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