/** * OpenAL cross platform audio library * Copyright (C) 2008 by Christopher Fitzgerald. * 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 "AL/al.h" #include "AL/alc.h" #include "alMain.h" #include "alAuxEffectSlot.h" #include "alEffect.h" #include "alReverb.h" #ifdef HAVE_SQRTF #define aluSqrt(x) ((ALfloat)sqrtf((float)(x))) #else #define aluSqrt(x) ((ALfloat)sqrt((double)(x))) #endif // fixes for mingw32. #if defined(max) && !defined(__max) #define __max max #endif #if defined(min) && !defined(__min) #define __min min #endif typedef struct DelayLine { // The delay lines use lengths that are powers of 2 to allow bitmasking // instead of modulus wrapping. ALuint Mask; ALfloat *Line; } DelayLine; struct ALverbState { // All delay lines are allocated as a single buffer to reduce memory // fragmentation and teardown code. ALfloat *SampleBuffer; // Master reverb gain. ALfloat Gain; // Initial reverb delay. DelayLine Delay; // The tap points for the initial delay. First tap goes to early // reflections, the second to late reverb. ALuint Tap[2]; struct { // Gain for early reflections. ALfloat Gain; // Early reflections are done with 4 delay lines. ALfloat Coeff[4]; DelayLine Delay[4]; ALuint Offset[4]; } Early; struct { // Gain for late reverb. ALfloat Gain; // Diffusion of late reverb. ALfloat Diffusion; // Late reverb is done with 8 delay lines. ALfloat Coeff[8]; DelayLine Delay[8]; ALuint Offset[8]; // The input and last 4 delay lines are low-pass filtered. ALfloat LpCoeff[5]; ALfloat LpSample[5]; } Late; ALuint Offset; }; // All delay line lengths are specified in seconds. // The length of the initial delay line (a sum of the maximum delay before // early reflections and late reverb; 0.3 + 0.1). static const ALfloat MASTER_LINE_LENGTH = 0.4000f; // The lengths of the early delay lines. static const ALfloat EARLY_LINE_LENGTH[4] = { 0.0015f, 0.0045f, 0.0135f, 0.0405f }; // The lengths of the late delay lines. static const ALfloat LATE_LINE_LENGTH[8] = { 0.0015f, 0.0037f, 0.0093f, 0.0234f, 0.0100f, 0.0150f, 0.0225f, 0.0337f }; // The last 4 late delay lines have a variable length dependent on the effect // density parameter and this multiplier. static const ALfloat LATE_LINE_MULTIPLIER = 9.0f; static ALuint NextPowerOf2(ALuint value) { ALuint powerOf2 = 1; if(value) { value--; while(value) { value >>= 1; powerOf2 <<= 1; } } return powerOf2; } // Basic delay line input/output routines. static __inline ALfloat DelayLineOut(DelayLine *Delay, ALuint offset) { return Delay->Line[offset&Delay->Mask]; } static __inline ALvoid DelayLineIn(DelayLine *Delay, ALuint offset, ALfloat in) { Delay->Line[offset&Delay->Mask] = in; } // Delay line output routine for early reflections. static __inline ALfloat EarlyDelayLineOut(ALverbState *State, ALuint index) { return State->Early.Coeff[index] * DelayLineOut(&State->Early.Delay[index], State->Offset - State->Early.Offset[index]); } // Given an input sample, this function produces a decorrelated stereo output // for early reflections. static __inline ALvoid EarlyReflection(ALverbState *State, ALfloat in, ALfloat *out) { ALfloat d[4], v, f[4]; // Obtain the decayed results of each early delay line. d[0] = EarlyDelayLineOut(State, 0); d[1] = EarlyDelayLineOut(State, 1); d[2] = EarlyDelayLineOut(State, 2); d[3] = EarlyDelayLineOut(State, 3); /* The following uses a lossless scattering junction from waveguide * theory. It actually amounts to a householder mixing matrix, which * will produce a maximally diffuse response, and means this can probably * be considered a simple FDN. * N * --- * \ * v = 2/N / di * --- * i=1 */ v = (d[0] + d[1] + d[2] + d[3]) * 0.5f; // The junction is loaded with the input here. v += in; // Calculate the feed values for the delay lines. f[0] = v - d[0]; f[1] = v - d[1]; f[2] = v - d[2]; f[3] = v - d[3]; // Refeed the delay lines. DelayLineIn(&State->Early.Delay[0], State->Offset, f[0]); DelayLineIn(&State->Early.Delay[1], State->Offset, f[1]); DelayLineIn(&State->Early.Delay[2], State->Offset, f[2]); DelayLineIn(&State->Early.Delay[3], State->Offset, f[3]); // To decorrelate the output for stereo separation, the two outputs are // obtained from the inner delay lines. // Output is instant by using the inputs to them instead of taking the // result of the two delay lines directly (f[0] and f[3] instead of d[1] // and d[2]). out[0] = State->Early.Gain * f[0]; out[1] = State->Early.Gain * f[3]; } // Delay line output routine for late reverb. static __inline ALfloat LateDelayLineOut(ALverbState *State, ALuint index) { return State->Late.Coeff[index] * DelayLineOut(&State->Late.Delay[index], State->Offset - State->Late.Offset[index]); } // Low-pass filter input/output routine for late reverb. static __inline ALfloat LateLowPassInOut(ALverbState *State, ALuint index, ALfloat in) { State->Late.LpSample[index] = in + ((State->Late.LpSample[index] - in) * State->Late.LpCoeff[index]); return State->Late.LpSample[index]; } // Given an input sample, this function produces a decorrelated stereo output // for late reverb. static __inline ALvoid LateReverb(ALverbState *State, ALfloat in, ALfloat *out) { ALfloat din, d[8], v, dv, f[8]; // Since the input will be sent directly to the output as in the early // reflections function, it needs to take into account some immediate // absorption. in = LateLowPassInOut(State, 0, in); // When diffusion is full, no input is directly passed to the variable- // length delay lines (the last 4). din = (1.0f - State->Late.Diffusion) * in; // Obtain the decayed results of the fixed-length delay lines. d[0] = LateDelayLineOut(State, 0); d[1] = LateDelayLineOut(State, 1); d[2] = LateDelayLineOut(State, 2); d[3] = LateDelayLineOut(State, 3); // Obtain the decayed and low-pass filtered results of the variable- // length delay lines. d[4] = LateLowPassInOut(State, 1, LateDelayLineOut(State, 4)); d[5] = LateLowPassInOut(State, 2, LateDelayLineOut(State, 5)); d[6] = LateLowPassInOut(State, 3, LateDelayLineOut(State, 6)); d[7] = LateLowPassInOut(State, 4, LateDelayLineOut(State, 7)); // The waveguide formula used in the early reflections function works // great for high diffusion, but it is not obviously paramerized to allow // a variable diffusion. With only limited time and resources, what // follows is the best variation of that formula I could come up with. // First, there are 8 delay lines used. The first 4 are fixed-length and // generate the highest density of the diffuse response. The last 4 are // variable-length, and are used to smooth out the diffuse response. The // density effect parameter alters their length. The inner two delay // lines of each group have their signs reversed (more about this later). v = (d[0] - d[1] - d[2] + d[3] + d[4] - d[5] - d[6] + d[7]) * 0.25f; // Diffusion is applied as a reduction of the junction pressure for all // branches. This presents two problems. When the diffusion factor (0 // to 1) reaches 0.5, the average feed value is reduced (the junction // becomes lossy). Thus, at 0.5 the signal decays almost twice as fast // as it should. The second problem is the introduction of some // resonant frequencies (coloration). The reversed signs above are used // to help combat some of the coloration by adding variations along the // feed cycle. v *= State->Late.Diffusion; // Load the junction with the input. To reduce the noticeable echo of // the longer delay lines (the variable-length ones) the input is loaded // with the inverse of the effect diffusion. So at full diffusion, the // input is not applied to the last 4 delay lines. Input signs reversed // to balance the equation. dv = v + din; v += in; // As with the reversed signs above, to balance the equation the signs // need to be reversed here, too. f[0] = d[0] - v; f[1] = d[1] + v; f[2] = d[2] + v; f[3] = d[3] - v; f[4] = d[4] - dv; f[5] = d[5] + dv; f[6] = d[6] + dv; f[7] = d[7] - dv; // Feed the fixed-length delay lines with their own cycle (0 -> 1 -> 3 -> // 2 -> 0...). DelayLineIn(&State->Late.Delay[0], State->Offset, f[2]); DelayLineIn(&State->Late.Delay[1], State->Offset, f[0]); DelayLineIn(&State->Late.Delay[2], State->Offset, f[3]); DelayLineIn(&State->Late.Delay[3], State->Offset, f[1]); // Feed the variable-length delay lines with their cycle (4 -> 6 -> 7 -> // 5 -> 4...). DelayLineIn(&State->Late.Delay[4], State->Offset, f[5]); DelayLineIn(&State->Late.Delay[5], State->Offset, f[7]); DelayLineIn(&State->Late.Delay[6], State->Offset, f[4]); DelayLineIn(&State->Late.Delay[7], State->Offset, f[6]); // Output is derived from the values fed to the inner two variable-length // delay lines (5 and 6). out[0] = State->Late.Gain * f[7]; out[1] = State->Late.Gain * f[4]; } // This creates the reverb state. It should be called only when the reverb // effect is loaded into a slot that doesn't already have a reverb effect. ALverbState *VerbCreate(ALCcontext *Context) { ALverbState *State = NULL; ALuint length[13], totalLength, index; State = malloc(sizeof(ALverbState)); if(!State) return NULL; // All line lengths are powers of 2, calculated from the line timings and // the addition of an extra sample (for safety). length[0] = NextPowerOf2((ALuint)(MASTER_LINE_LENGTH*Context->Frequency) + 1); totalLength = length[0]; for(index = 0;index < 4;index++) { length[1+index] = NextPowerOf2((ALuint)(EARLY_LINE_LENGTH[index]*Context->Frequency) + 1); totalLength += length[1+index]; } for(index = 0;index < 4;index++) { length[5+index] = NextPowerOf2((ALuint)(LATE_LINE_LENGTH[index]*Context->Frequency) + 1); totalLength += length[5+index]; } for(index = 4;index < 8;index++) { length[5+index] = NextPowerOf2((ALuint)(LATE_LINE_LENGTH[index]*(1.0f + LATE_LINE_MULTIPLIER)*Context->Frequency) + 1); totalLength += length[5+index]; } // They all share a single sample buffer. State->SampleBuffer = malloc(totalLength * sizeof(ALfloat)); if(!State->SampleBuffer) { free(State); return NULL; } for(index = 0; index < totalLength;index++) State->SampleBuffer[index] = 0.0f; // Each one has its mask and start address calculated one time. State->Gain = 0.0f; State->Delay.Mask = length[0] - 1; State->Delay.Line = &State->SampleBuffer[0]; totalLength = length[0]; State->Tap[0] = 0; State->Tap[1] = 0; State->Early.Gain = 0.0f; // All fixed-length delay lines have their read-write offsets calculated // one time. for(index = 0;index < 4;index++) { State->Early.Coeff[index] = 0.0f; State->Early.Delay[index].Mask = length[1 + index] - 1; State->Early.Delay[index].Line = &State->SampleBuffer[totalLength]; totalLength += length[1 + index]; State->Early.Offset[index] = (ALuint)(EARLY_LINE_LENGTH[index] * Context->Frequency); } State->Late.Gain = 0.0f; State->Late.Diffusion = 0.0f; for(index = 0;index < 8;index++) { State->Late.Coeff[index] = 0.0f; State->Late.Delay[index].Mask = length[5 + index] - 1; State->Late.Delay[index].Line = &State->SampleBuffer[totalLength]; totalLength += length[5 + index]; State->Late.Offset[index] = 0; if(index < 4) { State->Late.Offset[index] = (ALuint)(LATE_LINE_LENGTH[index] * Context->Frequency); State->Late.LpCoeff[index] = 0.0f; State->Late.LpSample[index] = 0.0f; } else if(index == 4) { State->Late.LpCoeff[index] = 0.0f; State->Late.LpSample[index] = 0.0f; } } State->Offset = 0; return State; } // This destroys the reverb state. It should be called only when the effect // slot has a different (or no) effect loaded over the reverb effect. ALvoid VerbDestroy(ALverbState *State) { if(State) { free(State->SampleBuffer); State->SampleBuffer = NULL; free(State); } } // This updates the reverb state. This is called any time the reverb effect // is loaded into a slot. ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect) { ALverbState *State = Slot->ReverbState; ALuint index, index2; ALfloat length, lpcoeff, cw, g; ALfloat hfRatio = Effect->Reverb.DecayHFRatio; // Calculate the master gain (from the slot and master reverb gain). State->Gain = Slot->Gain * Effect->Reverb.Gain; // Calculate the initial delay taps. length = Effect->Reverb.ReflectionsDelay; State->Tap[0] = (ALuint)(length * Context->Frequency); length += Effect->Reverb.LateReverbDelay; State->Tap[1] = (ALuint)(length * Context->Frequency); // Calculate the early reflections gain. Right now this uses a gain of // 0.75 to compensate for the increase in density. It should probably // use a power (RMS) based measurement from the resulting distribution of // early delay lines. State->Early.Gain = Effect->Reverb.ReflectionsGain * 0.75f; // Calculate the gain (coefficient) for each early delay line. for(index = 0;index < 4;index++) State->Early.Coeff[index] = pow(10.0f, EARLY_LINE_LENGTH[index] / Effect->Reverb.LateReverbDelay * -60.0f / 20.0f); // Calculate the late reverb gain, adjusted by density, diffusion, and // decay time. To be accurate, the adjustments should probably use power // measurements for each contribution, but they are not too bad as they // are. State->Late.Gain = Effect->Reverb.LateReverbGain * (0.45f + (0.55f * Effect->Reverb.Density)) * (1.0f - (0.25f * Effect->Reverb.Diffusion)) * (1.0f - (0.025f * Effect->Reverb.DecayTime)); State->Late.Diffusion = Effect->Reverb.Diffusion; // The EFX specification does not make it clear whether the air // absorption parameter should always take effect. Both Generic Software // and Generic Hardware only apply it when HF limit is flagged, so that's // what is done here. // If the HF limit parameter is flagged, calculate an appropriate limit // based on the air absorption parameter. if(Effect->Reverb.DecayHFLimit && Effect->Reverb.AirAbsorptionGainHF < 1.0f) { ALfloat limitRatio; // The following is my best guess at how to limit the HF ratio by the // air absorption parameter. // For each of the last 4 delays, find the attenuation due to air // absorption in dB (converting delay time to meters using the speed // of sound). Then reversing the decay equation, solve for HF ratio. // The delay length is cancelled out of the equation, so it can be // calculated once for all lines. limitRatio = 1.0f / (log10(Effect->Reverb.AirAbsorptionGainHF) * SPEEDOFSOUNDMETRESPERSEC * Effect->Reverb.DecayTime / -60.0f * 20.0f); // Need to limit the result to a minimum of 0.1, just like the HF // ratio parameter. limitRatio = __max(limitRatio, 0.1f); // Using the limit calculated above, apply the upper bound to the // HF ratio. hfRatio = __min(hfRatio, limitRatio); } cw = cos(2.0f*3.141592654f * LOWPASSFREQCUTOFF / Context->Frequency); for(index = 0;index < 8;index++) { // Calculate the length (in seconds) of each delay line. length = LATE_LINE_LENGTH[index]; if(index >= 4) { // Calculate the delay offset for the variable-length delay // lines. length *= 1.0f + (Effect->Reverb.Density * LATE_LINE_MULTIPLIER); State->Late.Offset[index] = (ALuint)(length * Context->Frequency); } // Calculate the gain (coefficient) for each line. State->Late.Coeff[index] = pow(10.0f, length / Effect->Reverb.DecayTime * -60.0f / 20.0f); if(index >= 4) { index2 = index - 3; // Calculate the decay equation for each low-pass filter. g = pow(10.0f, length / (Effect->Reverb.DecayTime * hfRatio) * -60.0f / 20.0f) / State->Late.Coeff[index]; g = __max(g, 0.1f); g *= g; // Calculate the gain (coefficient) for each low-pass filter. lpcoeff = 0.0f; if(g < 0.9999f) // 1-epsilon lpcoeff = (1 - g*cw - aluSqrt(2*g*(1-cw) - g*g*(1 - cw*cw))) / (1 - g); // Very low decay times will produce minimal output, so apply an // upper bound to the coefficient. State->Late.LpCoeff[index2] = __min(lpcoeff, 0.98f); } } // This just calculates the coefficient for the late reverb input low- // pass filter. It is calculated based the average (hence -30 instead // of -60) length of the inner two variable-length delay lines. length = LATE_LINE_LENGTH[5] * (1.0f + Effect->Reverb.Density * LATE_LINE_MULTIPLIER) + LATE_LINE_LENGTH[6] * (1.0f + Effect->Reverb.Density * LATE_LINE_MULTIPLIER); g = pow(10.0f, ((length / (Effect->Reverb.DecayTime * hfRatio))- (length / Effect->Reverb.DecayTime)) * -30.0f / 20.0f); g = __max(g, 0.1f); g *= g; lpcoeff = 0.0f; if(g < 0.9999f) // 1-epsilon lpcoeff = (1 - g*cw - aluSqrt(2*g*(1-cw) - g*g*(1 - cw*cw))) / (1 - g); State->Late.LpCoeff[0] = __min(lpcoeff, 0.98f); } // This processes the reverb state, given the input samples and an output // buffer. ALvoid VerbProcess(ALverbState *State, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS]) { ALuint index; ALfloat in, early[2], late[2], out[2]; for(index = 0;index < SamplesToDo;index++) { // Feed the initial delay line. DelayLineIn(&State->Delay, State->Offset, SamplesIn[index]); // Calculate the early reflection from the first delay tap. in = DelayLineOut(&State->Delay, State->Offset - State->Tap[0]); EarlyReflection(State, in, early); // Calculate the late reverb from the second delay tap. in = DelayLineOut(&State->Delay, State->Offset - State->Tap[1]); LateReverb(State, in, late); // Mix early reflections and late reverb. out[0] = State->Gain * (early[0] + late[0]); out[1] = State->Gain * (early[1] + late[1]); // Step all delays forward one sample. State->Offset++; // Output the results. SamplesOut[index][FRONT_LEFT] += out[0]; SamplesOut[index][FRONT_RIGHT] += out[1]; SamplesOut[index][SIDE_LEFT] += out[0]; SamplesOut[index][SIDE_RIGHT] += out[1]; SamplesOut[index][BACK_LEFT] += out[0]; SamplesOut[index][BACK_RIGHT] += out[1]; } }