/** * OpenAL cross platform audio library * Copyright (C) 2009 by Chris Robinson. * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. * Or go to http://www.gnu.org/copyleft/lgpl.html */ #include "config.h" #include #include #include "alMain.h" #include "alFilter.h" #include "alAuxEffectSlot.h" #include "alError.h" #include "alu.h" typedef struct ALechoState { // Must be first in all effects! ALeffectState state; ALfloat *SampleBuffer; ALuint BufferLength; // The echo is two tap. The delay is the number of samples from before the // current offset struct { ALuint delay; } Tap[2]; ALuint Offset; /* The panning gains for the two taps */ ALfloat Gain[2][MaxChannels]; ALfloat FeedGain; FILTER iirFilter; ALfloat history[2]; } ALechoState; static ALvoid EchoDestroy(ALeffectState *effect) { ALechoState *state = (ALechoState*)effect; if(state) { free(state->SampleBuffer); state->SampleBuffer = NULL; free(state); } } static ALboolean EchoDeviceUpdate(ALeffectState *effect, ALCdevice *Device) { ALechoState *state = (ALechoState*)effect; ALuint maxlen, i; // Use the next power of 2 for the buffer length, so the tap offsets can be // wrapped using a mask instead of a modulo maxlen = fastf2u(AL_ECHO_MAX_DELAY * Device->Frequency) + 1; maxlen += fastf2u(AL_ECHO_MAX_LRDELAY * Device->Frequency) + 1; maxlen = NextPowerOf2(maxlen); if(maxlen != state->BufferLength) { void *temp; temp = realloc(state->SampleBuffer, maxlen * sizeof(ALfloat)); if(!temp) return AL_FALSE; state->SampleBuffer = temp; state->BufferLength = maxlen; } for(i = 0;i < state->BufferLength;i++) state->SampleBuffer[i] = 0.0f; return AL_TRUE; } static ALvoid EchoUpdate(ALeffectState *effect, ALCdevice *Device, const ALeffectslot *Slot) { ALechoState *state = (ALechoState*)effect; ALuint frequency = Device->Frequency; ALfloat lrpan, cw, g, gain; ALfloat dirGain; ALuint i; state->Tap[0].delay = fastf2u(Slot->effect.Echo.Delay * frequency) + 1; state->Tap[1].delay = fastf2u(Slot->effect.Echo.LRDelay * frequency); state->Tap[1].delay += state->Tap[0].delay; lrpan = Slot->effect.Echo.Spread; state->FeedGain = Slot->effect.Echo.Feedback; cw = cosf(F_PI*2.0f * LOWPASSFREQREF / frequency); g = 1.0f - Slot->effect.Echo.Damping; state->iirFilter.coeff = lpCoeffCalc(g, cw); gain = Slot->Gain; for(i = 0;i < MaxChannels;i++) { state->Gain[0][i] = 0.0f; state->Gain[1][i] = 0.0f; } dirGain = fabsf(lrpan); /* First tap panning */ ComputeAngleGains(Device, atan2f(-lrpan, 0.0f), (1.0f-dirGain)*F_PI, gain, state->Gain[0]); /* Second tap panning */ ComputeAngleGains(Device, atan2f(+lrpan, 0.0f), (1.0f-dirGain)*F_PI, gain, state->Gain[1]); } static ALvoid EchoProcess(ALeffectState *effect, ALuint SamplesToDo, const ALfloat *RESTRICT SamplesIn, ALfloat (*RESTRICT SamplesOut)[BUFFERSIZE]) { ALechoState *state = (ALechoState*)effect; const ALuint mask = state->BufferLength-1; const ALuint tap1 = state->Tap[0].delay; const ALuint tap2 = state->Tap[1].delay; ALuint offset = state->Offset; ALfloat smp; ALuint i, k; for(i = 0;i < SamplesToDo;i++,offset++) { /* First tap */ smp = state->SampleBuffer[(offset-tap1) & mask]; for(k = 0;k < MaxChannels;k++) SamplesOut[k][i] += smp * state->Gain[0][k]; /* Second tap */ smp = state->SampleBuffer[(offset-tap2) & mask]; for(k = 0;k < MaxChannels;k++) SamplesOut[k][i] += smp * state->Gain[1][k]; // Apply damping and feedback gain to the second tap, and mix in the // new sample smp = lpFilter2P(&state->iirFilter, 0, smp+SamplesIn[i]); state->SampleBuffer[offset&mask] = smp * state->FeedGain; } state->Offset = offset; } ALeffectState *EchoCreate(void) { ALechoState *state; state = malloc(sizeof(*state)); if(!state) return NULL; state->state.Destroy = EchoDestroy; state->state.DeviceUpdate = EchoDeviceUpdate; state->state.Update = EchoUpdate; state->state.Process = EchoProcess; state->BufferLength = 0; state->SampleBuffer = NULL; state->Tap[0].delay = 0; state->Tap[1].delay = 0; state->Offset = 0; state->iirFilter.coeff = 0.0f; state->iirFilter.history[0] = 0.0f; state->iirFilter.history[1] = 0.0f; return &state->state; }