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path: root/Alc/effects/reverb.c
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* Add a method to copy a filter's coefficientsChris Robinson2017-05-211-11/+2
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* Avoid unnecessary doublesChris Robinson2017-05-211-2/+2
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* Use a macro to specify the decay target gainChris Robinson2017-05-211-2/+2
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* Reduce the main reverb filter gain limit to match the restChris Robinson2017-05-161-4/+4
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* Make reverb delay line structs use interleaved floatsChris Robinson2017-05-151-68/+73
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* Make the reverb's early and late feedback lines interleavedChris Robinson2017-05-141-42/+47
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* Update a couple comments about the reverb modulationChris Robinson2017-05-131-12/+13
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* Replace 4 separate all-passes with one vector all-passChris Robinson2017-05-131-53/+47
| | | | | | Each 4 related all-passes now share a structure with one delay line, which uses an interleaved sample history. Also fixes some potential rounding problems for delay lines with interleaved samples.
* Apply reverb modulation to the late feedback linesChris Robinson2017-05-121-104/+71
| | | | | | | | This seems to be more in-line with the intended behavior, to allow build-up and overlap within the reverb decay, rather than a pitch-shift on input. Unfortunately there's no readily available implementation of this reverb model that includes modulation to compare with, so a low depth coefficient is used to keep it very subtle.
* Remove the 0.5 gain on the reverb outputChris Robinson2017-05-111-6/+2
| | | | | Turns out to be unnecessary, as it reduced the volume below what other reverb implementations provide with the same presets.
* Restore the previous reverb B2A and A2B matricesChris Robinson2017-05-111-12/+12
| | | | Also, untranspose the A2B matrix.
* Update reverb conversion matrices and output gainChris Robinson2017-05-081-10/+12
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* Add a slight bit of attenuation to the reverb outputChris Robinson2017-05-021-2/+4
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* Change some ALuint parameters to ALsizeiChris Robinson2017-05-021-4/+4
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* Don't do more reverb samples than there are to fade.Chris Robinson2017-04-281-2/+6
| | | | This avoids having to clamp the fade value when incrementing it.
* Combine mostly duplicate functionsChris Robinson2017-04-271-121/+50
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* Properly update the delay line offsets when fading is doneChris Robinson2017-04-271-28/+44
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* Reverb code updateChris Robinson2017-04-261-824/+1213
| | | | | | | | | | | | | | This update modifies the reverb in numerous ways. The 3-series, 4-parallel all-pass is replaced with a Gerzon vector all-pass. The vector all-pass is also applied to the early reflections, to help with the initial diffusion in the late reverb. The late reverb filter and feedback attenuation has been replaced with a dual first-order equalization filter, which controls the low and high frequencies with individual low-pass/high-shelf and high-pass/low-shelf filters with gain control. Additionally, delay lines now have the ability to blend the output between two offsets, to help smooth out the transition for when the delay changes (without such, it could result in undesirable clicks and pops).
* Limit filter gains to -24dBChris Robinson2017-02-221-2/+2
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* Fix late reverb low-pass filteringChris Robinson2017-01-291-1/+1
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* Use an all-pass series on each late reverb lineChris Robinson2017-01-281-261/+396
| | | | | | | | | This attempts to improve the smoothness of the late reverb decay by passing each line through multiple all-pass filters. Some work is still needed to work better in high-density and not-so-high-diffusion environments. This also removes the decay from the early reflections, since it's no longer continuous feedback.
* Round the early and late delay tap sample offsetsChris Robinson2016-10-261-4/+4
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* Restore a comment that was accidentally deletedChris Robinson2016-10-101-0/+9
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* Better sort the main delay line tapsChris Robinson2016-10-061-60/+39
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* Decorrelate the early reflection inputsChris Robinson2016-10-061-10/+19
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* Pass current and target gains directly for mixingChris Robinson2016-10-051-45/+12
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* Update a comment about using row mixersChris Robinson2016-10-051-3/+1
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* Better pack the late reverb low- and all-pass variablesChris Robinson2016-10-051-21/+25
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* Use the row mixer functions for the B-to-A-Format conversionChris Robinson2016-10-041-16/+10
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* Enhance reverb using B-Format processingChris Robinson2016-10-031-405/+386
| | | | | | | | | | | | Technically it uses A-Format processing from the B-Format input and output. But this attempts to provide better spatial definition to the reverberation so that it can be used in a more generic fashion, allowing it to be decoded as any other B-Format signal to whatever output is needed, and also allowing for a bit of height information when the output is capable of such. There may still be some kinks to work out, such as properly decorrelating the early reflection taps and tweaking the late reverb density. But it seems to be a good enough start.
* Fix EAX reverb effect output for HRTF and UHJChris Robinson2016-09-131-2/+2
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* Write to the correct outputs for extra reverb channelsChris Robinson2016-09-111-2/+2
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* Combine the reverb decorrelator delay line with the main delay lineChris Robinson2016-09-111-46/+26
| | | | | | | Since it was merely acting as an extension of it anyway, with the second delay line tap (for late reverb) copying attenuated samples to the decorrelator line that was being tapped off of. Just extend the delay line and offset the decorrelator taps to be relative to the late reverb tap.
* Make the SelectMixer function sharableChris Robinson2016-09-061-15/+1
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* Use the optimized mixing functions for reverb outputChris Robinson2016-09-061-83/+117
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* Use deinterlaced buffers for the intermediate reverb storageChris Robinson2016-09-061-119/+137
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* Do reverb modulation before band-pass filteringChris Robinson2016-09-061-7/+6
| | | | | | | Ideally the band-pass should probably happen closer to output, like gain is. However, doing that would require 16 filters (4 early + 4 late channels, each with a low-pass and high-pass filter), compared to the two needed to do it on input.
* Do multiple samples at once for reverb modulationChris Robinson2016-09-051-38/+49
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* Add a ref count to ALeffectStateChris Robinson2016-08-251-93/+100
| | | | | This is mostly just reorganizing the effects to call the Construct method which initializes the ref count.
* Combine related members into a structChris Robinson2016-08-241-2/+2
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* Remove DevFmtBFormat3D, which is covered by DevFmtAmbi1Chris Robinson2016-07-311-1/+1
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* Simplify a format checkChris Robinson2016-07-301-3/+2
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* Add a config to output first-, second-, or third-order ambisonicsChris Robinson2016-07-291-1/+3
| | | | | | | | | Currently incomplete, as second- and third-order output will not correctly handle B-Format input buffers. A standalone up-sampler will be needed, similar to the high-quality decoder. Also, output is ACN ordering with SN3D normalization. A config option will eventually be provided to change this if desired.
* Avoid more uses of ALfilterState_processSingleChris Robinson2016-07-251-9/+9
| | | | | It's a horriobly inefficient way to process multiple samples through the filter.
* Avoid using realloc in a number of placesChris Robinson2016-05-211-5/+7
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* Don't assume the "real" output buffer follows the dry bufferChris Robinson2016-05-171-15/+44
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* Improve reverb panning gains for "3D" output.Chris Robinson2016-05-171-8/+8
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* Get rid of an unnecessary copy of ALeffectPropsChris Robinson2016-05-131-3/+2
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* Hold the effect and filter maps while handling effects and filtersChris Robinson2016-05-121-8/+0
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* Provide (mostly) lockless updates for effect slotsChris Robinson2016-05-121-4/+5
| | | | | | | | | | | | | | | | | Similar to the listener, separate containers are provided atomically for the mixer thread to apply updates without needing to block, and a free-list is used to reuse container objects. A couple things to note. First, the lock is still used when the effect state's deviceUpdate method is called to prevent asynchronous calls to reset the device from interfering. This can be fixed by using the list lock in ALc.c instead. Secondly, old effect states aren't immediately deleted when the effect type changes (the actual type, not just its properties). This is because the mixer thread is intended to be real-time safe, and so can't be freeing anything. They are cleared away when updates reuse the container they were kept in, and they don't incur any extra processing cost, but there may be cases where the memory is kept around until the effect slot is deleted.