverb buffer sizeChris Robinson2011-09-021-0/+1
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* Combine the reverb effectsChris Robinson2011-09-011-600/+525
| | | | | | | Updating and processing still differs depending on whether standard or EAX reverb is used or not. The only functional difference should be that the allocated buffer (and subsequent offsets) take into account the modulation and echo times.
* Rename minF/maxF/clampF to minf/maxf/clampf for consistencyChris Robinson2011-08-161-2/+2
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* Use inline minF/maxF/clampF functions instead of the __min/__max macrosChris Robinson2011-08-161-8/+5
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* Add an option to emulate EAX reverb using standard reverbChris Robinson2011-07-201-1/+4
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* Add a config option to boost reverb outputChris Robinson2011-07-201-1/+9
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* Scale reverb output based on the number of channelsChris Robinson2011-07-201-2/+7
| | | | | A scale of sqrt(2/numchannels) is used so the perceived volume matches as if it was stereo output, which seems to match other implementations.
* Simplify some reverb update calculationsChris Robinson2011-07-171-2/+2
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* Apply the slot gain during the effect update methodChris Robinson2011-07-161-28/+32
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* Pass the effect slot to the effect update methodChris Robinson2011-07-161-41/+48
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* Get rid of a couple typedefsChris Robinson2011-07-021-3/+3
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* Use a multi-dimensional array for the panning LUTChris Robinson2011-05-211-2/+2
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* Store the separate effect parameters in a unionChris Robinson2011-05-201-37/+39
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* Use lerp() in a couple more placesChris Robinson2011-05-181-2/+2
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* Don't inline CalcLimitedHfRatioChris Robinson2011-02-071-1/+1
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* Rename OUTPUTCHANNELS to something more descriptiveChris Robinson2010-12-011-11/+11
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* Share the interpolation functions and use them in the reverb effectChris Robinson2010-11-261-14/+14
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