AuroraOpenALSoft/Alc/alcReverb.c

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/**
* OpenAL cross platform audio library
* Copyright (C) 2008 by Christopher Fitzgerald.
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
* Or go to http://www.gnu.org/copyleft/lgpl.html
*/
#include "config.h"
#include <math.h>
#include <stdlib.h>
#include "AL/al.h"
#include "AL/alc.h"
#include "alMain.h"
#include "alAuxEffectSlot.h"
#include "alEffect.h"
#include "alReverb.h"
#ifdef HAVE_SQRTF
#define aluSqrt(x) ((ALfloat)sqrtf((float)(x)))
#else
#define aluSqrt(x) ((ALfloat)sqrt((double)(x)))
#endif
// fixes for mingw32.
#if defined(max) && !defined(__max)
#define __max max
#endif
#if defined(min) && !defined(__min)
#define __min min
#endif
typedef struct DelayLine
{
// The delay lines use lengths that are powers of 2 to allow bitmasking
// instead of modulus wrapping.
ALuint Mask;
ALfloat *Line;
} DelayLine;
struct ALverbState
{
// All delay lines are allocated as a single buffer to reduce memory
// fragmentation and teardown code.
ALfloat *SampleBuffer;
// Master reverb gain.
ALfloat Gain;
// Initial reverb delay.
DelayLine Delay;
// The tap points for the initial delay. First tap goes to early
// reflections, the second to late reverb.
ALuint Tap[2];
struct {
// Gain for early reflections.
ALfloat Gain;
// Early reflections are done with 4 delay lines.
ALfloat Coeff[4];
DelayLine Delay[4];
ALuint Offset[4];
} Early;
struct {
// Gain for late reverb.
ALfloat Gain;
// Diffusion of late reverb.
ALfloat Diffusion;
// Late reverb is done with 8 delay lines.
ALfloat Coeff[8];
DelayLine Delay[8];
ALuint Offset[8];
// The input and last 4 delay lines are low-pass filtered.
ALfloat LpCoeff[5];
ALfloat LpSample[5];
} Late;
ALuint Offset;
};
// All delay line lengths are specified in seconds.
// The length of the initial delay line (a sum of the maximum delay before
// early reflections and late reverb; 0.3 + 0.1).
static const ALfloat MASTER_LINE_LENGTH = 0.4000f;
// The lengths of the early delay lines.
static const ALfloat EARLY_LINE_LENGTH[4] =
{
0.0015f, 0.0045f, 0.0135f, 0.0405f
};
// The lengths of the late delay lines.
static const ALfloat LATE_LINE_LENGTH[8] =
{
0.0015f, 0.0037f, 0.0093f, 0.0234f,
0.0100f, 0.0150f, 0.0225f, 0.0337f
};
// The last 4 late delay lines have a variable length dependent on the effect
// density parameter and this multiplier.
static const ALfloat LATE_LINE_MULTIPLIER = 9.0f;
static ALuint NextPowerOf2(ALuint value)
{
ALuint powerOf2 = 1;
if(value)
{
value--;
while(value)
{
value >>= 1;
powerOf2 <<= 1;
}
}
return powerOf2;
}
// Basic delay line input/output routines.
static __inline ALfloat DelayLineOut(DelayLine *Delay, ALuint offset)
{
return Delay->Line[offset&Delay->Mask];
}
static __inline ALvoid DelayLineIn(DelayLine *Delay, ALuint offset, ALfloat in)
{
Delay->Line[offset&Delay->Mask] = in;
}
// Delay line output routine for early reflections.
static __inline ALfloat EarlyDelayLineOut(ALverbState *State, ALuint index)
{
return State->Early.Coeff[index] *
DelayLineOut(&State->Early.Delay[index],
State->Offset - State->Early.Offset[index]);
}
// Given an input sample, this function produces a decorrelated stereo output
// for early reflections.
static __inline ALvoid EarlyReflection(ALverbState *State, ALfloat in, ALfloat *out)
{
ALfloat d[4], v, f[4];
// Obtain the decayed results of each early delay line.
d[0] = EarlyDelayLineOut(State, 0);
d[1] = EarlyDelayLineOut(State, 1);
d[2] = EarlyDelayLineOut(State, 2);
d[3] = EarlyDelayLineOut(State, 3);
/* The following uses a lossless scattering junction from waveguide
* theory. It actually amounts to a householder mixing matrix, which
* will produce a maximally diffuse response, and means this can probably
* be considered a simple FDN.
* N
* ---
* \
* v = 2/N / di
* ---
* i=1
*/
v = (d[0] + d[1] + d[2] + d[3]) * 0.5f;
// The junction is loaded with the input here.
v += in;
// Calculate the feed values for the delay lines.
f[0] = v - d[0];
f[1] = v - d[1];
f[2] = v - d[2];
f[3] = v - d[3];
// To increase reflection complexity (and help reduce coloration) the
// delay lines cyclicly refeed themselves (0 -> 1 -> 3 -> 2 -> 0...).
DelayLineIn(&State->Early.Delay[0], State->Offset, f[2]);
DelayLineIn(&State->Early.Delay[1], State->Offset, f[0]);
DelayLineIn(&State->Early.Delay[2], State->Offset, f[3]);
DelayLineIn(&State->Early.Delay[3], State->Offset, f[1]);
// To decorrelate the output for stereo separation, the cyclical nature
// of the feed path is exploited. The two outputs are obtained from the
// inner delay lines.
// Output is instant by using the inputs to them instead of taking the
// result of the two delay lines directly (f[0] and f[3] instead of d[1]
// and d[2]).
out[0] = State->Early.Gain * f[0];
out[1] = State->Early.Gain * f[3];
}
// Delay line output routine for late reverb.
static __inline ALfloat LateDelayLineOut(ALverbState *State, ALuint index)
{
return State->Late.Coeff[index] *
DelayLineOut(&State->Late.Delay[index],
State->Offset - State->Late.Offset[index]);
}
// Low-pass filter input/output routine for late reverb.
static __inline ALfloat LateLowPassInOut(ALverbState *State, ALuint index, ALfloat in)
{
State->Late.LpSample[index] = in + ((State->Late.LpSample[index] - in) *
State->Late.LpCoeff[index]);
return State->Late.LpSample[index];
}
// Given an input sample, this function produces a decorrelated stereo output
// for late reverb.
static __inline ALvoid LateReverb(ALverbState *State, ALfloat in, ALfloat *out)
{
ALfloat din, d[8], v, dv, f[8];
// Since the input will be sent directly to the output as in the early
// reflections function, it needs to take into account some immediate
// absorption.
in = LateLowPassInOut(State, 0, in);
// When diffusion is full, no input is directly passed to the variable-
// length delay lines (the last 4).
din = (1.0f - State->Late.Diffusion) * in;
// Obtain the decayed results of the fixed-length delay lines.
d[0] = LateDelayLineOut(State, 0);
d[1] = LateDelayLineOut(State, 1);
d[2] = LateDelayLineOut(State, 2);
d[3] = LateDelayLineOut(State, 3);
// Obtain the decayed and low-pass filtered results of the variable-
// length delay lines.
d[4] = LateLowPassInOut(State, 1, LateDelayLineOut(State, 4));
d[5] = LateLowPassInOut(State, 2, LateDelayLineOut(State, 5));
d[6] = LateLowPassInOut(State, 3, LateDelayLineOut(State, 6));
d[7] = LateLowPassInOut(State, 4, LateDelayLineOut(State, 7));
// The waveguide formula used in the early reflections function works
// great for high diffusion, but it is not obviously paramerized to allow
// a variable diffusion. With only limited time and resources, what
// follows is the best variation of that formula I could come up with.
// First, there are 8 delay lines used. The first 4 are fixed-length and
// generate the highest density of the diffuse response. The last 4 are
// variable-length, and are used to smooth out the diffuse response. The
// density effect parameter alters their length. The inner two delay
// lines of each group have their signs reversed (more about this later).
v = (d[0] - d[1] - d[2] + d[3] +
d[4] - d[5] - d[6] + d[7]) * 0.25f;
// Diffusion is applied as a reduction of the junction pressure for all
// branches. This presents two problems. When the diffusion factor (0
// to 1) reaches 0.5, the average feed value is reduced (the junction
// becomes lossy). Thus, at 0.5 the signal decays almost twice as fast
// as it should. The second problem is the introduction of some
// resonant frequencies (coloration). The reversed signs above are used
// to help combat some of the coloration by adding variations along the
// feed cycle.
v *= State->Late.Diffusion;
// Load the junction with the input. To reduce the noticeable echo of
// the longer delay lines (the variable-length ones) the input is loaded
// with the inverse of the effect diffusion. So at full diffusion, the
// input is not applied to the last 4 delay lines. Input signs reversed
// to balance the equation.
dv = v + din;
v += in;
// As with the reversed signs above, to balance the equation the signs
// need to be reversed here, too.
f[0] = d[0] - v;
f[1] = d[1] + v;
f[2] = d[2] + v;
f[3] = d[3] - v;
f[4] = d[4] - dv;
f[5] = d[5] + dv;
f[6] = d[6] + dv;
f[7] = d[7] - dv;
// Feed the fixed-length delay lines with their own cycle (0 -> 1 -> 3 ->
// 2 -> 0...).
DelayLineIn(&State->Late.Delay[0], State->Offset, f[2]);
DelayLineIn(&State->Late.Delay[1], State->Offset, f[0]);
DelayLineIn(&State->Late.Delay[2], State->Offset, f[3]);
DelayLineIn(&State->Late.Delay[3], State->Offset, f[1]);
// Feed the variable-length delay lines with their cycle (4 -> 6 -> 7 ->
// 5 -> 4...).
DelayLineIn(&State->Late.Delay[4], State->Offset, f[5]);
DelayLineIn(&State->Late.Delay[5], State->Offset, f[7]);
DelayLineIn(&State->Late.Delay[6], State->Offset, f[4]);
DelayLineIn(&State->Late.Delay[7], State->Offset, f[6]);
// Output is derived from the values fed to the inner two variable-length
// delay lines (5 and 6).
out[0] = State->Late.Gain * f[7];
out[1] = State->Late.Gain * f[4];
}
// This creates the reverb state. It should be called only when the reverb
// effect is loaded into a slot that doesn't already have a reverb effect.
ALverbState *VerbCreate(ALCcontext *Context)
{
ALverbState *State = NULL;
ALuint length[13], totalLength, index;
State = malloc(sizeof(ALverbState));
if(!State)
return NULL;
// All line lengths are powers of 2, calculated from the line timings and
// the addition of an extra sample (for safety).
length[0] = NextPowerOf2((ALuint)(MASTER_LINE_LENGTH*Context->Frequency) + 1);
totalLength = length[0];
for(index = 0;index < 4;index++)
{
length[1+index] = NextPowerOf2((ALuint)(EARLY_LINE_LENGTH[index]*Context->Frequency) + 1);
totalLength += length[1+index];
}
for(index = 0;index < 4;index++)
{
length[5+index] = NextPowerOf2((ALuint)(LATE_LINE_LENGTH[index]*Context->Frequency) + 1);
totalLength += length[5+index];
}
for(index = 4;index < 8;index++)
{
length[5+index] = NextPowerOf2((ALuint)(LATE_LINE_LENGTH[index]*(1.0f + LATE_LINE_MULTIPLIER)*Context->Frequency) + 1);
totalLength += length[5+index];
}
// They all share a single sample buffer.
State->SampleBuffer = malloc(totalLength * sizeof(ALfloat));
if(!State->SampleBuffer)
{
free(State);
return NULL;
}
for(index = 0; index < totalLength;index++)
State->SampleBuffer[index] = 0.0f;
// Each one has its mask and start address calculated one time.
State->Gain = 0.0f;
State->Delay.Mask = length[0] - 1;
State->Delay.Line = &State->SampleBuffer[0];
totalLength = length[0];
State->Tap[0] = 0;
State->Tap[1] = 0;
State->Early.Gain = 0.0f;
// All fixed-length delay lines have their read-write offsets calculated
// one time.
for(index = 0;index < 4;index++)
{
State->Early.Coeff[index] = 0.0f;
State->Early.Delay[index].Mask = length[1 + index] - 1;
State->Early.Delay[index].Line = &State->SampleBuffer[totalLength];
totalLength += length[1 + index];
State->Early.Offset[index] = (ALuint)(EARLY_LINE_LENGTH[index] * Context->Frequency);
}
State->Late.Gain = 0.0f;
State->Late.Diffusion = 0.0f;
for(index = 0;index < 8;index++)
{
State->Late.Coeff[index] = 0.0f;
State->Late.Delay[index].Mask = length[5 + index] - 1;
State->Late.Delay[index].Line = &State->SampleBuffer[totalLength];
totalLength += length[5 + index];
State->Late.Offset[index] = 0;
if(index < 4)
{
State->Late.Offset[index] = (ALuint)(LATE_LINE_LENGTH[index] * Context->Frequency);
State->Late.LpCoeff[index] = 0.0f;
State->Late.LpSample[index] = 0.0f;
}
else if(index == 4)
{
State->Late.LpCoeff[index] = 0.0f;
State->Late.LpSample[index] = 0.0f;
}
}
State->Offset = 0;
return State;
}
// This destroys the reverb state. It should be called only when the effect
// slot has a different (or no) effect loaded over the reverb effect.
ALvoid VerbDestroy(ALverbState *State)
{
if(State)
{
free(State->SampleBuffer);
State->SampleBuffer = NULL;
free(State);
}
}
// This updates the reverb state. This is called any time the reverb effect
// is loaded into a slot.
ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect)
{
ALverbState *State = Slot->ReverbState;
ALuint index, index2;
ALfloat length, lpcoeff, cw, g;
ALfloat hfRatio = Effect->Reverb.DecayHFRatio;
// Calculate the master gain (from the slot and master reverb gain).
State->Gain = Slot->Gain * Effect->Reverb.Gain;
// Calculate the initial delay taps.
length = Effect->Reverb.ReflectionsDelay;
State->Tap[0] = (ALuint)(length * Context->Frequency);
length += Effect->Reverb.LateReverbDelay;
State->Tap[1] = (ALuint)(length * Context->Frequency);
// Calculate the early reflections gain. Right now this uses a gain of
// 0.75 to compensate for the increase in density. It should probably
// use a power (RMS) based measurement from the resulting distribution of
// early delay lines.
State->Early.Gain = Effect->Reverb.ReflectionsGain * 0.75f;
// Calculate the gain (coefficient) for each early delay line.
for(index = 0;index < 4;index++)
State->Early.Coeff[index] = pow(10.0f, EARLY_LINE_LENGTH[index] /
Effect->Reverb.LateReverbDelay *
-60.0f / 20.0f);
// Calculate the late reverb gain, adjusted by density, diffusion, and
// decay time. To be accurate, the adjustments should probably use power
// measurements for each contribution, but they are not too bad as they
// are.
State->Late.Gain = Effect->Reverb.LateReverbGain *
(0.45f + (0.55f * Effect->Reverb.Density)) *
(1.0f - (0.25f * Effect->Reverb.Diffusion)) *
(1.0f - (0.025f * Effect->Reverb.DecayTime));
State->Late.Diffusion = Effect->Reverb.Diffusion;
// The EFX specification does not make it clear whether the air
// absorption parameter should always take effect. Both Generic Software
// and Generic Hardware only apply it when HF limit is flagged, so that's
// what is done here.
// If the HF limit parameter is flagged, calculate an appropriate limit
// based on the air absorption parameter.
if(Effect->Reverb.DecayHFLimit && Effect->Reverb.AirAbsorptionGainHF < 1.0f)
{
ALfloat limitRatio;
// The following is my best guess at how to limit the HF ratio by the
// air absorption parameter.
// For each of the last 4 delays, find the attenuation due to air
// absorption in dB (converting delay time to meters using the speed
// of sound). Then reversing the decay equation, solve for HF ratio.
// The delay length is cancelled out of the equation, so it can be
// calculated once for all lines.
limitRatio = 1.0f / (log10(Effect->Reverb.AirAbsorptionGainHF) *
SPEEDOFSOUNDMETRESPERSEC *
Effect->Reverb.DecayTime / -60.0f * 20.0f);
// Need to limit the result to a minimum of 0.1, just like the HF
// ratio parameter.
limitRatio = __max(limitRatio, 0.1f);
// Using the limit calculated above, apply the upper bound to the
// HF ratio.
hfRatio = __min(hfRatio, limitRatio);
}
cw = cos(2.0f*3.141592654f * LOWPASSFREQCUTOFF / Context->Frequency);
for(index = 0;index < 8;index++)
{
// Calculate the length (in seconds) of each delay line.
length = LATE_LINE_LENGTH[index];
if(index >= 4)
{
// Calculate the delay offset for the variable-length delay
// lines.
length *= 1.0f + (Effect->Reverb.Density * LATE_LINE_MULTIPLIER);
State->Late.Offset[index] = (ALuint)(length * Context->Frequency);
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}
// Calculate the gain (coefficient) for each line.
State->Late.Coeff[index] = pow(10.0f, length / Effect->Reverb.DecayTime *
-60.0f / 20.0f);
if(index >= 4)
{
index2 = index - 3;
// Calculate the decay equation for each low-pass filter.
g = pow(10.0f, length / (Effect->Reverb.DecayTime * hfRatio) *
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-60.0f / 20.0f) /
State->Late.Coeff[index];
g = __max(g, 0.1f);
g *= g;
// Calculate the gain (coefficient) for each low-pass filter.
lpcoeff = 0.0f;
if(g < 0.9999f) // 1-epsilon
lpcoeff = (1 - g*cw - aluSqrt(2*g*(1-cw) - g*g*(1 - cw*cw))) / (1 - g);
// Very low decay times will produce minimal output, so apply an
// upper bound to the coefficient.
State->Late.LpCoeff[index2] = __min(lpcoeff, 0.98f);
}
}
// This just calculates the coefficient for the late reverb input low-
// pass filter. It is calculated based the average (hence -30 instead
// of -60) length of the inner two variable-length delay lines.
length = LATE_LINE_LENGTH[5] * (1.0f + Effect->Reverb.Density * LATE_LINE_MULTIPLIER) +
LATE_LINE_LENGTH[6] * (1.0f + Effect->Reverb.Density * LATE_LINE_MULTIPLIER);
g = pow(10.0f, ((length / (Effect->Reverb.DecayTime * hfRatio))-
(length / Effect->Reverb.DecayTime)) * -30.0f / 20.0f);
g = __max(g, 0.1f);
g *= g;
lpcoeff = 0.0f;
if(g < 0.9999f) // 1-epsilon
lpcoeff = (1 - g*cw - aluSqrt(2*g*(1-cw) - g*g*(1 - cw*cw))) / (1 - g);
State->Late.LpCoeff[0] = __min(lpcoeff, 0.98f);
}
// This processes the reverb state, given the input samples and an output
// buffer.
ALvoid VerbProcess(ALverbState *State, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS])
{
ALuint index;
ALfloat in, early[2], late[2], out[2];
for(index = 0;index < SamplesToDo;index++)
{
// Feed the initial delay line.
DelayLineIn(&State->Delay, State->Offset, SamplesIn[index]);
// Calculate the early reflection from the first delay tap.
in = DelayLineOut(&State->Delay, State->Offset - State->Tap[0]);
EarlyReflection(State, in, early);
// Calculate the late reverb from the second delay tap.
in = DelayLineOut(&State->Delay, State->Offset - State->Tap[1]);
LateReverb(State, in, late);
// Mix early reflections and late reverb.
out[0] = State->Gain * (early[0] + late[0]);
out[1] = State->Gain * (early[1] + late[1]);
// Step all delays forward one sample.
State->Offset++;
// Output the results.
SamplesOut[index][FRONT_LEFT] += out[0];
SamplesOut[index][FRONT_RIGHT] += out[1];
SamplesOut[index][SIDE_LEFT] += out[0];
SamplesOut[index][SIDE_RIGHT] += out[1];
SamplesOut[index][BACK_LEFT] += out[0];
SamplesOut[index][BACK_RIGHT] += out[1];
}
}