1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
|
/**
* OpenAL cross platform audio library
* Copyright (C) 2013 by Mike Gorchak
* 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 <algorithm>
#include <array>
#include <cstdlib>
#include <iterator>
#include "alc/effects/base.h"
#include "almalloc.h"
#include "alnumbers.h"
#include "alnumeric.h"
#include "alspan.h"
#include "core/bufferline.h"
#include "core/context.h"
#include "core/devformat.h"
#include "core/device.h"
#include "core/effectslot.h"
#include "core/filters/biquad.h"
#include "core/mixer.h"
#include "core/mixer/defs.h"
#include "intrusive_ptr.h"
namespace {
struct DistortionState final : public EffectState {
/* Effect gains for each channel */
float mGain[MaxAmbiChannels]{};
/* Effect parameters */
BiquadFilter mLowpass;
BiquadFilter mBandpass;
float mAttenuation{};
float mEdgeCoeff{};
alignas(16) float mBuffer[2][BufferLineSize]{};
void deviceUpdate(const DeviceBase *device, const BufferStorage *buffer) override;
void update(const ContextBase *context, const EffectSlot *slot, const EffectProps *props,
const EffectTarget target) override;
void process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn,
const al::span<FloatBufferLine> samplesOut) override;
DEF_NEWDEL(DistortionState)
};
void DistortionState::deviceUpdate(const DeviceBase*, const BufferStorage*)
{
mLowpass.clear();
mBandpass.clear();
}
void DistortionState::update(const ContextBase *context, const EffectSlot *slot,
const EffectProps *props, const EffectTarget target)
{
const DeviceBase *device{context->mDevice};
/* Store waveshaper edge settings. */
const float edge{minf(std::sin(al::numbers::pi_v<float>*0.5f * props->Distortion.Edge),
0.99f)};
mEdgeCoeff = 2.0f * edge / (1.0f-edge);
float cutoff{props->Distortion.LowpassCutoff};
/* Bandwidth value is constant in octaves. */
float bandwidth{(cutoff / 2.0f) / (cutoff * 0.67f)};
/* Divide normalized frequency by the amount of oversampling done during
* processing.
*/
auto frequency = static_cast<float>(device->Frequency);
mLowpass.setParamsFromBandwidth(BiquadType::LowPass, cutoff/frequency/4.0f, 1.0f, bandwidth);
cutoff = props->Distortion.EQCenter;
/* Convert bandwidth in Hz to octaves. */
bandwidth = props->Distortion.EQBandwidth / (cutoff * 0.67f);
mBandpass.setParamsFromBandwidth(BiquadType::BandPass, cutoff/frequency/4.0f, 1.0f, bandwidth);
static constexpr auto coeffs = CalcDirectionCoeffs(std::array{0.0f, 0.0f, -1.0f});
mOutTarget = target.Main->Buffer;
ComputePanGains(target.Main, coeffs, slot->Gain*props->Distortion.Gain, mGain);
}
void DistortionState::process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn, const al::span<FloatBufferLine> samplesOut)
{
const float fc{mEdgeCoeff};
for(size_t base{0u};base < samplesToDo;)
{
/* Perform 4x oversampling to avoid aliasing. Oversampling greatly
* improves distortion quality and allows to implement lowpass and
* bandpass filters using high frequencies, at which classic IIR
* filters became unstable.
*/
size_t todo{minz(BufferLineSize, (samplesToDo-base) * 4)};
/* Fill oversample buffer using zero stuffing. Multiply the sample by
* the amount of oversampling to maintain the signal's power.
*/
for(size_t i{0u};i < todo;i++)
mBuffer[0][i] = !(i&3) ? samplesIn[0][(i>>2)+base] * 4.0f : 0.0f;
/* First step, do lowpass filtering of original signal. Additionally
* perform buffer interpolation and lowpass cutoff for oversampling
* (which is fortunately first step of distortion). So combine three
* operations into the one.
*/
mLowpass.process({mBuffer[0], todo}, mBuffer[1]);
/* Second step, do distortion using waveshaper function to emulate
* signal processing during tube overdriving. Three steps of
* waveshaping are intended to modify waveform without boost/clipping/
* attenuation process.
*/
auto proc_sample = [fc](float smp) -> float
{
smp = (1.0f + fc) * smp/(1.0f + fc*std::abs(smp));
smp = (1.0f + fc) * smp/(1.0f + fc*std::abs(smp)) * -1.0f;
smp = (1.0f + fc) * smp/(1.0f + fc*std::abs(smp));
return smp;
};
std::transform(std::begin(mBuffer[1]), std::begin(mBuffer[1])+todo, std::begin(mBuffer[0]),
proc_sample);
/* Third step, do bandpass filtering of distorted signal. */
mBandpass.process({mBuffer[0], todo}, mBuffer[1]);
todo >>= 2;
const float *outgains{mGain};
for(FloatBufferLine &output : samplesOut)
{
/* Fourth step, final, do attenuation and perform decimation,
* storing only one sample out of four.
*/
const float gain{*(outgains++)};
if(!(std::fabs(gain) > GainSilenceThreshold))
continue;
for(size_t i{0u};i < todo;i++)
output[base+i] += gain * mBuffer[1][i*4];
}
base += todo;
}
}
struct DistortionStateFactory final : public EffectStateFactory {
al::intrusive_ptr<EffectState> create() override
{ return al::intrusive_ptr<EffectState>{new DistortionState{}}; }
};
} // namespace
EffectStateFactory *DistortionStateFactory_getFactory()
{
static DistortionStateFactory DistortionFactory{};
return &DistortionFactory;
}
|