/** * Ambisonic reverb engine for the OpenAL cross platform audio library * Copyright (C) 2008-2017 by Chris Robinson and 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., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. * Or go to http://www.gnu.org/copyleft/lgpl.html */ #include "config.h" #include #include #include #include #include #include #include #include "al/auxeffectslot.h" #include "al/listener.h" #include "alcmain.h" #include "alcontext.h" #include "alu.h" #include "bformatdec.h" #include "filters/biquad.h" #include "vector.h" #include "vecmat.h" /* This is a user config option for modifying the overall output of the reverb * effect. */ float ReverbBoost = 1.0f; namespace { #define MOD_FRACBITS 24 #define MOD_FRACONE (1< 3:above back right, 1:below front right <-> 2:below * back left). It's not quite opposite, since the A-Format results in a * tetrahedron, but it's close enough. Should the model be extended to 8-lines * in the future, true opposites can be used. */ alignas(16) constexpr float B2A[NUM_LINES][NUM_LINES]{ { 0.288675134595f, 0.288675134595f, 0.288675134595f, 0.288675134595f }, { 0.288675134595f, -0.288675134595f, -0.288675134595f, 0.288675134595f }, { 0.288675134595f, 0.288675134595f, -0.288675134595f, -0.288675134595f }, { 0.288675134595f, -0.288675134595f, 0.288675134595f, -0.288675134595f } }; /* Converts A-Format to B-Format. */ alignas(16) constexpr float A2B[NUM_LINES][NUM_LINES]{ { 0.866025403785f, 0.866025403785f, 0.866025403785f, 0.866025403785f }, { 0.866025403785f, -0.866025403785f, 0.866025403785f, -0.866025403785f }, { 0.866025403785f, -0.866025403785f, -0.866025403785f, 0.866025403785f }, { 0.866025403785f, 0.866025403785f, -0.866025403785f, -0.866025403785f } }; /* The all-pass and delay lines have a variable length dependent on the * effect's density parameter, which helps alter the perceived environment * size. The size-to-density conversion is a cubed scale: * * density = min(1.0, pow(size, 3.0) / DENSITY_SCALE); * * The line lengths scale linearly with room size, so the inverse density * conversion is needed, taking the cube root of the re-scaled density to * calculate the line length multiplier: * * length_mult = max(5.0, cbrt(density*DENSITY_SCALE)); * * The density scale below will result in a max line multiplier of 50, for an * effective size range of 5m to 50m. */ constexpr float DENSITY_SCALE{125000.0f}; /* All delay line lengths are specified in seconds. * * To approximate early reflections, we break them up into primary (those * arriving from the same direction as the source) and secondary (those * arriving from the opposite direction). * * The early taps decorrelate the 4-channel signal to approximate an average * room response for the primary reflections after the initial early delay. * * Given an average room dimension (d_a) and the speed of sound (c) we can * calculate the average reflection delay (r_a) regardless of listener and * source positions as: * * r_a = d_a / c * c = 343.3 * * This can extended to finding the average difference (r_d) between the * maximum (r_1) and minimum (r_0) reflection delays: * * r_0 = 2 / 3 r_a * = r_a - r_d / 2 * = r_d * r_1 = 4 / 3 r_a * = r_a + r_d / 2 * = 2 r_d * r_d = 2 / 3 r_a * = r_1 - r_0 * * As can be determined by integrating the 1D model with a source (s) and * listener (l) positioned across the dimension of length (d_a): * * r_d = int_(l=0)^d_a (int_(s=0)^d_a |2 d_a - 2 (l + s)| ds) dl / c * * The initial taps (T_(i=0)^N) are then specified by taking a power series * that ranges between r_0 and half of r_1 less r_0: * * R_i = 2^(i / (2 N - 1)) r_d * = r_0 + (2^(i / (2 N - 1)) - 1) r_d * = r_0 + T_i * T_i = R_i - r_0 * = (2^(i / (2 N - 1)) - 1) r_d * * Assuming an average of 1m, we get the following taps: */ constexpr std::array EARLY_TAP_LENGTHS{{ 0.0000000e+0f, 2.0213520e-4f, 4.2531060e-4f, 6.7171600e-4f }}; /* The early all-pass filter lengths are based on the early tap lengths: * * A_i = R_i / a * * Where a is the approximate maximum all-pass cycle limit (20). */ constexpr std::array EARLY_ALLPASS_LENGTHS{{ 9.7096800e-5f, 1.0720356e-4f, 1.1836234e-4f, 1.3068260e-4f }}; /* The early delay lines are used to transform the primary reflections into * the secondary reflections. The A-format is arranged in such a way that * the channels/lines are spatially opposite: * * C_i is opposite C_(N-i-1) * * The delays of the two opposing reflections (R_i and O_i) from a source * anywhere along a particular dimension always sum to twice its full delay: * * 2 r_a = R_i + O_i * * With that in mind we can determine the delay between the two reflections * and thus specify our early line lengths (L_(i=0)^N) using: * * O_i = 2 r_a - R_(N-i-1) * L_i = O_i - R_(N-i-1) * = 2 (r_a - R_(N-i-1)) * = 2 (r_a - T_(N-i-1) - r_0) * = 2 r_a (1 - (2 / 3) 2^((N - i - 1) / (2 N - 1))) * * Using an average dimension of 1m, we get: */ constexpr std::array EARLY_LINE_LENGTHS{{ 5.9850400e-4f, 1.0913150e-3f, 1.5376658e-3f, 1.9419362e-3f }}; /* The late all-pass filter lengths are based on the late line lengths: * * A_i = (5 / 3) L_i / r_1 */ constexpr std::array LATE_ALLPASS_LENGTHS{{ 1.6182800e-4f, 2.0389060e-4f, 2.8159360e-4f, 3.2365600e-4f }}; /* The late lines are used to approximate the decaying cycle of recursive * late reflections. * * Splitting the lines in half, we start with the shortest reflection paths * (L_(i=0)^(N/2)): * * L_i = 2^(i / (N - 1)) r_d * * Then for the opposite (longest) reflection paths (L_(i=N/2)^N): * * L_i = 2 r_a - L_(i-N/2) * = 2 r_a - 2^((i - N / 2) / (N - 1)) r_d * * For our 1m average room, we get: */ constexpr std::array LATE_LINE_LENGTHS{{ 1.9419362e-3f, 2.4466860e-3f, 3.3791220e-3f, 3.8838720e-3f }}; using ReverbUpdateLine = std::array; struct DelayLineI { /* The delay lines use interleaved samples, with the lengths being powers * of 2 to allow the use of bit-masking instead of a modulus for wrapping. */ size_t Mask{0u}; union { uintptr_t LineOffset{0u}; std::array *Line; }; /* Given the allocated sample buffer, this function updates each delay line * offset. */ void realizeLineOffset(std::array *sampleBuffer) noexcept { Line = sampleBuffer + LineOffset; } /* Calculate the length of a delay line and store its mask and offset. */ ALuint calcLineLength(const float length, const uintptr_t offset, const float frequency, const ALuint extra) { /* All line lengths are powers of 2, calculated from their lengths in * seconds, rounded up. */ ALuint samples{float2uint(std::ceil(length*frequency))}; samples = NextPowerOf2(samples + extra); /* All lines share a single sample buffer. */ Mask = samples - 1; LineOffset = offset; /* Return the sample count for accumulation. */ return samples; } void write(size_t offset, const size_t c, const float *RESTRICT in, const size_t count) const noexcept { ASSUME(count > 0); for(size_t i{0u};i < count;) { offset &= Mask; size_t td{minz(Mask+1 - offset, count - i)}; do { Line[offset++][c] = in[i++]; } while(--td); } } }; struct VecAllpass { DelayLineI Delay; float Coeff{0.0f}; size_t Offset[NUM_LINES][2]{}; void processFaded(const al::span samples, size_t offset, const float xCoeff, const float yCoeff, float fadeCount, const float fadeStep, const size_t todo); void processUnfaded(const al::span samples, size_t offset, const float xCoeff, const float yCoeff, const size_t todo); }; struct T60Filter { /* Two filters are used to adjust the signal. One to control the low * frequencies, and one to control the high frequencies. */ float MidGain[2]{0.0f, 0.0f}; BiquadFilter HFFilter, LFFilter; void calcCoeffs(const float length, const float lfDecayTime, const float mfDecayTime, const float hfDecayTime, const float lf0norm, const float hf0norm); /* Applies the two T60 damping filter sections. */ void process(const al::span samples) { DualBiquad{HFFilter, LFFilter}.process(samples, samples.data()); } }; struct EarlyReflections { /* A Gerzon vector all-pass filter is used to simulate initial diffusion. * The spread from this filter also helps smooth out the reverb tail. */ VecAllpass VecAp; /* An echo line is used to complete the second half of the early * reflections. */ DelayLineI Delay; size_t Offset[NUM_LINES][2]{}; float Coeff[NUM_LINES][2]{}; /* The gain for each output channel based on 3D panning. */ float CurrentGain[NUM_LINES][MAX_OUTPUT_CHANNELS]{}; float PanGain[NUM_LINES][MAX_OUTPUT_CHANNELS]{}; void updateLines(const float density_mult, const float diffusion, const float decayTime, const float frequency); }; struct Modulation { /* The vibrato time is tracked with an index over a (MOD_FRACONE) * normalized range. */ ALuint Index, Step; /* The depth of frequency change, in samples. */ float Depth[2]; float ModDelays[MAX_UPDATE_SAMPLES]; void updateModulator(float modTime, float modDepth, float frequency); void calcDelays(size_t todo); void calcFadedDelays(size_t todo, float fadeCount, float fadeStep); }; struct LateReverb { /* A recursive delay line is used fill in the reverb tail. */ DelayLineI Delay; size_t Offset[NUM_LINES][2]{}; /* Attenuation to compensate for the modal density and decay rate of the * late lines. */ float DensityGain[2]{0.0f, 0.0f}; /* T60 decay filters are used to simulate absorption. */ T60Filter T60[NUM_LINES]; Modulation Mod; /* A Gerzon vector all-pass filter is used to simulate diffusion. */ VecAllpass VecAp; /* The gain for each output channel based on 3D panning. */ float CurrentGain[NUM_LINES][MAX_OUTPUT_CHANNELS]{}; float PanGain[NUM_LINES][MAX_OUTPUT_CHANNELS]{}; void updateLines(const float density_mult, const float diffusion, const float lfDecayTime, const float mfDecayTime, const float hfDecayTime, const float lf0norm, const float hf0norm, const float frequency); }; struct ReverbState final : public EffectState { /* All delay lines are allocated as a single buffer to reduce memory * fragmentation and management code. */ al::vector,16> mSampleBuffer; struct { /* Calculated parameters which indicate if cross-fading is needed after * an update. */ float Density{AL_EAXREVERB_DEFAULT_DENSITY}; float Diffusion{AL_EAXREVERB_DEFAULT_DIFFUSION}; float DecayTime{AL_EAXREVERB_DEFAULT_DECAY_TIME}; float HFDecayTime{AL_EAXREVERB_DEFAULT_DECAY_HFRATIO * AL_EAXREVERB_DEFAULT_DECAY_TIME}; float LFDecayTime{AL_EAXREVERB_DEFAULT_DECAY_LFRATIO * AL_EAXREVERB_DEFAULT_DECAY_TIME}; float ModulationTime{AL_EAXREVERB_DEFAULT_MODULATION_TIME}; float ModulationDepth{AL_EAXREVERB_DEFAULT_MODULATION_DEPTH}; float HFReference{AL_EAXREVERB_DEFAULT_HFREFERENCE}; float LFReference{AL_EAXREVERB_DEFAULT_LFREFERENCE}; } mParams; /* Master effect filters */ struct { BiquadFilter Lp; BiquadFilter Hp; } mFilter[NUM_LINES]; /* Core delay line (early reflections and late reverb tap from this). */ DelayLineI mDelay; /* Tap points for early reflection delay. */ size_t mEarlyDelayTap[NUM_LINES][2]{}; float mEarlyDelayCoeff[NUM_LINES][2]{}; /* Tap points for late reverb feed and delay. */ size_t mLateFeedTap{}; size_t mLateDelayTap[NUM_LINES][2]{}; /* Coefficients for the all-pass and line scattering matrices. */ float mMixX{0.0f}; float mMixY{0.0f}; EarlyReflections mEarly; LateReverb mLate; bool mDoFading{}; /* Maximum number of samples to process at once. */ size_t mMaxUpdate[2]{MAX_UPDATE_SAMPLES, MAX_UPDATE_SAMPLES}; /* The current write offset for all delay lines. */ size_t mOffset{}; /* Temporary storage used when processing. */ union { alignas(16) FloatBufferLine mTempLine{}; alignas(16) std::array mTempSamples; }; alignas(16) std::array mEarlySamples{}; alignas(16) std::array mLateSamples{}; using MixOutT = void (ReverbState::*)(const al::span samplesOut, const size_t counter, const size_t offset, const size_t todo); MixOutT mMixOut{&ReverbState::MixOutPlain}; std::array mOrderScales{}; std::array,2> mAmbiSplitter; static void DoMixRow(const al::span OutBuffer, const al::span Gains, const float *InSamples, const size_t InStride) { std::fill(OutBuffer.begin(), OutBuffer.end(), 0.0f); for(const float gain : Gains) { const float *RESTRICT input{al::assume_aligned<16>(InSamples)}; InSamples += InStride; if(!(std::fabs(gain) > GAIN_SILENCE_THRESHOLD)) continue; for(float &sample : OutBuffer) { sample += *input * gain; ++input; } } } void MixOutPlain(const al::span samplesOut, const size_t counter, const size_t offset, const size_t todo) { ASSUME(todo > 0); /* Convert back to B-Format, and mix the results to output. */ const al::span tmpspan{al::assume_aligned<16>(mTempLine.data()), todo}; for(size_t c{0u};c < NUM_LINES;c++) { DoMixRow(tmpspan, A2B[c], mEarlySamples[0].data(), mEarlySamples[0].size()); MixSamples(tmpspan, samplesOut, mEarly.CurrentGain[c], mEarly.PanGain[c], counter, offset); } for(size_t c{0u};c < NUM_LINES;c++) { DoMixRow(tmpspan, A2B[c], mLateSamples[0].data(), mLateSamples[0].size()); MixSamples(tmpspan, samplesOut, mLate.CurrentGain[c], mLate.PanGain[c], counter, offset); } } void MixOutAmbiUp(const al::span samplesOut, const size_t counter, const size_t offset, const size_t todo) { ASSUME(todo > 0); const al::span tmpspan{al::assume_aligned<16>(mTempLine.data()), todo}; for(size_t c{0u};c < NUM_LINES;c++) { DoMixRow(tmpspan, A2B[c], mEarlySamples[0].data(), mEarlySamples[0].size()); /* Apply scaling to the B-Format's HF response to "upsample" it to * higher-order output. */ const float hfscale{(c==0) ? mOrderScales[0] : mOrderScales[1]}; mAmbiSplitter[0][c].processHfScale(tmpspan, hfscale); MixSamples(tmpspan, samplesOut, mEarly.CurrentGain[c], mEarly.PanGain[c], counter, offset); } for(size_t c{0u};c < NUM_LINES;c++) { DoMixRow(tmpspan, A2B[c], mLateSamples[0].data(), mLateSamples[0].size()); const float hfscale{(c==0) ? mOrderScales[0] : mOrderScales[1]}; mAmbiSplitter[1][c].processHfScale(tmpspan, hfscale); MixSamples(tmpspan, samplesOut, mLate.CurrentGain[c], mLate.PanGain[c], counter, offset); } } void allocLines(const float frequency); void updateDelayLine(const float earlyDelay, const float lateDelay, const float density_mult, const float decayTime, const float frequency); void update3DPanning(const float *ReflectionsPan, const float *LateReverbPan, const float earlyGain, const float lateGain, const EffectTarget &target); void earlyUnfaded(const size_t offset, const size_t todo); void earlyFaded(const size_t offset, const size_t todo, const float fade, const float fadeStep); void lateUnfaded(const size_t offset, const size_t todo); void lateFaded(const size_t offset, const size_t todo, const float fade, const float fadeStep); void deviceUpdate(const ALCdevice *device) override; void update(const ALCcontext *context, const ALeffectslot *slot, const EffectProps *props, const EffectTarget target) override; void process(const size_t samplesToDo, const al::span samplesIn, const al::span samplesOut) override; DEF_NEWDEL(ReverbState) }; /************************************** * Device Update * **************************************/ inline float CalcDelayLengthMult(float density) { return maxf(5.0f, std::cbrt(density*DENSITY_SCALE)); } /* Calculates the delay line metrics and allocates the shared sample buffer * for all lines given the sample rate (frequency). */ void ReverbState::allocLines(const float frequency) { /* All delay line lengths are calculated to accomodate the full range of * lengths given their respective paramters. */ size_t totalSamples{0u}; /* Multiplier for the maximum density value, i.e. density=1, which is * actually the least density... */ const float multiplier{CalcDelayLengthMult(AL_EAXREVERB_MAX_DENSITY)}; /* The main delay length includes the maximum early reflection delay, the * largest early tap width, the maximum late reverb delay, and the * largest late tap width. Finally, it must also be extended by the * update size (BUFFERSIZE) for block processing. */ float length{AL_EAXREVERB_MAX_REFLECTIONS_DELAY + EARLY_TAP_LENGTHS.back()*multiplier + AL_EAXREVERB_MAX_LATE_REVERB_DELAY + (LATE_LINE_LENGTHS.back() - LATE_LINE_LENGTHS.front())/float{NUM_LINES}*multiplier}; totalSamples += mDelay.calcLineLength(length, totalSamples, frequency, BUFFERSIZE); /* The early vector all-pass line. */ length = EARLY_ALLPASS_LENGTHS.back() * multiplier; totalSamples += mEarly.VecAp.Delay.calcLineLength(length, totalSamples, frequency, 0); /* The early reflection line. */ length = EARLY_LINE_LENGTHS.back() * multiplier; totalSamples += mEarly.Delay.calcLineLength(length, totalSamples, frequency, 0); /* The late vector all-pass line. */ length = LATE_ALLPASS_LENGTHS.back() * multiplier; totalSamples += mLate.VecAp.Delay.calcLineLength(length, totalSamples, frequency, 0); /* The modulator's line length is calculated from the maximum modulation * time and depth coefficient, and halfed for the low-to-high frequency * swing. */ constexpr float max_mod_delay{AL_EAXREVERB_MAX_MODULATION_TIME*MODULATION_DEPTH_COEFF / 2.0f}; /* The late delay lines are calculated from the largest maximum density * line length, and the maximum modulation delay. An additional sample is * added to keep it stable when there is no modulation. */ length = LATE_LINE_LENGTHS.back()*multiplier + max_mod_delay; totalSamples += mLate.Delay.calcLineLength(length, totalSamples, frequency, 1); if(totalSamples != mSampleBuffer.size()) decltype(mSampleBuffer)(totalSamples).swap(mSampleBuffer); /* Clear the sample buffer. */ std::fill(mSampleBuffer.begin(), mSampleBuffer.end(), decltype(mSampleBuffer)::value_type{}); /* Update all delays to reflect the new sample buffer. */ mDelay.realizeLineOffset(mSampleBuffer.data()); mEarly.VecAp.Delay.realizeLineOffset(mSampleBuffer.data()); mEarly.Delay.realizeLineOffset(mSampleBuffer.data()); mLate.VecAp.Delay.realizeLineOffset(mSampleBuffer.data()); mLate.Delay.realizeLineOffset(mSampleBuffer.data()); } void ReverbState::deviceUpdate(const ALCdevice *device) { const auto frequency = static_cast(device->Frequency); /* Allocate the delay lines. */ allocLines(frequency); const float multiplier{CalcDelayLengthMult(AL_EAXREVERB_MAX_DENSITY)}; /* The late feed taps are set a fixed position past the latest delay tap. */ mLateFeedTap = float2uint( (AL_EAXREVERB_MAX_REFLECTIONS_DELAY + EARLY_TAP_LENGTHS.back()*multiplier) * frequency); /* Clear filters and gain coefficients since the delay lines were all just * cleared (if not reallocated). */ for(auto &filter : mFilter) { filter.Lp.clear(); filter.Hp.clear(); } for(auto &coeff : mEarlyDelayCoeff) std::fill(std::begin(coeff), std::end(coeff), 0.0f); for(auto &coeff : mEarly.Coeff) std::fill(std::begin(coeff), std::end(coeff), 0.0f); mLate.DensityGain[0] = 0.0f; mLate.DensityGain[1] = 0.0f; for(auto &t60 : mLate.T60) { t60.MidGain[0] = 0.0f; t60.MidGain[1] = 0.0f; t60.HFFilter.clear(); t60.LFFilter.clear(); } mLate.Mod.Index = 0; mLate.Mod.Step = 1; std::fill(std::begin(mLate.Mod.Depth), std::end(mLate.Mod.Depth), 0.0f); for(auto &gains : mEarly.CurrentGain) std::fill(std::begin(gains), std::end(gains), 0.0f); for(auto &gains : mEarly.PanGain) std::fill(std::begin(gains), std::end(gains), 0.0f); for(auto &gains : mLate.CurrentGain) std::fill(std::begin(gains), std::end(gains), 0.0f); for(auto &gains : mLate.PanGain) std::fill(std::begin(gains), std::end(gains), 0.0f); /* Reset fading and offset base. */ mDoFading = true; std::fill(std::begin(mMaxUpdate), std::end(mMaxUpdate), MAX_UPDATE_SAMPLES); mOffset = 0; if(device->mAmbiOrder > 1) { mMixOut = &ReverbState::MixOutAmbiUp; mOrderScales = BFormatDec::GetHFOrderScales(1, device->mAmbiOrder); } else { mMixOut = &ReverbState::MixOutPlain; mOrderScales.fill(1.0f); } mAmbiSplitter[0][0].init(400.0f / frequency); std::fill(mAmbiSplitter[0].begin()+1, mAmbiSplitter[0].end(), mAmbiSplitter[0][0]); std::fill(mAmbiSplitter[1].begin(), mAmbiSplitter[1].end(), mAmbiSplitter[0][0]); } /************************************** * Effect Update * **************************************/ /* Calculate a decay coefficient given the length of each cycle and the time * until the decay reaches -60 dB. */ inline float CalcDecayCoeff(const float length, const float decayTime) { return std::pow(REVERB_DECAY_GAIN, length/decayTime); } /* Calculate a decay length from a coefficient and the time until the decay * reaches -60 dB. */ inline float CalcDecayLength(const float coeff, const float decayTime) { constexpr float log10_decaygain{-3.0f/*std::log10(REVERB_DECAY_GAIN)=std::log10(0.001f)*/}; return std::log10(coeff) * decayTime / log10_decaygain; } /* Calculate an attenuation to be applied to the input of any echo models to * compensate for modal density and decay time. */ inline float CalcDensityGain(const float a) { /* The energy of a signal can be obtained by finding the area under the * squared signal. This takes the form of Sum(x_n^2), where x is the * amplitude for the sample n. * * Decaying feedback matches exponential decay of the form Sum(a^n), * where a is the attenuation coefficient, and n is the sample. The area * under this decay curve can be calculated as: 1 / (1 - a). * * Modifying the above equation to find the area under the squared curve * (for energy) yields: 1 / (1 - a^2). Input attenuation can then be * calculated by inverting the square root of this approximation, * yielding: 1 / sqrt(1 / (1 - a^2)), simplified to: sqrt(1 - a^2). */ return std::sqrt(1.0f - a*a); } /* Calculate the scattering matrix coefficients given a diffusion factor. */ inline void CalcMatrixCoeffs(const float diffusion, float *x, float *y) { /* The matrix is of order 4, so n is sqrt(4 - 1). */ constexpr float n{1.73205080756887719318f/*std::sqrt(3.0f)*/}; const float t{diffusion * std::atan(n)}; /* Calculate the first mixing matrix coefficient. */ *x = std::cos(t); /* Calculate the second mixing matrix coefficient. */ *y = std::sin(t) / n; } /* Calculate the limited HF ratio for use with the late reverb low-pass * filters. */ float CalcLimitedHfRatio(const float hfRatio, const float airAbsorptionGainHF, const float decayTime) { /* 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. */ float limitRatio{1.0f / SPEEDOFSOUNDMETRESPERSEC / CalcDecayLength(airAbsorptionGainHF, decayTime)}; /* Using the limit calculated above, apply the upper bound to the HF ratio. */ return minf(limitRatio, hfRatio); } /* Calculates the 3-band T60 damping coefficients for a particular delay line * of specified length, using a combination of two shelf filter sections given * decay times for each band split at two reference frequencies. */ void T60Filter::calcCoeffs(const float length, const float lfDecayTime, const float mfDecayTime, const float hfDecayTime, const float lf0norm, const float hf0norm) { const float mfGain{CalcDecayCoeff(length, mfDecayTime)}; const float lfGain{CalcDecayCoeff(length, lfDecayTime) / mfGain}; const float hfGain{CalcDecayCoeff(length, hfDecayTime) / mfGain}; MidGain[1] = mfGain; LFFilter.setParamsFromSlope(BiquadType::LowShelf, lf0norm, lfGain, 1.0f); HFFilter.setParamsFromSlope(BiquadType::HighShelf, hf0norm, hfGain, 1.0f); } /* Update the early reflection line lengths and gain coefficients. */ void EarlyReflections::updateLines(const float density_mult, const float diffusion, const float decayTime, const float frequency) { constexpr float sqrt1_2{0.70710678118654752440f/*1.0f/std::sqrt(2.0f)*/}; /* Calculate the all-pass feed-back/forward coefficient. */ VecAp.Coeff = diffusion*diffusion * sqrt1_2; for(size_t i{0u};i < NUM_LINES;i++) { /* Calculate the delay length of each all-pass line. */ float length{EARLY_ALLPASS_LENGTHS[i] * density_mult}; VecAp.Offset[i][1] = float2uint(length * frequency); /* Calculate the delay length of each delay line. */ length = EARLY_LINE_LENGTHS[i] * density_mult; Offset[i][1] = float2uint(length * frequency); /* Calculate the gain (coefficient) for each line. */ Coeff[i][1] = CalcDecayCoeff(length, decayTime); } } /* Update the EAX modulation step and depth. Keep in mind that this kind of * vibrato is additive and not multiplicative as one may expect. The downswing * will sound stronger than the upswing. */ void Modulation::updateModulator(float modTime, float modDepth, float frequency) { /* Modulation is calculated in two parts. * * The modulation time effects the sinus rate, altering the speed of * frequency changes. An index is incremented for each sample with an * appropriate step size to generate an LFO, which will vary the feedback * delay over time. */ Step = maxu(fastf2u(MOD_FRACONE / (frequency * modTime)), 1); /* The modulation depth effects the amount of frequency change over the * range of the sinus. It needs to be scaled by the modulation time so that * a given depth produces a consistent change in frequency over all ranges * of time. Since the depth is applied to a sinus value, it needs to be * halved once for the sinus range and again for the sinus swing in time * (half of it is spent decreasing the frequency, half is spent increasing * it). */ if(modTime >= AL_EAXREVERB_DEFAULT_MODULATION_TIME) { /* To cancel the effects of a long period modulation on the late * reverberation, the amount of pitch should be varied (decreased) * according to the modulation time. The natural form is varying * inversely, in fact resulting in an invariant. */ Depth[1] = MODULATION_DEPTH_COEFF / 4.0f * AL_EAXREVERB_DEFAULT_MODULATION_TIME * modDepth * frequency; } else Depth[1] = MODULATION_DEPTH_COEFF / 4.0f * modTime * modDepth * frequency; } /* Update the late reverb line lengths and T60 coefficients. */ void LateReverb::updateLines(const float density_mult, const float diffusion, const float lfDecayTime, const float mfDecayTime, const float hfDecayTime, const float lf0norm, const float hf0norm, const float frequency) { /* Scaling factor to convert the normalized reference frequencies from * representing 0...freq to 0...max_reference. */ const float norm_weight_factor{frequency / AL_EAXREVERB_MAX_HFREFERENCE}; const float late_allpass_avg{ std::accumulate(LATE_ALLPASS_LENGTHS.begin(), LATE_ALLPASS_LENGTHS.end(), 0.0f) / float{NUM_LINES}}; /* To compensate for changes in modal density and decay time of the late * reverb signal, the input is attenuated based on the maximal energy of * the outgoing signal. This approximation is used to keep the apparent * energy of the signal equal for all ranges of density and decay time. * * The average length of the delay lines is used to calculate the * attenuation coefficient. */ float length{std::accumulate(LATE_LINE_LENGTHS.begin(), LATE_LINE_LENGTHS.end(), 0.0f) / float{NUM_LINES} + late_allpass_avg}; length *= density_mult; /* The density gain calculation uses an average decay time weighted by * approximate bandwidth. This attempts to compensate for losses of energy * that reduce decay time due to scattering into highly attenuated bands. */ const float decayTimeWeighted{ lf0norm*norm_weight_factor*lfDecayTime + (hf0norm - lf0norm)*norm_weight_factor*mfDecayTime + (1.0f - hf0norm*norm_weight_factor)*hfDecayTime}; DensityGain[1] = CalcDensityGain(CalcDecayCoeff(length, decayTimeWeighted)); /* Calculate the all-pass feed-back/forward coefficient. */ constexpr float sqrt1_2{0.70710678118654752440f/*1.0f/std::sqrt(2.0f)*/}; VecAp.Coeff = diffusion*diffusion * sqrt1_2; for(size_t i{0u};i < NUM_LINES;i++) { /* Calculate the delay length of each all-pass line. */ length = LATE_ALLPASS_LENGTHS[i] * density_mult; VecAp.Offset[i][1] = float2uint(length * frequency); /* Calculate the delay length of each feedback delay line. */ length = LATE_LINE_LENGTHS[i] * density_mult; Offset[i][1] = float2uint(length*frequency + 0.5f); /* Approximate the absorption that the vector all-pass would exhibit * given the current diffusion so we don't have to process a full T60 * filter for each of its four lines. Also include the average * modulation delay (depth is half the max delay in samples). */ length += lerp(LATE_ALLPASS_LENGTHS[i], late_allpass_avg, diffusion)*density_mult + Mod.Depth[1]/frequency; /* Calculate the T60 damping coefficients for each line. */ T60[i].calcCoeffs(length, lfDecayTime, mfDecayTime, hfDecayTime, lf0norm, hf0norm); } } /* Update the offsets for the main effect delay line. */ void ReverbState::updateDelayLine(const float earlyDelay, const float lateDelay, const float density_mult, const float decayTime, const float frequency) { /* Early reflection taps are decorrelated by means of an average room * reflection approximation described above the definition of the taps. * This approximation is linear and so the above density multiplier can * be applied to adjust the width of the taps. A single-band decay * coefficient is applied to simulate initial attenuation and absorption. * * Late reverb taps are based on the late line lengths to allow a zero- * delay path and offsets that would continue the propagation naturally * into the late lines. */ for(size_t i{0u};i < NUM_LINES;i++) { float length{EARLY_TAP_LENGTHS[i]*density_mult}; mEarlyDelayTap[i][1] = float2uint((earlyDelay+length) * frequency); mEarlyDelayCoeff[i][1] = CalcDecayCoeff(length, decayTime); length = (LATE_LINE_LENGTHS[i] - LATE_LINE_LENGTHS.front())/float{NUM_LINES}*density_mult + lateDelay; mLateDelayTap[i][1] = mLateFeedTap + float2uint(length * frequency); } } /* Creates a transform matrix given a reverb vector. The vector pans the reverb * reflections toward the given direction, using its magnitude (up to 1) as a * focal strength. This function results in a B-Format transformation matrix * that spatially focuses the signal in the desired direction. */ alu::Matrix GetTransformFromVector(const float *vec) { constexpr float sqrt3{1.73205080756887719318f}; /* Normalize the panning vector according to the N3D scale, which has an * extra sqrt(3) term on the directional components. Converting from OpenAL * to B-Format also requires negating X (ACN 1) and Z (ACN 3). Note however * that the reverb panning vectors use left-handed coordinates, unlike the * rest of OpenAL which use right-handed. This is fixed by negating Z, * which cancels out with the B-Format Z negation. */ float norm[3]; float mag{std::sqrt(vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2])}; if(mag > 1.0f) { norm[0] = vec[0] / mag * -sqrt3; norm[1] = vec[1] / mag * sqrt3; norm[2] = vec[2] / mag * sqrt3; mag = 1.0f; } else { /* If the magnitude is less than or equal to 1, just apply the sqrt(3) * term. There's no need to renormalize the magnitude since it would * just be reapplied in the matrix. */ norm[0] = vec[0] * -sqrt3; norm[1] = vec[1] * sqrt3; norm[2] = vec[2] * sqrt3; } return alu::Matrix{ 1.0f, 0.0f, 0.0f, 0.0f, norm[0], 1.0f-mag, 0.0f, 0.0f, norm[1], 0.0f, 1.0f-mag, 0.0f, norm[2], 0.0f, 0.0f, 1.0f-mag }; } /* Update the early and late 3D panning gains. */ void ReverbState::update3DPanning(const float *ReflectionsPan, const float *LateReverbPan, const float earlyGain, const float lateGain, const EffectTarget &target) { /* Create matrices that transform a B-Format signal according to the * panning vectors. */ const alu::Matrix earlymat{GetTransformFromVector(ReflectionsPan)}; const alu::Matrix latemat{GetTransformFromVector(LateReverbPan)}; mOutTarget = target.Main->Buffer; for(size_t i{0u};i < NUM_LINES;i++) { const float coeffs[MAX_AMBI_CHANNELS]{earlymat[0][i], earlymat[1][i], earlymat[2][i], earlymat[3][i]}; ComputePanGains(target.Main, coeffs, earlyGain, mEarly.PanGain[i]); } for(size_t i{0u};i < NUM_LINES;i++) { const float coeffs[MAX_AMBI_CHANNELS]{latemat[0][i], latemat[1][i], latemat[2][i], latemat[3][i]}; ComputePanGains(target.Main, coeffs, lateGain, mLate.PanGain[i]); } } void ReverbState::update(const ALCcontext *Context, const ALeffectslot *Slot, const EffectProps *props, const EffectTarget target) { const ALCdevice *Device{Context->mDevice.get()}; const auto frequency = static_cast(Device->Frequency); /* Calculate the master filters */ float hf0norm{minf(props->Reverb.HFReference/frequency, 0.49f)}; mFilter[0].Lp.setParamsFromSlope(BiquadType::HighShelf, hf0norm, props->Reverb.GainHF, 1.0f); float lf0norm{minf(props->Reverb.LFReference/frequency, 0.49f)}; mFilter[0].Hp.setParamsFromSlope(BiquadType::LowShelf, lf0norm, props->Reverb.GainLF, 1.0f); for(size_t i{1u};i < NUM_LINES;i++) { mFilter[i].Lp.copyParamsFrom(mFilter[0].Lp); mFilter[i].Hp.copyParamsFrom(mFilter[0].Hp); } /* The density-based room size (delay length) multiplier. */ const float density_mult{CalcDelayLengthMult(props->Reverb.Density)}; /* Update the main effect delay and associated taps. */ updateDelayLine(props->Reverb.ReflectionsDelay, props->Reverb.LateReverbDelay, density_mult, props->Reverb.DecayTime, frequency); /* Update the early lines. */ mEarly.updateLines(density_mult, props->Reverb.Diffusion, props->Reverb.DecayTime, frequency); /* Get the mixing matrix coefficients. */ CalcMatrixCoeffs(props->Reverb.Diffusion, &mMixX, &mMixY); /* If the HF limit parameter is flagged, calculate an appropriate limit * based on the air absorption parameter. */ float hfRatio{props->Reverb.DecayHFRatio}; if(props->Reverb.DecayHFLimit && props->Reverb.AirAbsorptionGainHF < 1.0f) hfRatio = CalcLimitedHfRatio(hfRatio, props->Reverb.AirAbsorptionGainHF, props->Reverb.DecayTime); /* Calculate the LF/HF decay times. */ const float lfDecayTime{clampf(props->Reverb.DecayTime * props->Reverb.DecayLFRatio, AL_EAXREVERB_MIN_DECAY_TIME, AL_EAXREVERB_MAX_DECAY_TIME)}; const float hfDecayTime{clampf(props->Reverb.DecayTime * hfRatio, AL_EAXREVERB_MIN_DECAY_TIME, AL_EAXREVERB_MAX_DECAY_TIME)}; /* Update the modulator rate and depth. */ mLate.Mod.updateModulator(props->Reverb.ModulationTime, props->Reverb.ModulationDepth, frequency); /* Update the late lines. */ mLate.updateLines(density_mult, props->Reverb.Diffusion, lfDecayTime, props->Reverb.DecayTime, hfDecayTime, lf0norm, hf0norm, frequency); /* Update early and late 3D panning. */ const float gain{props->Reverb.Gain * Slot->Params.Gain * ReverbBoost}; update3DPanning(props->Reverb.ReflectionsPan, props->Reverb.LateReverbPan, props->Reverb.ReflectionsGain*gain, props->Reverb.LateReverbGain*gain, target); /* Calculate the max update size from the smallest relevant delay. */ mMaxUpdate[1] = minz(MAX_UPDATE_SAMPLES, minz(mEarly.Offset[0][1], mLate.Offset[0][1])); /* Determine if delay-line cross-fading is required. Density is essentially * a master control for the feedback delays, so changes the offsets of many * delay lines. */ mDoFading |= (mParams.Density != props->Reverb.Density || /* Diffusion and decay times influences the decay rate (gain) of the * late reverb T60 filter. */ mParams.Diffusion != props->Reverb.Diffusion || mParams.DecayTime != props->Reverb.DecayTime || mParams.HFDecayTime != hfDecayTime || mParams.LFDecayTime != lfDecayTime || /* Modulation time and depth both require fading the modulation delay. */ mParams.ModulationTime != props->Reverb.ModulationTime || mParams.ModulationDepth != props->Reverb.ModulationDepth || /* HF/LF References control the weighting used to calculate the density * gain. */ mParams.HFReference != props->Reverb.HFReference || mParams.LFReference != props->Reverb.LFReference); if(mDoFading) { mParams.Density = props->Reverb.Density; mParams.Diffusion = props->Reverb.Diffusion; mParams.DecayTime = props->Reverb.DecayTime; mParams.HFDecayTime = hfDecayTime; mParams.LFDecayTime = lfDecayTime; mParams.ModulationTime = props->Reverb.ModulationTime; mParams.ModulationDepth = props->Reverb.ModulationDepth; mParams.HFReference = props->Reverb.HFReference; mParams.LFReference = props->Reverb.LFReference; } } /************************************** * Effect Processing * **************************************/ /* Applies a scattering matrix to the 4-line (vector) input. This is used * for both the below vector all-pass model and to perform modal feed-back * delay network (FDN) mixing. * * The matrix is derived from a skew-symmetric matrix to form a 4D rotation * matrix with a single unitary rotational parameter: * * [ d, a, b, c ] 1 = a^2 + b^2 + c^2 + d^2 * [ -a, d, c, -b ] * [ -b, -c, d, a ] * [ -c, b, -a, d ] * * The rotation is constructed from the effect's diffusion parameter, * yielding: * * 1 = x^2 + 3 y^2 * * Where a, b, and c are the coefficient y with differing signs, and d is the * coefficient x. The final matrix is thus: * * [ x, y, -y, y ] n = sqrt(matrix_order - 1) * [ -y, x, y, y ] t = diffusion_parameter * atan(n) * [ y, -y, x, y ] x = cos(t) * [ -y, -y, -y, x ] y = sin(t) / n * * Any square orthogonal matrix with an order that is a power of two will * work (where ^T is transpose, ^-1 is inverse): * * M^T = M^-1 * * Using that knowledge, finding an appropriate matrix can be accomplished * naively by searching all combinations of: * * M = D + S - S^T * * Where D is a diagonal matrix (of x), and S is a triangular matrix (of y) * whose combination of signs are being iterated. */ inline auto VectorPartialScatter(const std::array &RESTRICT in, const float xCoeff, const float yCoeff) -> std::array { return std::array{{ xCoeff*in[0] + yCoeff*( in[1] + -in[2] + in[3]), xCoeff*in[1] + yCoeff*(-in[0] + in[2] + in[3]), xCoeff*in[2] + yCoeff*( in[0] + -in[1] + in[3]), xCoeff*in[3] + yCoeff*(-in[0] + -in[1] + -in[2] ) }}; } /* Utilizes the above, but reverses the input channels. */ void VectorScatterRevDelayIn(const DelayLineI delay, size_t offset, const float xCoeff, const float yCoeff, const al::span in, const size_t count) { ASSUME(count > 0); for(size_t i{0u};i < count;) { offset &= delay.Mask; size_t td{minz(delay.Mask+1 - offset, count-i)}; do { std::array f; for(size_t j{0u};j < NUM_LINES;j++) f[NUM_LINES-1-j] = in[j][i]; ++i; delay.Line[offset++] = VectorPartialScatter(f, xCoeff, yCoeff); } while(--td); } } /* This applies a Gerzon multiple-in/multiple-out (MIMO) vector all-pass * filter to the 4-line input. * * It works by vectorizing a regular all-pass filter and replacing the delay * element with a scattering matrix (like the one above) and a diagonal * matrix of delay elements. * * Two static specializations are used for transitional (cross-faded) delay * line processing and non-transitional processing. */ void VecAllpass::processUnfaded(const al::span samples, size_t offset, const float xCoeff, const float yCoeff, const size_t todo) { const DelayLineI delay{Delay}; const float feedCoeff{Coeff}; ASSUME(todo > 0); size_t vap_offset[NUM_LINES]; for(size_t j{0u};j < NUM_LINES;j++) vap_offset[j] = offset - Offset[j][0]; for(size_t i{0u};i < todo;) { for(size_t j{0u};j < NUM_LINES;j++) vap_offset[j] &= delay.Mask; offset &= delay.Mask; size_t maxoff{offset}; for(size_t j{0u};j < NUM_LINES;j++) maxoff = maxz(maxoff, vap_offset[j]); size_t td{minz(delay.Mask+1 - maxoff, todo - i)}; do { std::array f; for(size_t j{0u};j < NUM_LINES;j++) { const float input{samples[j][i]}; const float out{delay.Line[vap_offset[j]++][j] - feedCoeff*input}; f[j] = input + feedCoeff*out; samples[j][i] = out; } ++i; delay.Line[offset++] = VectorPartialScatter(f, xCoeff, yCoeff); } while(--td); } } void VecAllpass::processFaded(const al::span samples, size_t offset, const float xCoeff, const float yCoeff, float fadeCount, const float fadeStep, const size_t todo) { const DelayLineI delay{Delay}; const float feedCoeff{Coeff}; ASSUME(todo > 0); size_t vap_offset[NUM_LINES][2]; for(size_t j{0u};j < NUM_LINES;j++) { vap_offset[j][0] = offset - Offset[j][0]; vap_offset[j][1] = offset - Offset[j][1]; } for(size_t i{0u};i < todo;) { for(size_t j{0u};j < NUM_LINES;j++) { vap_offset[j][0] &= delay.Mask; vap_offset[j][1] &= delay.Mask; } offset &= delay.Mask; size_t maxoff{offset}; for(size_t j{0u};j < NUM_LINES;j++) maxoff = maxz(maxoff, maxz(vap_offset[j][0], vap_offset[j][1])); size_t td{minz(delay.Mask+1 - maxoff, todo - i)}; do { fadeCount += 1.0f; const float fade{fadeCount * fadeStep}; std::array f; for(size_t j{0u};j < NUM_LINES;j++) f[j] = delay.Line[vap_offset[j][0]++][j]*(1.0f-fade) + delay.Line[vap_offset[j][1]++][j]*fade; for(size_t j{0u};j < NUM_LINES;j++) { const float input{samples[j][i]}; const float out{f[j] - feedCoeff*input}; f[j] = input + feedCoeff*out; samples[j][i] = out; } ++i; delay.Line[offset++] = VectorPartialScatter(f, xCoeff, yCoeff); } while(--td); } } /* This generates early reflections. * * This is done by obtaining the primary reflections (those arriving from the * same direction as the source) from the main delay line. These are * attenuated and all-pass filtered (based on the diffusion parameter). * * The early lines are then fed in reverse (according to the approximately * opposite spatial location of the A-Format lines) to create the secondary * reflections (those arriving from the opposite direction as the source). * * The early response is then completed by combining the primary reflections * with the delayed and attenuated output from the early lines. * * Finally, the early response is reversed, scattered (based on diffusion), * and fed into the late reverb section of the main delay line. * * Two static specializations are used for transitional (cross-faded) delay * line processing and non-transitional processing. */ void ReverbState::earlyUnfaded(const size_t offset, const size_t todo) { const DelayLineI early_delay{mEarly.Delay}; const DelayLineI main_delay{mDelay}; const float mixX{mMixX}; const float mixY{mMixY}; ASSUME(todo > 0); /* First, load decorrelated samples from the main delay line as the primary * reflections. */ for(size_t j{0u};j < NUM_LINES;j++) { size_t early_delay_tap{offset - mEarlyDelayTap[j][0]}; const float coeff{mEarlyDelayCoeff[j][0]}; for(size_t i{0u};i < todo;) { early_delay_tap &= main_delay.Mask; size_t td{minz(main_delay.Mask+1 - early_delay_tap, todo - i)}; do { mTempSamples[j][i++] = main_delay.Line[early_delay_tap++][j] * coeff; } while(--td); } } /* Apply a vector all-pass, to help color the initial reflections based on * the diffusion strength. */ mEarly.VecAp.processUnfaded(mTempSamples, offset, mixX, mixY, todo); /* Apply a delay and bounce to generate secondary reflections, combine with * the primary reflections and write out the result for mixing. */ for(size_t j{0u};j < NUM_LINES;j++) { size_t feedb_tap{offset - mEarly.Offset[j][0]}; const float feedb_coeff{mEarly.Coeff[j][0]}; float *out{mEarlySamples[j].data()}; for(size_t i{0u};i < todo;) { feedb_tap &= early_delay.Mask; size_t td{minz(early_delay.Mask+1 - feedb_tap, todo - i)}; do { out[i] = mTempSamples[j][i] + early_delay.Line[feedb_tap++][j]*feedb_coeff; ++i; } while(--td); } } for(size_t j{0u};j < NUM_LINES;j++) early_delay.write(offset, NUM_LINES-1-j, mTempSamples[j].data(), todo); /* Also write the result back to the main delay line for the late reverb * stage to pick up at the appropriate time, appplying a scatter and * bounce to improve the initial diffusion in the late reverb. */ const size_t late_feed_tap{offset - mLateFeedTap}; VectorScatterRevDelayIn(main_delay, late_feed_tap, mixX, mixY, mEarlySamples, todo); } void ReverbState::earlyFaded(const size_t offset, const size_t todo, const float fade, const float fadeStep) { const DelayLineI early_delay{mEarly.Delay}; const DelayLineI main_delay{mDelay}; const float mixX{mMixX}; const float mixY{mMixY}; ASSUME(todo > 0); for(size_t j{0u};j < NUM_LINES;j++) { size_t early_delay_tap0{offset - mEarlyDelayTap[j][0]}; size_t early_delay_tap1{offset - mEarlyDelayTap[j][1]}; const float oldCoeff{mEarlyDelayCoeff[j][0]}; const float oldCoeffStep{-oldCoeff * fadeStep}; const float newCoeffStep{mEarlyDelayCoeff[j][1] * fadeStep}; float fadeCount{fade}; for(size_t i{0u};i < todo;) { early_delay_tap0 &= main_delay.Mask; early_delay_tap1 &= main_delay.Mask; size_t td{minz(main_delay.Mask+1 - maxz(early_delay_tap0, early_delay_tap1), todo-i)}; do { fadeCount += 1.0f; const float fade0{oldCoeff + oldCoeffStep*fadeCount}; const float fade1{newCoeffStep*fadeCount}; mTempSamples[j][i++] = main_delay.Line[early_delay_tap0++][j]*fade0 + main_delay.Line[early_delay_tap1++][j]*fade1; } while(--td); } } mEarly.VecAp.processFaded(mTempSamples, offset, mixX, mixY, fade, fadeStep, todo); for(size_t j{0u};j < NUM_LINES;j++) { size_t feedb_tap0{offset - mEarly.Offset[j][0]}; size_t feedb_tap1{offset - mEarly.Offset[j][1]}; const float feedb_oldCoeff{mEarly.Coeff[j][0]}; const float feedb_oldCoeffStep{-feedb_oldCoeff * fadeStep}; const float feedb_newCoeffStep{mEarly.Coeff[j][1] * fadeStep}; float *out{mEarlySamples[j].data()}; float fadeCount{fade}; for(size_t i{0u};i < todo;) { feedb_tap0 &= early_delay.Mask; feedb_tap1 &= early_delay.Mask; size_t td{minz(early_delay.Mask+1 - maxz(feedb_tap0, feedb_tap1), todo - i)}; do { fadeCount += 1.0f; const float fade0{feedb_oldCoeff + feedb_oldCoeffStep*fadeCount}; const float fade1{feedb_newCoeffStep*fadeCount}; out[i] = mTempSamples[j][i] + early_delay.Line[feedb_tap0++][j]*fade0 + early_delay.Line[feedb_tap1++][j]*fade1; ++i; } while(--td); } } for(size_t j{0u};j < NUM_LINES;j++) early_delay.write(offset, NUM_LINES-1-j, mTempSamples[j].data(), todo); const size_t late_feed_tap{offset - mLateFeedTap}; VectorScatterRevDelayIn(main_delay, late_feed_tap, mixX, mixY, mEarlySamples, todo); } void Modulation::calcDelays(size_t todo) { constexpr float inv_scale{MOD_FRACONE / al::MathDefs::Tau()}; ALuint idx{Index}; const ALuint step{Step}; const float depth{Depth[0]}; for(size_t i{0};i < todo;++i) { idx += step; const float lfo{std::sin(static_cast(idx&MOD_FRACMASK) / inv_scale)}; ModDelays[i] = (lfo+1.0f) * depth; } Index = idx; } void Modulation::calcFadedDelays(size_t todo, float fadeCount, float fadeStep) { constexpr float inv_scale{MOD_FRACONE / al::MathDefs::Tau()}; ALuint idx{Index}; const ALuint step{Step}; const float depth{Depth[0]}; const float depthStep{(Depth[1]-depth) * fadeStep}; for(size_t i{0};i < todo;++i) { fadeCount += 1.0f; idx += step; const float lfo{std::sin(static_cast(idx&MOD_FRACMASK) / inv_scale)}; ModDelays[i] = (lfo+1.0f) * (depth + depthStep*fadeCount); } Index = idx; } /* This generates the reverb tail using a modified feed-back delay network * (FDN). * * Results from the early reflections are mixed with the output from the * modulated late delay lines. * * The late response is then completed by T60 and all-pass filtering the mix. * * Finally, the lines are reversed (so they feed their opposite directions) * and scattered with the FDN matrix before re-feeding the delay lines. * * Two variations are made, one for for transitional (cross-faded) delay line * processing and one for non-transitional processing. */ void ReverbState::lateUnfaded(const size_t offset, const size_t todo) { const DelayLineI late_delay{mLate.Delay}; const DelayLineI main_delay{mDelay}; const float mixX{mMixX}; const float mixY{mMixY}; ASSUME(todo > 0); /* First, calculate the modulated delays for the late feedback. */ mLate.Mod.calcDelays(todo); /* Next, load decorrelated samples from the main and feedback delay lines. * Filter the signal to apply its frequency-dependent decay. */ for(size_t j{0u};j < NUM_LINES;j++) { size_t late_delay_tap{offset - mLateDelayTap[j][0]}; size_t late_feedb_tap{offset - mLate.Offset[j][0]}; const float midGain{mLate.T60[j].MidGain[0]}; const float densityGain{mLate.DensityGain[0] * midGain}; for(size_t i{0u};i < todo;) { late_delay_tap &= main_delay.Mask; size_t td{minz(todo - i, main_delay.Mask+1 - late_delay_tap)}; do { /* Calculate the read offset and fraction between it and the * next sample. */ const float fdelay{mLate.Mod.ModDelays[i]}; const size_t delay{float2uint(fdelay)}; const float frac{fdelay - static_cast(delay)}; /* Feed the delay line with the late feedback sample, and get * the two samples crossed by the delayed offset. */ const float out0{late_delay.Line[(late_feedb_tap-delay) & late_delay.Mask][j]}; const float out1{late_delay.Line[(late_feedb_tap-delay-1) & late_delay.Mask][j]}; ++late_feedb_tap; /* The output is obtained by linearly interpolating the two * samples that were acquired above, and combined with the main * delay tap. */ mTempSamples[j][i] = lerp(out0, out1, frac)*midGain + main_delay.Line[late_delay_tap++][j]*densityGain; ++i; } while(--td); } mLate.T60[j].process({mTempSamples[j].data(), todo}); } /* Apply a vector all-pass to improve micro-surface diffusion, and write * out the results for mixing. */ mLate.VecAp.processUnfaded(mTempSamples, offset, mixX, mixY, todo); for(size_t j{0u};j < NUM_LINES;j++) std::copy_n(mTempSamples[j].begin(), todo, mLateSamples[j].begin()); /* Finally, scatter and bounce the results to refeed the feedback buffer. */ VectorScatterRevDelayIn(late_delay, offset, mixX, mixY, mTempSamples, todo); } void ReverbState::lateFaded(const size_t offset, const size_t todo, const float fade, const float fadeStep) { const DelayLineI late_delay{mLate.Delay}; const DelayLineI main_delay{mDelay}; const float mixX{mMixX}; const float mixY{mMixY}; ASSUME(todo > 0); mLate.Mod.calcFadedDelays(todo, fade, fadeStep); for(size_t j{0u};j < NUM_LINES;j++) { const float oldMidGain{mLate.T60[j].MidGain[0]}; const float midGain{mLate.T60[j].MidGain[1]}; const float oldMidStep{-oldMidGain * fadeStep}; const float midStep{midGain * fadeStep}; const float oldDensityGain{mLate.DensityGain[0] * oldMidGain}; const float densityGain{mLate.DensityGain[1] * midGain}; const float oldDensityStep{-oldDensityGain * fadeStep}; const float densityStep{densityGain * fadeStep}; size_t late_delay_tap0{offset - mLateDelayTap[j][0]}; size_t late_delay_tap1{offset - mLateDelayTap[j][1]}; size_t late_feedb_tap0{offset - mLate.Offset[j][0]}; size_t late_feedb_tap1{offset - mLate.Offset[j][1]}; float fadeCount{fade}; for(size_t i{0u};i < todo;) { late_delay_tap0 &= main_delay.Mask; late_delay_tap1 &= main_delay.Mask; size_t td{minz(todo - i, main_delay.Mask+1 - maxz(late_delay_tap0, late_delay_tap1))}; do { fadeCount += 1.0f; const float fdelay{mLate.Mod.ModDelays[i]}; const size_t delay{float2uint(fdelay)}; const float frac{fdelay - static_cast(delay)}; const float out00{late_delay.Line[(late_feedb_tap0-delay) & late_delay.Mask][j]}; const float out01{late_delay.Line[(late_feedb_tap0-delay-1) & late_delay.Mask][j]}; ++late_feedb_tap0; const float out10{late_delay.Line[(late_feedb_tap1-delay) & late_delay.Mask][j]}; const float out11{late_delay.Line[(late_feedb_tap1-delay-1) & late_delay.Mask][j]}; ++late_feedb_tap1; const float fade0{oldDensityGain + oldDensityStep*fadeCount}; const float fade1{densityStep*fadeCount}; const float gfade0{oldMidGain + oldMidStep*fadeCount}; const float gfade1{midStep*fadeCount}; mTempSamples[j][i] = lerp(out00, out01, frac)*gfade0 + lerp(out10, out11, frac)*gfade1 + main_delay.Line[late_delay_tap0++][j]*fade0 + main_delay.Line[late_delay_tap1++][j]*fade1; ++i; } while(--td); } mLate.T60[j].process({mTempSamples[j].data(), todo}); } mLate.VecAp.processFaded(mTempSamples, offset, mixX, mixY, fade, fadeStep, todo); for(size_t j{0u};j < NUM_LINES;j++) std::copy_n(mTempSamples[j].begin(), todo, mLateSamples[j].begin()); VectorScatterRevDelayIn(late_delay, offset, mixX, mixY, mTempSamples, todo); } void ReverbState::process(const size_t samplesToDo, const al::span samplesIn, const al::span samplesOut) { size_t offset{mOffset}; ASSUME(samplesToDo > 0); /* Convert B-Format to A-Format for processing. */ const size_t numInput{minz(samplesIn.size(), NUM_LINES)}; const al::span tmpspan{al::assume_aligned<16>(mTempLine.data()), samplesToDo}; for(size_t c{0u};c < NUM_LINES;c++) { std::fill(tmpspan.begin(), tmpspan.end(), 0.0f); for(size_t i{0};i < numInput;++i) { const float gain{B2A[c][i]}; const float *RESTRICT input{al::assume_aligned<16>(samplesIn[i].data())}; for(float &sample : tmpspan) { sample += *input * gain; ++input; } } /* Band-pass the incoming samples and feed the initial delay line. */ DualBiquad{mFilter[c].Lp, mFilter[c].Hp}.process(tmpspan, tmpspan.data()); mDelay.write(offset, c, tmpspan.cbegin(), samplesToDo); } /* Process reverb for these samples. */ if LIKELY(!mDoFading) { for(size_t base{0};base < samplesToDo;) { /* Calculate the number of samples we can do this iteration. */ size_t todo{minz(samplesToDo - base, mMaxUpdate[0])}; /* Some mixers require maintaining a 4-sample alignment, so ensure * that if it's not the last iteration. */ if(base+todo < samplesToDo) todo &= ~size_t{3}; ASSUME(todo > 0); /* Generate non-faded early reflections and late reverb. */ earlyUnfaded(offset, todo); lateUnfaded(offset, todo); /* Finally, mix early reflections and late reverb. */ (this->*mMixOut)(samplesOut, samplesToDo-base, base, todo); offset += todo; base += todo; } } else { const float fadeStep{1.0f / static_cast(samplesToDo)}; for(size_t base{0};base < samplesToDo;) { size_t todo{minz(samplesToDo - base, minz(mMaxUpdate[0], mMaxUpdate[1]))}; if(base+todo < samplesToDo) todo &= ~size_t{3}; ASSUME(todo > 0); /* Generate cross-faded early reflections and late reverb. */ auto fadeCount = static_cast(base); earlyFaded(offset, todo, fadeCount, fadeStep); lateFaded(offset, todo, fadeCount, fadeStep); (this->*mMixOut)(samplesOut, samplesToDo-base, base, todo); offset += todo; base += todo; } /* Update the cross-fading delay line taps. */ for(size_t c{0u};c < NUM_LINES;c++) { mEarlyDelayTap[c][0] = mEarlyDelayTap[c][1]; mEarlyDelayCoeff[c][0] = mEarlyDelayCoeff[c][1]; mLateDelayTap[c][0] = mLateDelayTap[c][1]; mEarly.VecAp.Offset[c][0] = mEarly.VecAp.Offset[c][1]; mEarly.Offset[c][0] = mEarly.Offset[c][1]; mEarly.Coeff[c][0] = mEarly.Coeff[c][1]; mLate.Offset[c][0] = mLate.Offset[c][1]; mLate.T60[c].MidGain[0] = mLate.T60[c].MidGain[1]; mLate.VecAp.Offset[c][0] = mLate.VecAp.Offset[c][1]; } mLate.DensityGain[0] = mLate.DensityGain[1]; mLate.Mod.Depth[0] = mLate.Mod.Depth[1]; mMaxUpdate[0] = mMaxUpdate[1]; mDoFading = false; } mOffset = offset; } void EAXReverb_setParami(EffectProps *props, ALenum param, int val) { switch(param) { case AL_EAXREVERB_DECAY_HFLIMIT: if(!(val >= AL_EAXREVERB_MIN_DECAY_HFLIMIT && val <= AL_EAXREVERB_MAX_DECAY_HFLIMIT)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb decay hflimit out of range"}; props->Reverb.DecayHFLimit = val != AL_FALSE; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid EAX reverb integer property 0x%04x", param}; } } void EAXReverb_setParamiv(EffectProps *props, ALenum param, const int *vals) { EAXReverb_setParami(props, param, vals[0]); } void EAXReverb_setParamf(EffectProps *props, ALenum param, float val) { switch(param) { case AL_EAXREVERB_DENSITY: if(!(val >= AL_EAXREVERB_MIN_DENSITY && val <= AL_EAXREVERB_MAX_DENSITY)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb density out of range"}; props->Reverb.Density = val; break; case AL_EAXREVERB_DIFFUSION: if(!(val >= AL_EAXREVERB_MIN_DIFFUSION && val <= AL_EAXREVERB_MAX_DIFFUSION)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb diffusion out of range"}; props->Reverb.Diffusion = val; break; case AL_EAXREVERB_GAIN: if(!(val >= AL_EAXREVERB_MIN_GAIN && val <= AL_EAXREVERB_MAX_GAIN)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb gain out of range"}; props->Reverb.Gain = val; break; case AL_EAXREVERB_GAINHF: if(!(val >= AL_EAXREVERB_MIN_GAINHF && val <= AL_EAXREVERB_MAX_GAINHF)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb gainhf out of range"}; props->Reverb.GainHF = val; break; case AL_EAXREVERB_GAINLF: if(!(val >= AL_EAXREVERB_MIN_GAINLF && val <= AL_EAXREVERB_MAX_GAINLF)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb gainlf out of range"}; props->Reverb.GainLF = val; break; case AL_EAXREVERB_DECAY_TIME: if(!(val >= AL_EAXREVERB_MIN_DECAY_TIME && val <= AL_EAXREVERB_MAX_DECAY_TIME)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb decay time out of range"}; props->Reverb.DecayTime = val; break; case AL_EAXREVERB_DECAY_HFRATIO: if(!(val >= AL_EAXREVERB_MIN_DECAY_HFRATIO && val <= AL_EAXREVERB_MAX_DECAY_HFRATIO)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb decay hfratio out of range"}; props->Reverb.DecayHFRatio = val; break; case AL_EAXREVERB_DECAY_LFRATIO: if(!(val >= AL_EAXREVERB_MIN_DECAY_LFRATIO && val <= AL_EAXREVERB_MAX_DECAY_LFRATIO)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb decay lfratio out of range"}; props->Reverb.DecayLFRatio = val; break; case AL_EAXREVERB_REFLECTIONS_GAIN: if(!(val >= AL_EAXREVERB_MIN_REFLECTIONS_GAIN && val <= AL_EAXREVERB_MAX_REFLECTIONS_GAIN)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb reflections gain out of range"}; props->Reverb.ReflectionsGain = val; break; case AL_EAXREVERB_REFLECTIONS_DELAY: if(!(val >= AL_EAXREVERB_MIN_REFLECTIONS_DELAY && val <= AL_EAXREVERB_MAX_REFLECTIONS_DELAY)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb reflections delay out of range"}; props->Reverb.ReflectionsDelay = val; break; case AL_EAXREVERB_LATE_REVERB_GAIN: if(!(val >= AL_EAXREVERB_MIN_LATE_REVERB_GAIN && val <= AL_EAXREVERB_MAX_LATE_REVERB_GAIN)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb late reverb gain out of range"}; props->Reverb.LateReverbGain = val; break; case AL_EAXREVERB_LATE_REVERB_DELAY: if(!(val >= AL_EAXREVERB_MIN_LATE_REVERB_DELAY && val <= AL_EAXREVERB_MAX_LATE_REVERB_DELAY)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb late reverb delay out of range"}; props->Reverb.LateReverbDelay = val; break; case AL_EAXREVERB_AIR_ABSORPTION_GAINHF: if(!(val >= AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF && val <= AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb air absorption gainhf out of range"}; props->Reverb.AirAbsorptionGainHF = val; break; case AL_EAXREVERB_ECHO_TIME: if(!(val >= AL_EAXREVERB_MIN_ECHO_TIME && val <= AL_EAXREVERB_MAX_ECHO_TIME)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb echo time out of range"}; props->Reverb.EchoTime = val; break; case AL_EAXREVERB_ECHO_DEPTH: if(!(val >= AL_EAXREVERB_MIN_ECHO_DEPTH && val <= AL_EAXREVERB_MAX_ECHO_DEPTH)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb echo depth out of range"}; props->Reverb.EchoDepth = val; break; case AL_EAXREVERB_MODULATION_TIME: if(!(val >= AL_EAXREVERB_MIN_MODULATION_TIME && val <= AL_EAXREVERB_MAX_MODULATION_TIME)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb modulation time out of range"}; props->Reverb.ModulationTime = val; break; case AL_EAXREVERB_MODULATION_DEPTH: if(!(val >= AL_EAXREVERB_MIN_MODULATION_DEPTH && val <= AL_EAXREVERB_MAX_MODULATION_DEPTH)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb modulation depth out of range"}; props->Reverb.ModulationDepth = val; break; case AL_EAXREVERB_HFREFERENCE: if(!(val >= AL_EAXREVERB_MIN_HFREFERENCE && val <= AL_EAXREVERB_MAX_HFREFERENCE)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb hfreference out of range"}; props->Reverb.HFReference = val; break; case AL_EAXREVERB_LFREFERENCE: if(!(val >= AL_EAXREVERB_MIN_LFREFERENCE && val <= AL_EAXREVERB_MAX_LFREFERENCE)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb lfreference out of range"}; props->Reverb.LFReference = val; break; case AL_EAXREVERB_ROOM_ROLLOFF_FACTOR: if(!(val >= AL_EAXREVERB_MIN_ROOM_ROLLOFF_FACTOR && val <= AL_EAXREVERB_MAX_ROOM_ROLLOFF_FACTOR)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb room rolloff factor out of range"}; props->Reverb.RoomRolloffFactor = val; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid EAX reverb float property 0x%04x", param}; } } void EAXReverb_setParamfv(EffectProps *props, ALenum param, const float *vals) { switch(param) { case AL_EAXREVERB_REFLECTIONS_PAN: if(!(std::isfinite(vals[0]) && std::isfinite(vals[1]) && std::isfinite(vals[2]))) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb reflections pan out of range"}; props->Reverb.ReflectionsPan[0] = vals[0]; props->Reverb.ReflectionsPan[1] = vals[1]; props->Reverb.ReflectionsPan[2] = vals[2]; break; case AL_EAXREVERB_LATE_REVERB_PAN: if(!(std::isfinite(vals[0]) && std::isfinite(vals[1]) && std::isfinite(vals[2]))) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb late reverb pan out of range"}; props->Reverb.LateReverbPan[0] = vals[0]; props->Reverb.LateReverbPan[1] = vals[1]; props->Reverb.LateReverbPan[2] = vals[2]; break; default: EAXReverb_setParamf(props, param, vals[0]); break; } } void EAXReverb_getParami(const EffectProps *props, ALenum param, int *val) { switch(param) { case AL_EAXREVERB_DECAY_HFLIMIT: *val = props->Reverb.DecayHFLimit; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid EAX reverb integer property 0x%04x", param}; } } void EAXReverb_getParamiv(const EffectProps *props, ALenum param, int *vals) { EAXReverb_getParami(props, param, vals); } void EAXReverb_getParamf(const EffectProps *props, ALenum param, float *val) { switch(param) { case AL_EAXREVERB_DENSITY: *val = props->Reverb.Density; break; case AL_EAXREVERB_DIFFUSION: *val = props->Reverb.Diffusion; break; case AL_EAXREVERB_GAIN: *val = props->Reverb.Gain; break; case AL_EAXREVERB_GAINHF: *val = props->Reverb.GainHF; break; case AL_EAXREVERB_GAINLF: *val = props->Reverb.GainLF; break; case AL_EAXREVERB_DECAY_TIME: *val = props->Reverb.DecayTime; break; case AL_EAXREVERB_DECAY_HFRATIO: *val = props->Reverb.DecayHFRatio; break; case AL_EAXREVERB_DECAY_LFRATIO: *val = props->Reverb.DecayLFRatio; break; case AL_EAXREVERB_REFLECTIONS_GAIN: *val = props->Reverb.ReflectionsGain; break; case AL_EAXREVERB_REFLECTIONS_DELAY: *val = props->Reverb.ReflectionsDelay; break; case AL_EAXREVERB_LATE_REVERB_GAIN: *val = props->Reverb.LateReverbGain; break; case AL_EAXREVERB_LATE_REVERB_DELAY: *val = props->Reverb.LateReverbDelay; break; case AL_EAXREVERB_AIR_ABSORPTION_GAINHF: *val = props->Reverb.AirAbsorptionGainHF; break; case AL_EAXREVERB_ECHO_TIME: *val = props->Reverb.EchoTime; break; case AL_EAXREVERB_ECHO_DEPTH: *val = props->Reverb.EchoDepth; break; case AL_EAXREVERB_MODULATION_TIME: *val = props->Reverb.ModulationTime; break; case AL_EAXREVERB_MODULATION_DEPTH: *val = props->Reverb.ModulationDepth; break; case AL_EAXREVERB_HFREFERENCE: *val = props->Reverb.HFReference; break; case AL_EAXREVERB_LFREFERENCE: *val = props->Reverb.LFReference; break; case AL_EAXREVERB_ROOM_ROLLOFF_FACTOR: *val = props->Reverb.RoomRolloffFactor; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid EAX reverb float property 0x%04x", param}; } } void EAXReverb_getParamfv(const EffectProps *props, ALenum param, float *vals) { switch(param) { case AL_EAXREVERB_REFLECTIONS_PAN: vals[0] = props->Reverb.ReflectionsPan[0]; vals[1] = props->Reverb.ReflectionsPan[1]; vals[2] = props->Reverb.ReflectionsPan[2]; break; case AL_EAXREVERB_LATE_REVERB_PAN: vals[0] = props->Reverb.LateReverbPan[0]; vals[1] = props->Reverb.LateReverbPan[1]; vals[2] = props->Reverb.LateReverbPan[2]; break; default: EAXReverb_getParamf(props, param, vals); break; } } DEFINE_ALEFFECT_VTABLE(EAXReverb); struct ReverbStateFactory final : public EffectStateFactory { EffectState *create() override { return new ReverbState{}; } EffectProps getDefaultProps() const noexcept override; const EffectVtable *getEffectVtable() const noexcept override { return &EAXReverb_vtable; } }; EffectProps ReverbStateFactory::getDefaultProps() const noexcept { EffectProps props{}; props.Reverb.Density = AL_EAXREVERB_DEFAULT_DENSITY; props.Reverb.Diffusion = AL_EAXREVERB_DEFAULT_DIFFUSION; props.Reverb.Gain = AL_EAXREVERB_DEFAULT_GAIN; props.Reverb.GainHF = AL_EAXREVERB_DEFAULT_GAINHF; props.Reverb.GainLF = AL_EAXREVERB_DEFAULT_GAINLF; props.Reverb.DecayTime = AL_EAXREVERB_DEFAULT_DECAY_TIME; props.Reverb.DecayHFRatio = AL_EAXREVERB_DEFAULT_DECAY_HFRATIO; props.Reverb.DecayLFRatio = AL_EAXREVERB_DEFAULT_DECAY_LFRATIO; props.Reverb.ReflectionsGain = AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN; props.Reverb.ReflectionsDelay = AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY; props.Reverb.ReflectionsPan[0] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; props.Reverb.ReflectionsPan[1] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; props.Reverb.ReflectionsPan[2] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; props.Reverb.LateReverbGain = AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN; props.Reverb.LateReverbDelay = AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY; props.Reverb.LateReverbPan[0] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; props.Reverb.LateReverbPan[1] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; props.Reverb.LateReverbPan[2] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; props.Reverb.EchoTime = AL_EAXREVERB_DEFAULT_ECHO_TIME; props.Reverb.EchoDepth = AL_EAXREVERB_DEFAULT_ECHO_DEPTH; props.Reverb.ModulationTime = AL_EAXREVERB_DEFAULT_MODULATION_TIME; props.Reverb.ModulationDepth = AL_EAXREVERB_DEFAULT_MODULATION_DEPTH; props.Reverb.AirAbsorptionGainHF = AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF; props.Reverb.HFReference = AL_EAXREVERB_DEFAULT_HFREFERENCE; props.Reverb.LFReference = AL_EAXREVERB_DEFAULT_LFREFERENCE; props.Reverb.RoomRolloffFactor = AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR; props.Reverb.DecayHFLimit = AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT; return props; } void StdReverb_setParami(EffectProps *props, ALenum param, int val) { switch(param) { case AL_REVERB_DECAY_HFLIMIT: if(!(val >= AL_REVERB_MIN_DECAY_HFLIMIT && val <= AL_REVERB_MAX_DECAY_HFLIMIT)) throw effect_exception{AL_INVALID_VALUE, "Reverb decay hflimit out of range"}; props->Reverb.DecayHFLimit = val != AL_FALSE; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid reverb integer property 0x%04x", param}; } } void StdReverb_setParamiv(EffectProps *props, ALenum param, const int *vals) { StdReverb_setParami(props, param, vals[0]); } void StdReverb_setParamf(EffectProps *props, ALenum param, float val) { switch(param) { case AL_REVERB_DENSITY: if(!(val >= AL_REVERB_MIN_DENSITY && val <= AL_REVERB_MAX_DENSITY)) throw effect_exception{AL_INVALID_VALUE, "Reverb density out of range"}; props->Reverb.Density = val; break; case AL_REVERB_DIFFUSION: if(!(val >= AL_REVERB_MIN_DIFFUSION && val <= AL_REVERB_MAX_DIFFUSION)) throw effect_exception{AL_INVALID_VALUE, "Reverb diffusion out of range"}; props->Reverb.Diffusion = val; break; case AL_REVERB_GAIN: if(!(val >= AL_REVERB_MIN_GAIN && val <= AL_REVERB_MAX_GAIN)) throw effect_exception{AL_INVALID_VALUE, "Reverb gain out of range"}; props->Reverb.Gain = val; break; case AL_REVERB_GAINHF: if(!(val >= AL_REVERB_MIN_GAINHF && val <= AL_REVERB_MAX_GAINHF)) throw effect_exception{AL_INVALID_VALUE, "Reverb gainhf out of range"}; props->Reverb.GainHF = val; break; case AL_REVERB_DECAY_TIME: if(!(val >= AL_REVERB_MIN_DECAY_TIME && val <= AL_REVERB_MAX_DECAY_TIME)) throw effect_exception{AL_INVALID_VALUE, "Reverb decay time out of range"}; props->Reverb.DecayTime = val; break; case AL_REVERB_DECAY_HFRATIO: if(!(val >= AL_REVERB_MIN_DECAY_HFRATIO && val <= AL_REVERB_MAX_DECAY_HFRATIO)) throw effect_exception{AL_INVALID_VALUE, "Reverb decay hfratio out of range"}; props->Reverb.DecayHFRatio = val; break; case AL_REVERB_REFLECTIONS_GAIN: if(!(val >= AL_REVERB_MIN_REFLECTIONS_GAIN && val <= AL_REVERB_MAX_REFLECTIONS_GAIN)) throw effect_exception{AL_INVALID_VALUE, "Reverb reflections gain out of range"}; props->Reverb.ReflectionsGain = val; break; case AL_REVERB_REFLECTIONS_DELAY: if(!(val >= AL_REVERB_MIN_REFLECTIONS_DELAY && val <= AL_REVERB_MAX_REFLECTIONS_DELAY)) throw effect_exception{AL_INVALID_VALUE, "Reverb reflections delay out of range"}; props->Reverb.ReflectionsDelay = val; break; case AL_REVERB_LATE_REVERB_GAIN: if(!(val >= AL_REVERB_MIN_LATE_REVERB_GAIN && val <= AL_REVERB_MAX_LATE_REVERB_GAIN)) throw effect_exception{AL_INVALID_VALUE, "Reverb late reverb gain out of range"}; props->Reverb.LateReverbGain = val; break; case AL_REVERB_LATE_REVERB_DELAY: if(!(val >= AL_REVERB_MIN_LATE_REVERB_DELAY && val <= AL_REVERB_MAX_LATE_REVERB_DELAY)) throw effect_exception{AL_INVALID_VALUE, "Reverb late reverb delay out of range"}; props->Reverb.LateReverbDelay = val; break; case AL_REVERB_AIR_ABSORPTION_GAINHF: if(!(val >= AL_REVERB_MIN_AIR_ABSORPTION_GAINHF && val <= AL_REVERB_MAX_AIR_ABSORPTION_GAINHF)) throw effect_exception{AL_INVALID_VALUE, "Reverb air absorption gainhf out of range"}; props->Reverb.AirAbsorptionGainHF = val; break; case AL_REVERB_ROOM_ROLLOFF_FACTOR: if(!(val >= AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR && val <= AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR)) throw effect_exception{AL_INVALID_VALUE, "Reverb room rolloff factor out of range"}; props->Reverb.RoomRolloffFactor = val; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid reverb float property 0x%04x", param}; } } void StdReverb_setParamfv(EffectProps *props, ALenum param, const float *vals) { StdReverb_setParamf(props, param, vals[0]); } void StdReverb_getParami(const EffectProps *props, ALenum param, int *val) { switch(param) { case AL_REVERB_DECAY_HFLIMIT: *val = props->Reverb.DecayHFLimit; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid reverb integer property 0x%04x", param}; } } void StdReverb_getParamiv(const EffectProps *props, ALenum param, int *vals) { StdReverb_getParami(props, param, vals); } void StdReverb_getParamf(const EffectProps *props, ALenum param, float *val) { switch(param) { case AL_REVERB_DENSITY: *val = props->Reverb.Density; break; case AL_REVERB_DIFFUSION: *val = props->Reverb.Diffusion; break; case AL_REVERB_GAIN: *val = props->Reverb.Gain; break; case AL_REVERB_GAINHF: *val = props->Reverb.GainHF; break; case AL_REVERB_DECAY_TIME: *val = props->Reverb.DecayTime; break; case AL_REVERB_DECAY_HFRATIO: *val = props->Reverb.DecayHFRatio; break; case AL_REVERB_REFLECTIONS_GAIN: *val = props->Reverb.ReflectionsGain; break; case AL_REVERB_REFLECTIONS_DELAY: *val = props->Reverb.ReflectionsDelay; break; case AL_REVERB_LATE_REVERB_GAIN: *val = props->Reverb.LateReverbGain; break; case AL_REVERB_LATE_REVERB_DELAY: *val = props->Reverb.LateReverbDelay; break; case AL_REVERB_AIR_ABSORPTION_GAINHF: *val = props->Reverb.AirAbsorptionGainHF; break; case AL_REVERB_ROOM_ROLLOFF_FACTOR: *val = props->Reverb.RoomRolloffFactor; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid reverb float property 0x%04x", param}; } } void StdReverb_getParamfv(const EffectProps *props, ALenum param, float *vals) { StdReverb_getParamf(props, param, vals); } DEFINE_ALEFFECT_VTABLE(StdReverb); struct StdReverbStateFactory final : public EffectStateFactory { EffectState *create() override { return new ReverbState{}; } EffectProps getDefaultProps() const noexcept override; const EffectVtable *getEffectVtable() const noexcept override { return &StdReverb_vtable; } }; EffectProps StdReverbStateFactory::getDefaultProps() const noexcept { EffectProps props{}; props.Reverb.Density = AL_REVERB_DEFAULT_DENSITY; props.Reverb.Diffusion = AL_REVERB_DEFAULT_DIFFUSION; props.Reverb.Gain = AL_REVERB_DEFAULT_GAIN; props.Reverb.GainHF = AL_REVERB_DEFAULT_GAINHF; props.Reverb.GainLF = 1.0f; props.Reverb.DecayTime = AL_REVERB_DEFAULT_DECAY_TIME; props.Reverb.DecayHFRatio = AL_REVERB_DEFAULT_DECAY_HFRATIO; props.Reverb.DecayLFRatio = 1.0f; props.Reverb.ReflectionsGain = AL_REVERB_DEFAULT_REFLECTIONS_GAIN; props.Reverb.ReflectionsDelay = AL_REVERB_DEFAULT_REFLECTIONS_DELAY; props.Reverb.ReflectionsPan[0] = 0.0f; props.Reverb.ReflectionsPan[1] = 0.0f; props.Reverb.ReflectionsPan[2] = 0.0f; props.Reverb.LateReverbGain = AL_REVERB_DEFAULT_LATE_REVERB_GAIN; props.Reverb.LateReverbDelay = AL_REVERB_DEFAULT_LATE_REVERB_DELAY; props.Reverb.LateReverbPan[0] = 0.0f; props.Reverb.LateReverbPan[1] = 0.0f; props.Reverb.LateReverbPan[2] = 0.0f; props.Reverb.EchoTime = 0.25f; props.Reverb.EchoDepth = 0.0f; props.Reverb.ModulationTime = 0.25f; props.Reverb.ModulationDepth = 0.0f; props.Reverb.AirAbsorptionGainHF = AL_REVERB_DEFAULT_AIR_ABSORPTION_GAINHF; props.Reverb.HFReference = 5000.0f; props.Reverb.LFReference = 250.0f; props.Reverb.RoomRolloffFactor = AL_REVERB_DEFAULT_ROOM_ROLLOFF_FACTOR; props.Reverb.DecayHFLimit = AL_REVERB_DEFAULT_DECAY_HFLIMIT; return props; } } // namespace EffectStateFactory *ReverbStateFactory_getFactory() { static ReverbStateFactory ReverbFactory{}; return &ReverbFactory; } EffectStateFactory *StdReverbStateFactory_getFactory() { static StdReverbStateFactory ReverbFactory{}; return &ReverbFactory; }