aboutsummaryrefslogtreecommitdiffstats
path: root/Alc/effects/reverb.c
Commit message (Collapse)AuthorAgeFilesLines
* Improve reverb panning gains for "3D" output.Chris Robinson2016-05-171-8/+8
|
* Get rid of an unnecessary copy of ALeffectPropsChris Robinson2016-05-131-3/+2
|
* Hold the effect and filter maps while handling effects and filtersChris Robinson2016-05-121-8/+0
|
* 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.
* Improve radius behavior with scaling of ambisonic coefficientsChris Robinson2016-04-241-6/+6
|
* More directly map coefficients for ambisonic mixing buffersChris Robinson2016-04-151-14/+7
| | | | | | Instead of looping over all the coefficients for each channel with multiplies, when we know only one will have a non-0 factor for ambisonic mixing buffers, just index the one with a non-0 factor.
* Avoid mixing all coefficients together when only some are usedChris Robinson2016-04-151-10/+14
|
* Use the 3D panned output for reverb with HQ decodingChris Robinson2016-03-311-3/+3
| | | | | | This is less than ideal, but matching each reverb line to a speaker with surround sound output is way too loud without the ambient volume scaling offered by the "direct" panning.
* Add a workaround for a buggy modffChris Robinson2016-03-181-0/+15
|
* Make sure enough reverb panning gains are definedChris Robinson2016-03-161-4/+4
|
* Add a dual-band ambisonic decoderChris Robinson2016-03-151-8/+12
| | | | | | | | | | This uses a virtual B-Format buffer for mixing, and then uses a dual-band decoder for improved positional quality. This currently only works with first- order output since first-order input (from the AL_EXT_BFROMAT extension) would not sound correct when fed through a second- or third-order decoder. This also does not currently implement near-field compensation since near-field rendering effects are not implemented.
* Allocate enough reverb panning gainsChris Robinson2016-03-101-2/+6
|
* Organize the dry buffer properties into a structChris Robinson2016-03-091-17/+20
|
* Track the virtual and real output buffers ecplicitlyChris Robinson2016-03-091-15/+21
|
* Fix reverb with UHJ encodingChris Robinson2016-03-031-1/+1
|
* Use 2-channel UHJ for stereo outputChris Robinson2016-02-261-6/+6
|
* Remove a dead assignmentChris Robinson2016-02-161-1/+0
|
* Add special HRTF handling for reverbChris Robinson2016-02-061-1/+77
| | | | | | | This is pretty hacky. Since HRTF normally renders to B-Format with two "extra" channels for the real stereo output, the panning interpolates between a panned reverb channel on B-Format, and two non-panned reverb channels on stereo output, given the panning vector length.
* Only apply the +3dB reverb gain boost to the ambient response.Chris Robinson2016-02-061-2/+1
|
* Avoid an extra sample of delay in the reverb modulatorChris Robinson2016-02-051-4/+6
|
* Remove an unnecessary variable and move duplicate code to a common spotChris Robinson2016-02-051-37/+23
|
* Don't explicitly check for LFEChris Robinson2016-02-051-16/+0
| | | | It's going to be set to 0 gain anyway
* Boost the direct-pan reverb to better match the expected volumeChris Robinson2016-02-051-0/+2
| | | | | Hopefully. Would be nice to have a reference implementation for this style of reverb to compare with.
* Update a couple outdated commentsChris Robinson2016-02-051-3/+1
|
* Apply the early and late reverb gains with the panning gainsChris Robinson2016-02-051-26/+28
|
* Better organize the reverb code into separate labeled sectionsChris Robinson2016-02-051-425/+442
|
* Separate early and late reverb output for standard reverb tooChris Robinson2016-02-051-33/+27
|
* Modify how the four output reverb points are calculatedChris Robinson2016-02-051-40/+62
| | | | | For HRTF and B-Format output, the points no longer move but instead scale based on the desired panning direction.
* Try to map reverb outputs directly to output channelsChris Robinson2016-02-011-2/+77
| | | | | | | | | HRTF and B-Format output still need to use virtual panning directions, but the reverb works better when it outputs directly to an output channel. Ambient and directional panning is used to properly mask and attenuate each output channel. Note that currently the "direct panning" output is quieter than it should be. Work is underway to attenuate the early reflections and late reverb better.
* Apply the main reverb gain with the panningChris Robinson2016-02-011-13/+12
|
* Fix an out of date commentChris Robinson2016-01-311-4/+2
|
* Pass a pointer to the input samples array for effect processingChris Robinson2016-01-271-3/+3
|
* Separate calculating ambisonic coefficients from the panning gainsChris Robinson2016-01-251-5/+14
|
* Simplify reverb panning rotationsChris Robinson2015-11-071-4/+4
|
* Pan each early/late delay line separatelyChris Robinson2015-11-051-56/+70
|
* Remove an unneeded memset that was overwriting memoryChris Robinson2015-11-051-2/+0
|
* Pass in the Q parameter for setting the filter parametersChris Robinson2015-11-011-2/+5
| | | | Also better handle the peaking filter gain.
* Use modff to split the modulation delay componentsChris Robinson2015-10-311-4/+3
|
* Mix reverb to output in the inner loopChris Robinson2015-10-291-41/+39
|
* Include the echo's attenuation of the late reverb in the late reverb gainChris Robinson2015-10-291-24/+29
|
* Do up to 256 samples per reverb inner loop iterationChris Robinson2015-10-291-2/+3
|
* Always update all reverb propertiesChris Robinson2015-10-281-68/+44
| | | | | | The EAX-only effect properties will be set to compatible defaults when standard reverb is set, and the EAX-only effects will be skipped during sample processing.
* Do multiple samples at once in each reverb componentChris Robinson2015-10-281-245/+267
|
* Rename F_2PI to F_TAUChris Robinson2015-09-131-2/+2
|
* Improve ambient gain calculationsChris Robinson2014-11-251-4/+4
|
* Fix reverb panning directionChris Robinson2014-11-251-2/+2
|
* Interpolate directional reverb gains with ambient based on vector lengthChris Robinson2014-11-151-4/+23
|
* Pas the output device channel count to ALeffectState::processChris Robinson2014-11-071-10/+10
|
* Use a separate macro for the max output channel countChris Robinson2014-11-071-5/+5
|
* Use a method to set omni-directional channel gainsChris Robinson2014-11-041-2/+1
|