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path: root/Alc/effects/reverb.c
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* 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
* 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
* 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
* 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
* 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
* 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
* Boost the direct-pan reverb to better match the expected volumeChris Robinson2016-02-051-0/+2
* Update a couple outdated commentsChris Robinson2016-02-051-3/+1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
* Try to map reverb outputs directly to output channelsChris Robinson2016-02-011-2/+77
* 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* Fix an out of date commentChris Robinson2016-01-311-4/+2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
* 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
* 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
* Avoid taking the square-root of the ambient gainChris Robinson2014-10-111-33/+13
* Make ComputeAngleGains use ComputeDirectionalGainsChris Robinson2014-10-021-26/+36