Make the reverb's early and late feedback lines interleaved

This commit is contained in:
Chris Robinson 2017-05-14 23:28:22 -07:00
parent cc1b774837
commit b2760baa64

View File

@ -117,7 +117,7 @@ typedef struct ALreverbState {
/* Echo lines are used to complete the second half of the early
* reflections.
*/
DelayLine Delay[4];
DelayLine Delay;
ALsizei Offset[4][2];
ALfloat Coeff[4];
@ -146,7 +146,7 @@ typedef struct ALreverbState {
ALfloat DensityGain;
/* Recursive delay lines are used fill in the reverb tail. */
DelayLine Delay[4];
DelayLine Delay;
ALsizei Offset[4][2];
/* T60 decay filters are used to simulate absorption. */
@ -228,14 +228,14 @@ static void ALreverbState_Construct(ALreverbState *state)
state->MixX = 0.0f;
state->MixY = 0.0f;
state->Early.Delay.Mask = 0;
state->Early.Delay.Line = NULL;
state->Early.VecAp.Delay.Mask = 0;
state->Early.VecAp.Delay.Line = NULL;
for(i = 0;i < 4;i++)
{
state->Early.VecAp.Offset[i][0] = 0;
state->Early.VecAp.Offset[i][1] = 0;
state->Early.Delay[i].Mask = 0;
state->Early.Delay[i].Line = NULL;
state->Early.Offset[i][0] = 0;
state->Early.Offset[i][1] = 0;
state->Early.Coeff[i] = 0.0f;
@ -249,6 +249,8 @@ static void ALreverbState_Construct(ALreverbState *state)
state->Late.DensityGain = 0.0f;
state->Late.Delay.Mask = 0;
state->Late.Delay.Line = NULL;
state->Late.VecAp.Delay.Mask = 0;
state->Late.VecAp.Delay.Line = NULL;
for(i = 0;i < 4;i++)
@ -256,8 +258,6 @@ static void ALreverbState_Construct(ALreverbState *state)
state->Late.VecAp.Offset[i][0] = 0;
state->Late.VecAp.Offset[i][1] = 0;
state->Late.Delay[i].Mask = 0;
state->Late.Delay[i].Line = NULL;
state->Late.Offset[i][0] = 0;
state->Late.Offset[i][1] = 0;
@ -556,12 +556,9 @@ static ALboolean AllocLines(const ALuint frequency, ALreverbState *State)
&State->Early.VecAp.Delay);
/* The early reflection lines. */
for(i = 0;i < 4;i++)
{
length = EARLY_LINE_LENGTHS[i] * multiplier;
totalSamples += CalcLineLength(length, totalSamples, frequency, 0, 1,
&State->Early.Delay[i]);
}
length = EARLY_LINE_LENGTHS[3] * multiplier;
totalSamples += CalcLineLength(length, totalSamples, frequency, 0, 4,
&State->Early.Delay);
/* The late vector all-pass line. Multiply by 4, for 4 interleaved channels. */
length = (LATE_ALLPASS_LENGTHS[0]+LATE_ALLPASS_LENGTHS[1]+
@ -575,13 +572,10 @@ static ALboolean AllocLines(const ALuint frequency, ALreverbState *State)
* maximum modulation time and depth coefficient, and halved for the low-
* to-high frequency swing.
*/
for(i = 0;i < 4;i++)
{
length = maxf(AL_EAXREVERB_MAX_ECHO_TIME, LATE_LINE_LENGTHS[i]*multiplier) +
AL_EAXREVERB_MAX_MODULATION_TIME*MODULATION_DEPTH_COEFF/2.0f;
totalSamples += CalcLineLength(length, totalSamples, frequency, 0, 1,
&State->Late.Delay[i]);
}
length = maxf(AL_EAXREVERB_MAX_ECHO_TIME, LATE_LINE_LENGTHS[3]*multiplier) +
AL_EAXREVERB_MAX_MODULATION_TIME*MODULATION_DEPTH_COEFF/2.0f;
totalSamples += CalcLineLength(length, totalSamples, frequency, 0, 4,
&State->Late.Delay);
if(totalSamples != State->TotalSamples)
{
@ -599,11 +593,9 @@ static ALboolean AllocLines(const ALuint frequency, ALreverbState *State)
/* Update all delays to reflect the new sample buffer. */
RealizeLineOffset(State->SampleBuffer, &State->Delay);
RealizeLineOffset(State->SampleBuffer, &State->Early.VecAp.Delay);
for(i = 0;i < 4;i++)
RealizeLineOffset(State->SampleBuffer, &State->Early.Delay[i]);
RealizeLineOffset(State->SampleBuffer, &State->Early.Delay);
RealizeLineOffset(State->SampleBuffer, &State->Late.VecAp.Delay);
for(i = 0;i < 4;i++)
RealizeLineOffset(State->SampleBuffer, &State->Late.Delay[i]);
RealizeLineOffset(State->SampleBuffer, &State->Late.Delay);
/* Clear the sample buffer. */
for(i = 0;i < State->TotalSamples;i++)
@ -1442,6 +1434,22 @@ static inline ALvoid DelayLineIn(DelayLine *Delay, const ALsizei offset, const A
Delay->Line[offset&Delay->Mask] = in;
}
static inline ALvoid DelayLineIn4(DelayLine *Delay, ALsizei offset, const ALfloat in[4])
{
ALsizei i;
offset = (offset*4) & Delay->Mask;
for(i = 0;i < 4;i++)
Delay->Line[offset+i] = in[i];
}
static inline ALvoid DelayLineIn4Rev(DelayLine *Delay, ALsizei offset, const ALfloat in[4])
{
ALsizei i;
offset = (offset*4) & Delay->Mask;
for(i = 0;i < 4;i++)
Delay->Line[offset+i] = in[3-i];
}
static void CalcModulationDelays(ALreverbState *State, ALfloat *restrict delays, const ALsizei todo)
{
ALfloat sinus, range;
@ -1554,8 +1562,7 @@ static void VectorAllpass_##T(ALfloat *restrict vec, const ALsizei offset, \
\
VectorPartialScatter(f, xCoeff, yCoeff); \
\
for(i = 0;i < 4;i++) \
DelayLineIn(&Vap->Delay, offset*4 + i, f[i]); \
DelayLineIn4(&Vap->Delay, offset, f); \
}
DECL_TEMPLATE(Unfaded)
DECL_TEMPLATE(Faded)
@ -1614,14 +1621,13 @@ static ALvoid EarlyReflection_##T(ALreverbState *State, const ALsizei todo, \
VectorAllpass_##T(f, offset, apFeedCoeff, mixX, mixY, fade, \
&State->Early.VecAp); \
\
for(j = 0;j < 4;j++) \
DelayLineIn(&State->Early.Delay[j], offset, f[3 - j]); \
DelayLineIn4Rev(&State->Early.Delay, offset, f); \
\
for(j = 0;j < 4;j++) \
f[j] += DELAY_OUT_##T(&State->Early.Delay[j], \
offset-State->Early.Offset[j][0], \
offset-State->Early.Offset[j][1], fade) * \
State->Early.Coeff[j]; \
f[j] += DELAY_OUT_##T(&State->Early.Delay, \
(offset-State->Early.Offset[j][0])*4 + j, \
(offset-State->Early.Offset[j][1])*4 + j, fade \
) * State->Early.Coeff[j]; \
\
for(j = 0;j < 4;j++) \
out[j][i] = f[j]; \
@ -1630,9 +1636,7 @@ static ALvoid EarlyReflection_##T(ALreverbState *State, const ALsizei todo, \
\
VectorPartialScatter(f, mixX, mixY); \
\
for(j = 0;j < 4;j++) \
DelayLineIn(&State->Delay, (offset-State->LateFeedTap)*4 + j, \
f[j]); \
DelayLineIn4(&State->Delay, offset-State->LateFeedTap, f); \
\
offset++; \
fade += FadeStep; \
@ -1715,12 +1719,14 @@ static ALvoid LateReverb_##T(ALreverbState *State, const ALsizei todo, \
ALfloat out0, out1; \
\
/* Get the two samples crossed by the offset delay. */ \
out0 = DELAY_OUT_##T(&State->Late.Delay[j], \
delay-State->Late.Offset[j][0], \
delay-State->Late.Offset[j][1], fade); \
out1 = DELAY_OUT_##T(&State->Late.Delay[j], \
delay-State->Late.Offset[j][0]-1, \
delay-State->Late.Offset[j][1]-1, fade); \
out0 = DELAY_OUT_##T(&State->Late.Delay, \
(delay-State->Late.Offset[j][0])*4 + j, \
(delay-State->Late.Offset[j][1])*4 + j, fade \
); \
out1 = DELAY_OUT_##T(&State->Late.Delay, \
(delay-State->Late.Offset[j][0]-1)*4 + j, \
(delay-State->Late.Offset[j][1]-1)*4 + j, fade \
); \
\
/* The modulated result is obtained by linearly interpolating the \
* two samples that were acquired above. \
@ -1741,8 +1747,7 @@ static ALvoid LateReverb_##T(ALreverbState *State, const ALsizei todo, \
\
VectorPartialScatter(f, mixX, mixY); \
\
for(j = 0;j < 4;j++) \
DelayLineIn(&State->Late.Delay[j], offset, f[j]); \
DelayLineIn4(&State->Late.Delay, offset, f); \
\
offset++; \
fade += FadeStep; \