2008-11-17 17:32:25 +00:00
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/**
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* OpenAL cross platform audio library
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* Copyright (C) 2008 by Christopher Fitzgerald.
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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* Or go to http://www.gnu.org/copyleft/lgpl.html
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*/
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2008-11-16 08:29:49 +00:00
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#include "config.h"
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#include <math.h>
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#include <stdlib.h>
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#include "AL/al.h"
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#include "AL/alc.h"
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#include "alMain.h"
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#include "alAuxEffectSlot.h"
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#include "alEffect.h"
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#include "alReverb.h"
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#ifdef HAVE_SQRTF
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#define aluSqrt(x) ((ALfloat)sqrtf((float)(x)))
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#else
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#define aluSqrt(x) ((ALfloat)sqrt((double)(x)))
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#endif
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// fixes for mingw32.
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#if defined(max) && !defined(__max)
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#define __max max
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#endif
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#if defined(min) && !defined(__min)
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#define __min min
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#endif
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typedef struct DelayLine
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{
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// The delay lines use lengths that are powers of 2 to allow bitmasking
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// instead of modulus wrapping.
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ALuint Mask;
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ALfloat *Line;
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} DelayLine;
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struct ALverbState
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{
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// All delay lines are allocated as a single buffer to reduce memory
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// fragmentation and teardown code.
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ALfloat *SampleBuffer;
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// Master reverb gain.
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ALfloat Gain;
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// Initial reverb delay.
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DelayLine Delay;
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// The tap points for the initial delay. First tap goes to early
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// reflections, the second to late reverb.
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ALuint Tap[2];
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struct {
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// Gain for early reflections.
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ALfloat Gain;
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// Early reflections are done with 4 delay lines.
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ALfloat Coeff[4];
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DelayLine Delay[4];
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ALuint Offset[4];
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} Early;
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struct {
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// Gain for late reverb.
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ALfloat Gain;
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// Diffusion of late reverb.
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ALfloat Diffusion;
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// Late reverb is done with 8 delay lines.
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ALfloat Coeff[8];
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DelayLine Delay[8];
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ALuint Offset[8];
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// The input and last 4 delay lines are low-pass filtered.
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ALfloat LpCoeff[5];
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ALfloat LpSample[5];
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} Late;
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ALuint Offset;
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};
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// All delay line lengths are specified in seconds.
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// The length of the initial delay line (a sum of the maximum delay before
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// early reflections and late reverb; 0.3 + 0.1).
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static const ALfloat MASTER_LINE_LENGTH = 0.4000f;
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// The lengths of the early delay lines.
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static const ALfloat EARLY_LINE_LENGTH[4] =
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{
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0.0015f, 0.0045f, 0.0135f, 0.0405f
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};
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// The lengths of the late delay lines.
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static const ALfloat LATE_LINE_LENGTH[8] =
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{
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0.0015f, 0.0037f, 0.0093f, 0.0234f,
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0.0100f, 0.0150f, 0.0225f, 0.0337f
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};
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// The last 4 late delay lines have a variable length dependent on the effect
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// density parameter and this multiplier.
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static const ALfloat LATE_LINE_MULTIPLIER = 9.0f;
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static ALuint NextPowerOf2(ALuint value)
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{
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ALuint powerOf2 = 1;
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if(value)
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{
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value--;
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while(value)
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{
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value >>= 1;
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powerOf2 <<= 1;
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}
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}
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return powerOf2;
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}
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// Basic delay line input/output routines.
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static __inline ALfloat DelayLineOut(DelayLine *Delay, ALuint offset)
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{
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return Delay->Line[offset&Delay->Mask];
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}
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static __inline ALvoid DelayLineIn(DelayLine *Delay, ALuint offset, ALfloat in)
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{
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Delay->Line[offset&Delay->Mask] = in;
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}
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// Delay line output routine for early reflections.
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static __inline ALfloat EarlyDelayLineOut(ALverbState *State, ALuint index)
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{
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return State->Early.Coeff[index] *
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DelayLineOut(&State->Early.Delay[index],
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State->Offset - State->Early.Offset[index]);
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}
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// Given an input sample, this function produces a decorrelated stereo output
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// for early reflections.
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static __inline ALvoid EarlyReflection(ALverbState *State, ALfloat in, ALfloat *out)
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{
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ALfloat d[4], v, f[4];
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// Obtain the decayed results of each early delay line.
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d[0] = EarlyDelayLineOut(State, 0);
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d[1] = EarlyDelayLineOut(State, 1);
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d[2] = EarlyDelayLineOut(State, 2);
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d[3] = EarlyDelayLineOut(State, 3);
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/* The following uses a lossless scattering junction from waveguide
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* theory. It actually amounts to a householder mixing matrix, which
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* will produce a maximally diffuse response, and means this can probably
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* be considered a simple FDN.
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* N
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* ---
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* \
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* v = 2/N / di
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* ---
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* i=1
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*/
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v = (d[0] + d[1] + d[2] + d[3]) * 0.5f;
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// The junction is loaded with the input here.
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v += in;
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// Calculate the feed values for the delay lines.
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f[0] = v - d[0];
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f[1] = v - d[1];
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f[2] = v - d[2];
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f[3] = v - d[3];
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// To increase reflection complexity (and help reduce coloration) the
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// delay lines cyclicly refeed themselves (0 -> 1 -> 3 -> 2 -> 0...).
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DelayLineIn(&State->Early.Delay[0], State->Offset, f[2]);
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DelayLineIn(&State->Early.Delay[1], State->Offset, f[0]);
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DelayLineIn(&State->Early.Delay[2], State->Offset, f[3]);
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DelayLineIn(&State->Early.Delay[3], State->Offset, f[1]);
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// To decorrelate the output for stereo separation, the cyclical nature
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// of the feed path is exploited. The two outputs are obtained from the
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// inner delay lines.
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// Output is instant by using the inputs to them instead of taking the
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// result of the two delay lines directly (f[0] and f[3] instead of d[1]
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// and d[2]).
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out[0] = State->Early.Gain * f[0];
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out[1] = State->Early.Gain * f[3];
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}
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// Delay line output routine for late reverb.
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static __inline ALfloat LateDelayLineOut(ALverbState *State, ALuint index)
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{
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return State->Late.Coeff[index] *
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DelayLineOut(&State->Late.Delay[index],
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State->Offset - State->Late.Offset[index]);
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}
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// Low-pass filter input/output routine for late reverb.
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static __inline ALfloat LateLowPassInOut(ALverbState *State, ALuint index, ALfloat in)
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{
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State->Late.LpSample[index] = in + ((State->Late.LpSample[index] - in) *
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State->Late.LpCoeff[index]);
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return State->Late.LpSample[index];
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}
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// Given an input sample, this function produces a decorrelated stereo output
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// for late reverb.
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static __inline ALvoid LateReverb(ALverbState *State, ALfloat in, ALfloat *out)
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{
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ALfloat din, d[8], v, dv, f[8];
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// Since the input will be sent directly to the output as in the early
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// reflections function, it needs to take into account some immediate
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// absorption.
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in = LateLowPassInOut(State, 0, in);
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// When diffusion is full, no input is directly passed to the variable-
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// length delay lines (the last 4).
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din = (1.0f - State->Late.Diffusion) * in;
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// Obtain the decayed results of the fixed-length delay lines.
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d[0] = LateDelayLineOut(State, 0);
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d[1] = LateDelayLineOut(State, 1);
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d[2] = LateDelayLineOut(State, 2);
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d[3] = LateDelayLineOut(State, 3);
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// Obtain the decayed and low-pass filtered results of the variable-
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// length delay lines.
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d[4] = LateLowPassInOut(State, 1, LateDelayLineOut(State, 4));
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d[5] = LateLowPassInOut(State, 2, LateDelayLineOut(State, 5));
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d[6] = LateLowPassInOut(State, 3, LateDelayLineOut(State, 6));
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d[7] = LateLowPassInOut(State, 4, LateDelayLineOut(State, 7));
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// The waveguide formula used in the early reflections function works
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// great for high diffusion, but it is not obviously paramerized to allow
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// a variable diffusion. With only limited time and resources, what
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// follows is the best variation of that formula I could come up with.
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// First, there are 8 delay lines used. The first 4 are fixed-length and
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// generate the highest density of the diffuse response. The last 4 are
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// variable-length, and are used to smooth out the diffuse response. The
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// density effect parameter alters their length. The inner two delay
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// lines of each group have their signs reversed (more about this later).
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v = (d[0] - d[1] - d[2] + d[3] +
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d[4] - d[5] - d[6] + d[7]) * 0.25f;
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// Diffusion is applied as a reduction of the junction pressure for all
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// branches. This presents two problems. When the diffusion factor (0
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// to 1) reaches 0.5, the average feed value is reduced (the junction
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// becomes lossy). Thus, at 0.5 the signal decays almost twice as fast
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// as it should. The second problem is the introduction of some
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// resonant frequencies (coloration). The reversed signs above are used
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// to help combat some of the coloration by adding variations along the
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// feed cycle.
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v *= State->Late.Diffusion;
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// Load the junction with the input. To reduce the noticeable echo of
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// the longer delay lines (the variable-length ones) the input is loaded
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// with the inverse of the effect diffusion. So at full diffusion, the
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// input is not applied to the last 4 delay lines. Input signs reversed
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// to balance the equation.
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dv = v + din;
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v += in;
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// As with the reversed signs above, to balance the equation the signs
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// need to be reversed here, too.
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f[0] = d[0] - v;
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f[1] = d[1] + v;
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f[2] = d[2] + v;
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f[3] = d[3] - v;
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f[4] = d[4] - dv;
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f[5] = d[5] + dv;
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f[6] = d[6] + dv;
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f[7] = d[7] - dv;
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// Feed the fixed-length delay lines with their own cycle (0 -> 1 -> 3 ->
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// 2 -> 0...).
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DelayLineIn(&State->Late.Delay[0], State->Offset, f[2]);
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DelayLineIn(&State->Late.Delay[1], State->Offset, f[0]);
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DelayLineIn(&State->Late.Delay[2], State->Offset, f[3]);
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DelayLineIn(&State->Late.Delay[3], State->Offset, f[1]);
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// Feed the variable-length delay lines with their cycle (4 -> 6 -> 7 ->
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// 5 -> 4...).
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DelayLineIn(&State->Late.Delay[4], State->Offset, f[5]);
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DelayLineIn(&State->Late.Delay[5], State->Offset, f[7]);
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DelayLineIn(&State->Late.Delay[6], State->Offset, f[4]);
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DelayLineIn(&State->Late.Delay[7], State->Offset, f[6]);
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// Output is derived from the values fed to the inner two variable-length
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// delay lines (5 and 6).
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out[0] = State->Late.Gain * f[7];
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out[1] = State->Late.Gain * f[4];
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}
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// This creates the reverb state. It should be called only when the reverb
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// effect is loaded into a slot that doesn't already have a reverb effect.
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ALverbState *VerbCreate(ALCcontext *Context)
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{
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ALverbState *State = NULL;
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ALuint length[13], totalLength, index;
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State = malloc(sizeof(ALverbState));
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if(!State)
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return NULL;
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// All line lengths are powers of 2, calculated from the line timings and
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// the addition of an extra sample (for safety).
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length[0] = NextPowerOf2((ALuint)(MASTER_LINE_LENGTH*Context->Frequency) + 1);
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totalLength = length[0];
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for(index = 0;index < 4;index++)
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{
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length[1+index] = NextPowerOf2((ALuint)(EARLY_LINE_LENGTH[index]*Context->Frequency) + 1);
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totalLength += length[1+index];
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}
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for(index = 0;index < 4;index++)
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{
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length[5+index] = NextPowerOf2((ALuint)(LATE_LINE_LENGTH[index]*Context->Frequency) + 1);
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totalLength += length[5+index];
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}
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for(index = 4;index < 8;index++)
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{
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length[5+index] = NextPowerOf2((ALuint)(LATE_LINE_LENGTH[index]*(1.0f + LATE_LINE_MULTIPLIER)*Context->Frequency) + 1);
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totalLength += length[5+index];
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}
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// They all share a single sample buffer.
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State->SampleBuffer = malloc(totalLength * sizeof(ALfloat));
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if(!State->SampleBuffer)
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{
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free(State);
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return NULL;
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}
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for(index = 0; index < totalLength;index++)
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State->SampleBuffer[index] = 0.0f;
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// Each one has its mask and start address calculated one time.
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State->Gain = 0.0f;
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State->Delay.Mask = length[0] - 1;
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State->Delay.Line = &State->SampleBuffer[0];
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totalLength = length[0];
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State->Tap[0] = 0;
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State->Tap[1] = 0;
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State->Early.Gain = 0.0f;
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// All fixed-length delay lines have their read-write offsets calculated
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// 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.
|
2008-11-18 11:26:02 +00:00
|
|
|
if(Effect->Reverb.DecayHFLimit && Effect->Reverb.AirAbsorptionGainHF < 1.0f)
|
2008-11-16 08:29:49 +00:00
|
|
|
{
|
|
|
|
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) *
|
2008-11-18 11:26:02 +00:00
|
|
|
SPEEDOFSOUNDMETRESPERSEC *
|
|
|
|
Effect->Reverb.DecayTime / -60.0f * 20.0f);
|
2008-11-16 08:29:49 +00:00
|
|
|
// 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.
|
2008-11-18 14:35:00 +00:00
|
|
|
length *= 1.0f + (Effect->Reverb.Density * LATE_LINE_MULTIPLIER);
|
2008-11-16 08:29:49 +00:00
|
|
|
State->Late.Offset[index] = (ALuint)(length * Context->Frequency);
|
2008-11-18 12:31:24 +00:00
|
|
|
}
|
|
|
|
// 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)
|
|
|
|
{
|
2008-11-18 14:35:00 +00:00
|
|
|
index2 = index - 3;
|
|
|
|
|
2008-11-16 08:29:49 +00:00
|
|
|
// Calculate the decay equation for each low-pass filter.
|
|
|
|
g = pow(10.0f, length / (Effect->Reverb.DecayTime * hfRatio) *
|
2008-11-18 12:31:24 +00:00
|
|
|
-60.0f / 20.0f) /
|
|
|
|
State->Late.Coeff[index];
|
2008-11-16 08:29:49 +00:00
|
|
|
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);
|
|
|
|
|
2008-11-18 14:35:00 +00:00
|
|
|
g = pow(10.0f, ((length / (Effect->Reverb.DecayTime * hfRatio))-
|
|
|
|
(length / Effect->Reverb.DecayTime)) * -30.0f / 20.0f);
|
2008-11-16 08:29:49 +00:00
|
|
|
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];
|
|
|
|
}
|
|
|
|
}
|