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* Do reverb modulation before band-pass filteringChris Robinson2016-09-061-7/+6
* Do multiple samples at once for reverb modulationChris Robinson2016-09-051-38/+49
* Use a predefined identity matrixChris Robinson2016-09-053-30/+6
* Add a ref count to ALeffectStateChris Robinson2016-08-2510-203/+309
* Combine related members into a structChris Robinson2016-08-241-2/+2
* Remove DevFmtBFormat3D, which is covered by DevFmtAmbi1Chris Robinson2016-07-311-1/+1
* Simplify a format checkChris Robinson2016-07-301-3/+2
* Add a config to output first-, second-, or third-order ambisonicsChris Robinson2016-07-291-1/+3
* Remove the last use of ALfilterState_processSingleChris Robinson2016-07-261-3/+17
* Remove broken autowah effect codeChris Robinson2016-07-261-271/+0
* Rename input_gain to b0Chris Robinson2016-07-263-6/+6
* Avoid more uses of ALfilterState_processSingleChris Robinson2016-07-251-9/+9
* Avoid manual loops for ALfilterState processingChris Robinson2016-07-251-25/+17
* Avoid using realloc in a number of placesChris Robinson2016-05-214-17/+19
* Don't assume the "real" output buffer follows the dry bufferChris Robinson2016-05-171-15/+44
* Improve reverb panning gains for "3D" output.Chris Robinson2016-05-171-8/+8
* Get rid of an unnecessary copy of ALeffectPropsChris Robinson2016-05-1311-55/+54
* Hold the effect and filter maps while handling effects and filtersChris Robinson2016-05-121-8/+0
* Provide (mostly) lockless updates for effect slotsChris Robinson2016-05-1211-67/+83
* Improve radius behavior with scaling of ambisonic coefficientsChris Robinson2016-04-245-15/+21
* Don't look up the dry buffer's FrontCenter in the Dedicated effectChris Robinson2016-04-161-8/+4
* More directly map coefficients for ambisonic mixing buffersChris Robinson2016-04-1510-44/+26
* Avoid mixing all coefficients together when only some are usedChris Robinson2016-04-155-21/+31
* Use the 3D panned output for reverb with HQ decodingChris Robinson2016-03-311-3/+3
* Include any first-order scaling in the FOAOut coefficientsChris Robinson2016-03-253-16/+12
* Mix Dedicated effects to the real output if possibleChris Robinson2016-03-251-6/+21
* Add a specific output for first-order sourcesChris Robinson2016-03-223-3/+12
* 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
* Generalize GetChannelIdxByNameChris Robinson2016-03-101-2/+2
* Allocate enough reverb panning gainsChris Robinson2016-03-101-2/+6
* Organize the dry buffer properties into a structChris Robinson2016-03-0910-32/+40
* 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