Make the reverb's early and late feedback lines interleaved
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cc1b774837
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@ -117,7 +117,7 @@ typedef struct ALreverbState {
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/* Echo lines are used to complete the second half of the early
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* reflections.
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*/
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DelayLine Delay[4];
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DelayLine Delay;
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ALsizei Offset[4][2];
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ALfloat Coeff[4];
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@ -146,7 +146,7 @@ typedef struct ALreverbState {
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ALfloat DensityGain;
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/* Recursive delay lines are used fill in the reverb tail. */
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DelayLine Delay[4];
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DelayLine Delay;
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ALsizei Offset[4][2];
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/* T60 decay filters are used to simulate absorption. */
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@ -228,14 +228,14 @@ static void ALreverbState_Construct(ALreverbState *state)
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state->MixX = 0.0f;
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state->MixY = 0.0f;
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state->Early.Delay.Mask = 0;
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state->Early.Delay.Line = NULL;
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state->Early.VecAp.Delay.Mask = 0;
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state->Early.VecAp.Delay.Line = NULL;
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for(i = 0;i < 4;i++)
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{
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state->Early.VecAp.Offset[i][0] = 0;
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state->Early.VecAp.Offset[i][1] = 0;
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state->Early.Delay[i].Mask = 0;
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state->Early.Delay[i].Line = NULL;
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state->Early.Offset[i][0] = 0;
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state->Early.Offset[i][1] = 0;
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state->Early.Coeff[i] = 0.0f;
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@ -249,6 +249,8 @@ static void ALreverbState_Construct(ALreverbState *state)
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state->Late.DensityGain = 0.0f;
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state->Late.Delay.Mask = 0;
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state->Late.Delay.Line = NULL;
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state->Late.VecAp.Delay.Mask = 0;
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state->Late.VecAp.Delay.Line = NULL;
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for(i = 0;i < 4;i++)
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@ -256,8 +258,6 @@ static void ALreverbState_Construct(ALreverbState *state)
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state->Late.VecAp.Offset[i][0] = 0;
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state->Late.VecAp.Offset[i][1] = 0;
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state->Late.Delay[i].Mask = 0;
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state->Late.Delay[i].Line = NULL;
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state->Late.Offset[i][0] = 0;
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state->Late.Offset[i][1] = 0;
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@ -556,12 +556,9 @@ static ALboolean AllocLines(const ALuint frequency, ALreverbState *State)
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&State->Early.VecAp.Delay);
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/* The early reflection lines. */
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for(i = 0;i < 4;i++)
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{
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length = EARLY_LINE_LENGTHS[i] * multiplier;
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totalSamples += CalcLineLength(length, totalSamples, frequency, 0, 1,
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&State->Early.Delay[i]);
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}
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length = EARLY_LINE_LENGTHS[3] * multiplier;
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totalSamples += CalcLineLength(length, totalSamples, frequency, 0, 4,
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&State->Early.Delay);
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/* The late vector all-pass line. Multiply by 4, for 4 interleaved channels. */
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length = (LATE_ALLPASS_LENGTHS[0]+LATE_ALLPASS_LENGTHS[1]+
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@ -575,13 +572,10 @@ static ALboolean AllocLines(const ALuint frequency, ALreverbState *State)
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* maximum modulation time and depth coefficient, and halved for the low-
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* to-high frequency swing.
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*/
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for(i = 0;i < 4;i++)
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{
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length = maxf(AL_EAXREVERB_MAX_ECHO_TIME, LATE_LINE_LENGTHS[i]*multiplier) +
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AL_EAXREVERB_MAX_MODULATION_TIME*MODULATION_DEPTH_COEFF/2.0f;
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totalSamples += CalcLineLength(length, totalSamples, frequency, 0, 1,
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&State->Late.Delay[i]);
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}
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length = maxf(AL_EAXREVERB_MAX_ECHO_TIME, LATE_LINE_LENGTHS[3]*multiplier) +
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AL_EAXREVERB_MAX_MODULATION_TIME*MODULATION_DEPTH_COEFF/2.0f;
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totalSamples += CalcLineLength(length, totalSamples, frequency, 0, 4,
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&State->Late.Delay);
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if(totalSamples != State->TotalSamples)
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{
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@ -599,11 +593,9 @@ static ALboolean AllocLines(const ALuint frequency, ALreverbState *State)
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/* Update all delays to reflect the new sample buffer. */
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RealizeLineOffset(State->SampleBuffer, &State->Delay);
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RealizeLineOffset(State->SampleBuffer, &State->Early.VecAp.Delay);
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for(i = 0;i < 4;i++)
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RealizeLineOffset(State->SampleBuffer, &State->Early.Delay[i]);
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RealizeLineOffset(State->SampleBuffer, &State->Early.Delay);
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RealizeLineOffset(State->SampleBuffer, &State->Late.VecAp.Delay);
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for(i = 0;i < 4;i++)
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RealizeLineOffset(State->SampleBuffer, &State->Late.Delay[i]);
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RealizeLineOffset(State->SampleBuffer, &State->Late.Delay);
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/* Clear the sample buffer. */
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for(i = 0;i < State->TotalSamples;i++)
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@ -1442,6 +1434,22 @@ static inline ALvoid DelayLineIn(DelayLine *Delay, const ALsizei offset, const A
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Delay->Line[offset&Delay->Mask] = in;
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}
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static inline ALvoid DelayLineIn4(DelayLine *Delay, ALsizei offset, const ALfloat in[4])
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{
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ALsizei i;
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offset = (offset*4) & Delay->Mask;
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for(i = 0;i < 4;i++)
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Delay->Line[offset+i] = in[i];
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}
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static inline ALvoid DelayLineIn4Rev(DelayLine *Delay, ALsizei offset, const ALfloat in[4])
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{
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ALsizei i;
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offset = (offset*4) & Delay->Mask;
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for(i = 0;i < 4;i++)
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Delay->Line[offset+i] = in[3-i];
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}
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static void CalcModulationDelays(ALreverbState *State, ALfloat *restrict delays, const ALsizei todo)
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{
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ALfloat sinus, range;
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@ -1554,8 +1562,7 @@ static void VectorAllpass_##T(ALfloat *restrict vec, const ALsizei offset, \
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\
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VectorPartialScatter(f, xCoeff, yCoeff); \
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\
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for(i = 0;i < 4;i++) \
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DelayLineIn(&Vap->Delay, offset*4 + i, f[i]); \
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DelayLineIn4(&Vap->Delay, offset, f); \
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}
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DECL_TEMPLATE(Unfaded)
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DECL_TEMPLATE(Faded)
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@ -1614,14 +1621,13 @@ static ALvoid EarlyReflection_##T(ALreverbState *State, const ALsizei todo, \
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VectorAllpass_##T(f, offset, apFeedCoeff, mixX, mixY, fade, \
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&State->Early.VecAp); \
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\
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for(j = 0;j < 4;j++) \
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DelayLineIn(&State->Early.Delay[j], offset, f[3 - j]); \
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DelayLineIn4Rev(&State->Early.Delay, offset, f); \
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\
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for(j = 0;j < 4;j++) \
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f[j] += DELAY_OUT_##T(&State->Early.Delay[j], \
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offset-State->Early.Offset[j][0], \
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offset-State->Early.Offset[j][1], fade) * \
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State->Early.Coeff[j]; \
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f[j] += DELAY_OUT_##T(&State->Early.Delay, \
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(offset-State->Early.Offset[j][0])*4 + j, \
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(offset-State->Early.Offset[j][1])*4 + j, fade \
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) * State->Early.Coeff[j]; \
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\
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for(j = 0;j < 4;j++) \
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out[j][i] = f[j]; \
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@ -1630,9 +1636,7 @@ static ALvoid EarlyReflection_##T(ALreverbState *State, const ALsizei todo, \
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\
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VectorPartialScatter(f, mixX, mixY); \
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\
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for(j = 0;j < 4;j++) \
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DelayLineIn(&State->Delay, (offset-State->LateFeedTap)*4 + j, \
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f[j]); \
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DelayLineIn4(&State->Delay, offset-State->LateFeedTap, f); \
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\
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offset++; \
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fade += FadeStep; \
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@ -1715,12 +1719,14 @@ static ALvoid LateReverb_##T(ALreverbState *State, const ALsizei todo, \
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ALfloat out0, out1; \
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\
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/* Get the two samples crossed by the offset delay. */ \
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out0 = DELAY_OUT_##T(&State->Late.Delay[j], \
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delay-State->Late.Offset[j][0], \
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delay-State->Late.Offset[j][1], fade); \
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out1 = DELAY_OUT_##T(&State->Late.Delay[j], \
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delay-State->Late.Offset[j][0]-1, \
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delay-State->Late.Offset[j][1]-1, fade); \
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out0 = DELAY_OUT_##T(&State->Late.Delay, \
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(delay-State->Late.Offset[j][0])*4 + j, \
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(delay-State->Late.Offset[j][1])*4 + j, fade \
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); \
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out1 = DELAY_OUT_##T(&State->Late.Delay, \
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(delay-State->Late.Offset[j][0]-1)*4 + j, \
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(delay-State->Late.Offset[j][1]-1)*4 + j, fade \
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); \
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\
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/* The modulated result is obtained by linearly interpolating the \
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* two samples that were acquired above. \
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@ -1741,8 +1747,7 @@ static ALvoid LateReverb_##T(ALreverbState *State, const ALsizei todo, \
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\
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VectorPartialScatter(f, mixX, mixY); \
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\
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for(j = 0;j < 4;j++) \
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DelayLineIn(&State->Late.Delay[j], offset, f[j]); \
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DelayLineIn4(&State->Late.Delay, offset, f); \
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\
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offset++; \
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fade += FadeStep; \
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