Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Use arrays instead of pointer-to-arrays for the low-pass filter | Chris Robinson | 2008-07-26 | 1 | -3/+0 |
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* | Implement yet another low-pass filter | Chris Robinson | 2008-07-25 | 1 | -0/+5 |
| | | | | This one using the Butterworth IIR filter design | ||||
* | Clarify implicit destruction warnings | Chris Robinson | 2008-07-22 | 1 | -1/+1 |
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* | Preserve data and position when reallocating the reverb effect | Chris Robinson | 2008-02-18 | 1 | -3/+7 |
| | | | | Still not perfect, but better for when the size doesn't change | ||||
* | Remove effect slot thunk entry when deallocated forcefully | Chris Robinson | 2008-01-21 | 1 | -0/+1 |
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* | Clean a couple debug messages | Chris Robinson | 2008-01-19 | 1 | -1/+1 |
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* | Implement AL_EFFECT_REVERB | Chris Robinson | 2008-01-18 | 1 | -7/+58 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Here is a quick description of how the reverb effect works: +--->---+*(4) | V new sample +-----+---+---+ | |extra|ltr|ref| <- +*(1) +-----+---+---+ (3,5)*| |*(2) +-->| V out sample 1) Apply master reverb gain to incoming sample and place it at the head of the buffer. The master reverb gainhf was already applied when the source was initially mixed. 2) Copy the delayed reflection sample to an output sample and apply the reflection gain. 3) Apply the late reverb gain to the late reverb sample 4) Copy the end of the buffer, applying a decay gain and the decay hf ratio, and add to the late reverb. 5) Copy the late reverb sample, adding to the output sample. Then the head and sampling points are shifted forward, and done again for each new sample. The extra buffer length is determined by the Reverb Density property. A value of 0 gives a length of 0.1 seconds (long, with fairly distinct echos) , and 1 gives 0.075 seconds (short, indistinct echos). The decay gain is calculated such that after a number of loops to satisfy the Decay Time, a sample will be 1/32768th as powerful (virtually insignificant to the resulting output, and only getting further reduced). It is calculated as: DecayGain = pow(1.0f/32768.0f, 1.0/(DecayTime/ExtraLength)); Things to note: Reverb Diffusion is not currently handled, nor is Decay HF Limit. Decay HF Ratios above 1 probably give incorrect results. Also, this method likely sucks, but it's the best I can come up with before release. :) | ||||
* | Add missing config.h includes | Chris Robinson | 2008-01-16 | 1 | -3/+2 |
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* | Fix debug comments | Chris Robinson | 2008-01-16 | 1 | -1/+1 |
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* | Keep track of references to effect slots, so they aren't deleted while in use | Chris Robinson | 2008-01-16 | 1 | -0/+10 |
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* | Fix allocation of multiple effect slots, effects, and filters | Chris Robinson | 2008-01-15 | 1 | -0/+2 |
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* | Store effect slots in the context | Chris Robinson | 2008-01-15 | 1 | -16/+13 |
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* | Remove errant line | Chris Robinson | 2008-01-15 | 1 | -2/+0 |
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* | Make sure a valid context is set for effect slots | Chris Robinson | 2008-01-15 | 1 | -0/+55 |
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* | Fix some copy/paste errors | Chris Robinson | 2008-01-15 | 1 | -1/+1 |
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* | Merge branch 'master' into efx-experiment | Chris Robinson | 2007-12-31 | 1 | -0/+2 |
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* | Use the AuxSendAuto property of the effect slot | Chris Robinson | 2007-12-18 | 1 | -1/+0 |
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* | Add AL_EFFECTSLOT_AUXILIARY_SEND_AUTO property (still unimplemented) | Chris Robinson | 2007-12-18 | 1 | -0/+17 |
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* | Implement AL_EFFECTSLOT_GAIN property | Chris Robinson | 2007-12-18 | 1 | -6/+23 |
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* | Implement AL_EFFECTSLOT_EFFECT property | Chris Robinson | 2007-12-18 | 1 | -8/+32 |
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* | Only allow one auxiliary effect slot | Chris Robinson | 2007-12-18 | 1 | -20/+26 |
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* | Add auxiliary effect slot function skeletons | Chris Robinson | 2007-12-17 | 1 | -0/+359 |