Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Fix late reverb low-pass filtering | Chris Robinson | 2017-01-29 | 1 | -1/+1 |
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* | Use an all-pass series on each late reverb line | Chris Robinson | 2017-01-28 | 1 | -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 offsets | Chris Robinson | 2016-10-26 | 1 | -4/+4 |
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* | Restore a comment that was accidentally deleted | Chris Robinson | 2016-10-10 | 1 | -0/+9 |
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* | Better sort the main delay line taps | Chris Robinson | 2016-10-06 | 1 | -60/+39 |
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* | Decorrelate the early reflection inputs | Chris Robinson | 2016-10-06 | 1 | -10/+19 |
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* | Pass current and target gains directly for mixing | Chris Robinson | 2016-10-05 | 1 | -45/+12 |
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* | Update a comment about using row mixers | Chris Robinson | 2016-10-05 | 1 | -3/+1 |
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* | Better pack the late reverb low- and all-pass variables | Chris Robinson | 2016-10-05 | 1 | -21/+25 |
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* | Use the row mixer functions for the B-to-A-Format conversion | Chris Robinson | 2016-10-04 | 1 | -16/+10 |
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* | Enhance reverb using B-Format processing | Chris Robinson | 2016-10-03 | 1 | -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 UHJ | Chris Robinson | 2016-09-13 | 1 | -2/+2 |
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* | Write to the correct outputs for extra reverb channels | Chris Robinson | 2016-09-11 | 1 | -2/+2 |
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* | Combine the reverb decorrelator delay line with the main delay line | Chris Robinson | 2016-09-11 | 1 | -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 sharable | Chris Robinson | 2016-09-06 | 1 | -15/+1 |
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* | Use the optimized mixing functions for reverb output | Chris Robinson | 2016-09-06 | 1 | -83/+117 |
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* | Use deinterlaced buffers for the intermediate reverb storage | Chris Robinson | 2016-09-06 | 1 | -119/+137 |
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* | Do reverb modulation before band-pass filtering | Chris Robinson | 2016-09-06 | 1 | -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 modulation | Chris Robinson | 2016-09-05 | 1 | -38/+49 |
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* | Add a ref count to ALeffectState | Chris Robinson | 2016-08-25 | 1 | -93/+100 |
| | | | | | This is mostly just reorganizing the effects to call the Construct method which initializes the ref count. | ||||
* | Combine related members into a struct | Chris Robinson | 2016-08-24 | 1 | -2/+2 |
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* | Remove DevFmtBFormat3D, which is covered by DevFmtAmbi1 | Chris Robinson | 2016-07-31 | 1 | -1/+1 |
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* | Simplify a format check | Chris Robinson | 2016-07-30 | 1 | -3/+2 |
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* | Add a config to output first-, second-, or third-order ambisonics | Chris Robinson | 2016-07-29 | 1 | -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_processSingle | Chris Robinson | 2016-07-25 | 1 | -9/+9 |
| | | | | | It's a horriobly inefficient way to process multiple samples through the filter. | ||||
* | Avoid using realloc in a number of places | Chris Robinson | 2016-05-21 | 1 | -5/+7 |
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* | Don't assume the "real" output buffer follows the dry buffer | Chris Robinson | 2016-05-17 | 1 | -15/+44 |
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* | Improve reverb panning gains for "3D" output. | Chris Robinson | 2016-05-17 | 1 | -8/+8 |
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* | Get rid of an unnecessary copy of ALeffectProps | Chris Robinson | 2016-05-13 | 1 | -3/+2 |
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* | Hold the effect and filter maps while handling effects and filters | Chris Robinson | 2016-05-12 | 1 | -8/+0 |
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* | Provide (mostly) lockless updates for effect slots | Chris Robinson | 2016-05-12 | 1 | -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 coefficients | Chris Robinson | 2016-04-24 | 1 | -6/+6 |
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* | More directly map coefficients for ambisonic mixing buffers | Chris Robinson | 2016-04-15 | 1 | -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 used | Chris Robinson | 2016-04-15 | 1 | -10/+14 |
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* | Use the 3D panned output for reverb with HQ decoding | Chris Robinson | 2016-03-31 | 1 | -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 modff | Chris Robinson | 2016-03-18 | 1 | -0/+15 |
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* | Make sure enough reverb panning gains are defined | Chris Robinson | 2016-03-16 | 1 | -4/+4 |
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* | Add a dual-band ambisonic decoder | Chris Robinson | 2016-03-15 | 1 | -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 gains | Chris Robinson | 2016-03-10 | 1 | -2/+6 |
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* | Organize the dry buffer properties into a struct | Chris Robinson | 2016-03-09 | 1 | -17/+20 |
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* | Track the virtual and real output buffers ecplicitly | Chris Robinson | 2016-03-09 | 1 | -15/+21 |
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* | Fix reverb with UHJ encoding | Chris Robinson | 2016-03-03 | 1 | -1/+1 |
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* | Use 2-channel UHJ for stereo output | Chris Robinson | 2016-02-26 | 1 | -6/+6 |
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* | Remove a dead assignment | Chris Robinson | 2016-02-16 | 1 | -1/+0 |
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* | Add special HRTF handling for reverb | Chris Robinson | 2016-02-06 | 1 | -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 Robinson | 2016-02-06 | 1 | -2/+1 |
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* | Avoid an extra sample of delay in the reverb modulator | Chris Robinson | 2016-02-05 | 1 | -4/+6 |
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* | Remove an unnecessary variable and move duplicate code to a common spot | Chris Robinson | 2016-02-05 | 1 | -37/+23 |
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* | Don't explicitly check for LFE | Chris Robinson | 2016-02-05 | 1 | -16/+0 |
| | | | | It's going to be set to 0 gain anyway | ||||
* | Boost the direct-pan reverb to better match the expected volume | Chris Robinson | 2016-02-05 | 1 | -0/+2 |
| | | | | | Hopefully. Would be nice to have a reference implementation for this style of reverb to compare with. |