9341f4f884
Clamp the panning vector magnitude to 1, and use an energy-reduction method as the vector magnitude increases (to simulate reverb area occlusion)
794 lines
30 KiB
C
794 lines
30 KiB
C
/**
|
|
* Reverb for the OpenAL cross platform audio library
|
|
* Copyright (C) 2008-2009 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 "alu.h"
|
|
|
|
typedef struct DelayLine
|
|
{
|
|
// The delay lines use sample lengths that are powers of 2 to allow
|
|
// bitmasking instead of modulus wrapping.
|
|
ALuint Mask;
|
|
ALfloat *Line;
|
|
} DelayLine;
|
|
|
|
typedef struct ALverbState {
|
|
// Must be first in all effects!
|
|
ALeffectState state;
|
|
|
|
// All delay lines are allocated as a single buffer to reduce memory
|
|
// fragmentation and management code.
|
|
ALfloat *SampleBuffer;
|
|
// Master effect low-pass filter (2 chained 1-pole filters).
|
|
ALfloat LpCoeff;
|
|
ALfloat LpSamples[2];
|
|
// Initial effect delay and decorrelation.
|
|
DelayLine Delay;
|
|
// The tap points for the initial delay. First tap goes to early
|
|
// reflections, the last four decorrelate to late reverb.
|
|
ALuint Tap[5];
|
|
struct {
|
|
// Total gain for early reflections.
|
|
ALfloat Gain;
|
|
// Early reflections are done with 4 delay lines.
|
|
ALfloat Coeff[4];
|
|
DelayLine Delay[4];
|
|
ALuint Offset[4];
|
|
// The gain for each output channel based on 3D panning.
|
|
ALfloat PanGain[OUTPUTCHANNELS];
|
|
} Early;
|
|
struct {
|
|
// Total gain for late reverb.
|
|
ALfloat Gain;
|
|
// Attenuation to compensate for modal density and decay rate.
|
|
ALfloat DensityGain;
|
|
// The feed-back and feed-forward all-pass coefficient.
|
|
ALfloat ApFeedCoeff;
|
|
// Mixing matrix coefficient.
|
|
ALfloat MixCoeff;
|
|
// Late reverb has 4 parallel all-pass filters.
|
|
ALfloat ApCoeff[4];
|
|
DelayLine ApDelay[4];
|
|
ALuint ApOffset[4];
|
|
// In addition to 4 cyclical delay lines.
|
|
ALfloat Coeff[4];
|
|
DelayLine Delay[4];
|
|
ALuint Offset[4];
|
|
// The cyclical delay lines are 1-pole low-pass filtered.
|
|
ALfloat LpCoeff[4];
|
|
ALfloat LpSample[4];
|
|
// The gain for each output channel based on 3D panning.
|
|
ALfloat PanGain[OUTPUTCHANNELS];
|
|
} Late;
|
|
// The current read offset for all delay lines.
|
|
ALuint Offset;
|
|
} ALverbState;
|
|
|
|
// All delay line lengths are specified in seconds.
|
|
|
|
// 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 all-pass delay lines.
|
|
static const ALfloat ALLPASS_LINE_LENGTH[4] =
|
|
{
|
|
0.0151f, 0.0167f, 0.0183f, 0.0200f,
|
|
};
|
|
|
|
// The lengths of the late cyclical delay lines.
|
|
static const ALfloat LATE_LINE_LENGTH[4] =
|
|
{
|
|
0.0211f, 0.0311f, 0.0461f, 0.0680f
|
|
};
|
|
|
|
// The late cyclical delay lines have a variable length dependent on the
|
|
// effect's density parameter (inverted for some reason) and this multiplier.
|
|
static const ALfloat LATE_LINE_MULTIPLIER = 4.0f;
|
|
|
|
// Input into the late reverb is decorrelated between four channels. Their
|
|
// timings are dependent on a fraction and multiplier. See VerbUpdate() for
|
|
// the calculations involved.
|
|
static const ALfloat DECO_FRACTION = 1.0f / 32.0f;
|
|
static const ALfloat DECO_MULTIPLIER = 2.0f;
|
|
|
|
// The maximum length of initial delay for the master delay line (a sum of
|
|
// the maximum early reflection and late reverb delays).
|
|
static const ALfloat MASTER_LINE_LENGTH = 0.3f + 0.1f;
|
|
|
|
// Find the next power of 2. Actually, this will return the input value if
|
|
// it is already a power of 2.
|
|
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 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 feedback delay network (FDN).
|
|
* N
|
|
* ---
|
|
* \
|
|
* v = 2/N / d_i
|
|
* ---
|
|
* 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];
|
|
|
|
// Refeed the delay lines.
|
|
DelayLineIn(&State->Early.Delay[0], State->Offset, f[0]);
|
|
DelayLineIn(&State->Early.Delay[1], State->Offset, f[1]);
|
|
DelayLineIn(&State->Early.Delay[2], State->Offset, f[2]);
|
|
DelayLineIn(&State->Early.Delay[3], State->Offset, f[3]);
|
|
|
|
// Output the results of the junction for all four lines.
|
|
out[0] = State->Early.Gain * f[0];
|
|
out[1] = State->Early.Gain * f[1];
|
|
out[2] = State->Early.Gain * f[2];
|
|
out[3] = State->Early.Gain * f[3];
|
|
}
|
|
|
|
// All-pass input/output routine for late reverb.
|
|
static __inline ALfloat LateAllPassInOut(ALverbState *State, ALuint index, ALfloat in)
|
|
{
|
|
ALfloat out;
|
|
|
|
out = State->Late.ApCoeff[index] *
|
|
DelayLineOut(&State->Late.ApDelay[index],
|
|
State->Offset - State->Late.ApOffset[index]);
|
|
out -= (State->Late.ApFeedCoeff * in);
|
|
DelayLineIn(&State->Late.ApDelay[index], State->Offset,
|
|
(State->Late.ApFeedCoeff * out) + in);
|
|
return out;
|
|
}
|
|
|
|
// 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 four decorrelated input samples, this function produces stereo
|
|
// output for late reverb.
|
|
static __inline ALvoid LateReverb(ALverbState *State, ALfloat *in, ALfloat *out)
|
|
{
|
|
ALfloat d[4], f[4];
|
|
|
|
// Obtain the decayed results of the cyclical delay lines, and add the
|
|
// corresponding input channels attenuated by density. Then pass the
|
|
// results through the low-pass filters.
|
|
d[0] = LateLowPassInOut(State, 0, (State->Late.DensityGain * in[0]) +
|
|
LateDelayLineOut(State, 0));
|
|
d[1] = LateLowPassInOut(State, 1, (State->Late.DensityGain * in[1]) +
|
|
LateDelayLineOut(State, 1));
|
|
d[2] = LateLowPassInOut(State, 2, (State->Late.DensityGain * in[2]) +
|
|
LateDelayLineOut(State, 2));
|
|
d[3] = LateLowPassInOut(State, 3, (State->Late.DensityGain * in[3]) +
|
|
LateDelayLineOut(State, 3));
|
|
|
|
// To help increase diffusion, run each line through an all-pass filter.
|
|
// The order of the all-pass filters is selected so that the shortest
|
|
// all-pass filter will feed the shortest delay line.
|
|
d[0] = LateAllPassInOut(State, 1, d[0]);
|
|
d[1] = LateAllPassInOut(State, 3, d[1]);
|
|
d[2] = LateAllPassInOut(State, 0, d[2]);
|
|
d[3] = LateAllPassInOut(State, 2, d[3]);
|
|
|
|
/* Late reverb is done with a modified feedback delay network (FDN)
|
|
* topology. Four input lines are each fed through their own all-pass
|
|
* filter and then into the mixing matrix. The four outputs of the
|
|
* mixing matrix are then cycled back to the inputs. Each output feeds
|
|
* a different input to form a circlular feed cycle.
|
|
*
|
|
* The mixing matrix used is a 4D skew-symmetric rotation matrix derived
|
|
* using a single unitary rotational parameter:
|
|
*
|
|
* [ d, a, b, c ] 1 = a^2 + b^2 + c^2 + d^2
|
|
* [ -a, d, c, -b ]
|
|
* [ -b, -c, d, a ]
|
|
* [ -c, b, -a, d ]
|
|
*
|
|
* The rotation is constructed from the effect's diffusion parameter,
|
|
* yielding: 1 = x^2 + 3 y^2; where a, b, and c are the coefficient y
|
|
* with differing signs, and d is the coefficient x. The matrix is thus:
|
|
*
|
|
* [ x, y, -y, y ] x = 1 - (0.5 diffusion^3)
|
|
* [ -y, x, y, y ] y = sqrt((1 - x^2) / 3)
|
|
* [ y, -y, x, y ]
|
|
* [ -y, -y, -y, x ]
|
|
*
|
|
* To reduce the number of multiplies, the x coefficient is applied with
|
|
* the cyclical delay line coefficients. Thus only the y coefficient is
|
|
* applied when mixing, and is modified to be: y / x.
|
|
*/
|
|
f[0] = d[0] + (State->Late.MixCoeff * ( d[1] - d[2] + d[3]));
|
|
f[1] = d[1] + (State->Late.MixCoeff * (-d[0] + d[2] + d[3]));
|
|
f[2] = d[2] + (State->Late.MixCoeff * ( d[0] - d[1] + d[3]));
|
|
f[3] = d[3] + (State->Late.MixCoeff * (-d[0] - d[1] - d[2]));
|
|
|
|
// Output the results of the matrix for all four cyclical delay lines,
|
|
// attenuated by the late reverb gain (which is attenuated by the 'x'
|
|
// mix coefficient).
|
|
out[0] = State->Late.Gain * f[0];
|
|
out[1] = State->Late.Gain * f[1];
|
|
out[2] = State->Late.Gain * f[2];
|
|
out[3] = State->Late.Gain * f[3];
|
|
|
|
// The delay lines are fed circularly in the order:
|
|
// 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]);
|
|
}
|
|
|
|
// Process the reverb for a given input sample, resulting in separate four-
|
|
// channel output for both early reflections and late reverb.
|
|
static __inline ALvoid ReverbInOut(ALverbState *State, ALfloat in, ALfloat *early, ALfloat *late)
|
|
{
|
|
ALfloat taps[4];
|
|
|
|
// Low-pass filter the incoming sample.
|
|
in = in + ((State->LpSamples[0] - in) * State->LpCoeff);
|
|
State->LpSamples[0] = in;
|
|
in = in + ((State->LpSamples[1] - in) * State->LpCoeff);
|
|
State->LpSamples[1] = in;
|
|
|
|
// Feed the initial delay line.
|
|
DelayLineIn(&State->Delay, State->Offset, in);
|
|
|
|
// 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 last four delay taps.
|
|
taps[0] = DelayLineOut(&State->Delay, State->Offset - State->Tap[1]);
|
|
taps[1] = DelayLineOut(&State->Delay, State->Offset - State->Tap[2]);
|
|
taps[2] = DelayLineOut(&State->Delay, State->Offset - State->Tap[3]);
|
|
taps[3] = DelayLineOut(&State->Delay, State->Offset - State->Tap[4]);
|
|
LateReverb(State, taps, late);
|
|
|
|
// Step all delays forward one sample.
|
|
State->Offset++;
|
|
}
|
|
|
|
// 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(ALeffectState *effect)
|
|
{
|
|
ALverbState *State = (ALverbState*)effect;
|
|
if(State)
|
|
{
|
|
free(State->SampleBuffer);
|
|
State->SampleBuffer = NULL;
|
|
free(State);
|
|
}
|
|
}
|
|
|
|
// NOTE: Temp, remove later.
|
|
static __inline ALint aluCart2LUTpos(ALfloat re, ALfloat im)
|
|
{
|
|
ALint pos = 0;
|
|
ALfloat denom = aluFabs(re) + aluFabs(im);
|
|
if(denom > 0.0f)
|
|
pos = (ALint)(QUADRANT_NUM*aluFabs(im) / denom + 0.5);
|
|
|
|
if(re < 0.0)
|
|
pos = 2 * QUADRANT_NUM - pos;
|
|
if(im < 0.0)
|
|
pos = LUT_NUM - pos;
|
|
return pos%LUT_NUM;
|
|
}
|
|
|
|
// This updates the reverb state. This is called any time the reverb effect
|
|
// is loaded into a slot.
|
|
ALvoid VerbUpdate(ALeffectState *effect, ALCcontext *Context, ALeffect *Effect)
|
|
{
|
|
ALverbState *State = (ALverbState*)effect;
|
|
ALuint index;
|
|
ALfloat length, mixCoeff, cw, g, coeff;
|
|
ALfloat hfRatio = Effect->Reverb.DecayHFRatio;
|
|
|
|
// Calculate the master low-pass filter (from the master effect HF gain).
|
|
cw = cos(2.0 * M_PI * Effect->Reverb.HFReference / Context->Frequency);
|
|
g = __max(Effect->Reverb.GainHF, 0.0001f);
|
|
State->LpCoeff = 0.0f;
|
|
if(g < 0.9999f) // 1-epsilon
|
|
State->LpCoeff = (1 - g*cw - aluSqrt(2*g*(1-cw) - g*g*(1 - cw*cw))) / (1 - g);
|
|
|
|
// Calculate the initial delay taps.
|
|
length = Effect->Reverb.ReflectionsDelay;
|
|
State->Tap[0] = (ALuint)(length * Context->Frequency);
|
|
|
|
length += Effect->Reverb.LateReverbDelay;
|
|
|
|
/* The four inputs to the late reverb are decorrelated to smooth the
|
|
* initial reverb and reduce harsh echos. The timings are calculated as
|
|
* multiples of a fraction of the smallest cyclical delay time. This
|
|
* result is then adjusted so that the first tap occurs immediately (all
|
|
* taps are reduced by the shortest fraction).
|
|
*
|
|
* offset[index] = ((FRACTION MULTIPLIER^index) - 1) delay
|
|
*/
|
|
for(index = 0;index < 4;index++)
|
|
{
|
|
length += LATE_LINE_LENGTH[0] *
|
|
(1.0f + (Effect->Reverb.Density * LATE_LINE_MULTIPLIER)) *
|
|
(DECO_FRACTION * (pow(DECO_MULTIPLIER, (ALfloat)index) - 1.0f));
|
|
State->Tap[1 + index] = (ALuint)(length * Context->Frequency);
|
|
}
|
|
|
|
// Calculate the early reflections gain (from the slot gain, master
|
|
// effect gain, and reflections gain parameters).
|
|
State->Early.Gain = Effect->Reverb.Gain * Effect->Reverb.ReflectionsGain;
|
|
|
|
// 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 first mixing matrix coefficient (x).
|
|
mixCoeff = 1.0f - (0.5f * pow(Effect->Reverb.Diffusion, 3.0f));
|
|
|
|
// Calculate the late reverb gain (from the slot gain, master effect
|
|
// gain, and late reverb gain parameters). Since the output is tapped
|
|
// prior to the application of the delay line coefficients, this gain
|
|
// needs to be attenuated by the 'x' mix coefficient from above.
|
|
State->Late.Gain = Effect->Reverb.Gain * Effect->Reverb.LateReverbGain * mixCoeff;
|
|
|
|
/* To compensate for changes in modal density and decay time of the late
|
|
* reverb signal, the input is attenuated based on the maximal energy of
|
|
* the outgoing signal. This is calculated as the ratio between a
|
|
* reference value and the current approximation of energy for the output
|
|
* signal.
|
|
*
|
|
* Reverb output matches exponential decay of the form Sum(a^n), where a
|
|
* is the attenuation coefficient, and n is the sample ranging from 0 to
|
|
* infinity. The signal energy can thus be approximated using the area
|
|
* under this curve, calculated as: 1 / (1 - a).
|
|
*
|
|
* The reference energy is calculated from a signal at the lowest (effect
|
|
* at 1.0) density with a decay time of one second.
|
|
*
|
|
* The coefficient is calculated as the average length of the cyclical
|
|
* delay lines. This produces a better result than calculating the gain
|
|
* for each line individually (most likely a side effect of diffusion).
|
|
*
|
|
* The final result is the square root of the ratio bound to a maximum
|
|
* value of 1 (no amplification).
|
|
*/
|
|
length = (LATE_LINE_LENGTH[0] + LATE_LINE_LENGTH[1] +
|
|
LATE_LINE_LENGTH[2] + LATE_LINE_LENGTH[3]);
|
|
g = length * (1.0f + LATE_LINE_MULTIPLIER) * 0.25f;
|
|
g = pow(10.0f, g * -60.0f / 20.0f);
|
|
g = 1.0f / (1.0f - (g * g));
|
|
length *= 1.0f + (Effect->Reverb.Density * LATE_LINE_MULTIPLIER) * 0.25f;
|
|
length = pow(10.0f, length / Effect->Reverb.DecayTime * -60.0f / 20.0f);
|
|
length = 1.0f / (1.0f - (length * length));
|
|
State->Late.DensityGain = __min(aluSqrt(g / length), 1.0f);
|
|
|
|
// Calculate the all-pass feed-back and feed-forward coefficient.
|
|
State->Late.ApFeedCoeff = 0.6f * pow(Effect->Reverb.Diffusion, 3.0f);
|
|
|
|
// Calculate the mixing matrix coefficient (y / x).
|
|
g = aluSqrt((1.0f - (mixCoeff * mixCoeff)) / 3.0f);
|
|
State->Late.MixCoeff = g / mixCoeff;
|
|
|
|
for(index = 0;index < 4;index++)
|
|
{
|
|
// Calculate the gain (coefficient) for each all-pass line.
|
|
State->Late.ApCoeff[index] = pow(10.0f, ALLPASS_LINE_LENGTH[index] /
|
|
Effect->Reverb.DecayTime *
|
|
-60.0f / 20.0f);
|
|
}
|
|
|
|
// 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;
|
|
|
|
// For each of the cyclical 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);
|
|
}
|
|
|
|
// Calculate the low-pass filter frequency.
|
|
cw = cos(2.0f * M_PI * Effect->Reverb.HFReference / Context->Frequency);
|
|
|
|
for(index = 0;index < 4;index++)
|
|
{
|
|
// Calculate the length (in seconds) of each cyclical delay line.
|
|
length = LATE_LINE_LENGTH[index] * (1.0f + (Effect->Reverb.Density *
|
|
LATE_LINE_MULTIPLIER));
|
|
// Calculate the delay offset for the cyclical delay lines.
|
|
State->Late.Offset[index] = (ALuint)(length * Context->Frequency);
|
|
|
|
// Calculate the gain (coefficient) for each cyclical line.
|
|
State->Late.Coeff[index] = pow(10.0f, length / Effect->Reverb.DecayTime *
|
|
-60.0f / 20.0f);
|
|
|
|
// Eventually this should boost the high frequencies when the ratio
|
|
// exceeds 1.
|
|
coeff = 0.0f;
|
|
if (hfRatio < 1.0f)
|
|
{
|
|
// Calculate the decay equation for each low-pass filter.
|
|
g = pow(10.0f, length / (Effect->Reverb.DecayTime * hfRatio) *
|
|
-60.0f / 20.0f) / State->Late.Coeff[index];
|
|
g = __max(g, 0.1f);
|
|
g *= g;
|
|
|
|
// Calculate the gain (coefficient) for each low-pass filter.
|
|
if(g < 0.9999f) // 1-epsilon
|
|
coeff = (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.
|
|
coeff = __min(coeff, 0.98f);
|
|
}
|
|
State->Late.LpCoeff[index] = coeff;
|
|
|
|
// Attenuate the cyclical line coefficients by the mixing coefficient
|
|
// (x).
|
|
State->Late.Coeff[index] *= mixCoeff;
|
|
}
|
|
|
|
// Calculate the 3D-panning gains for the early reflections and late
|
|
// reverb (for EAX mode).
|
|
{
|
|
ALfloat earlyPan[3] = { Effect->Reverb.ReflectionsPan[0], Effect->Reverb.ReflectionsPan[1], Effect->Reverb.ReflectionsPan[2] };
|
|
ALfloat latePan[3] = { Effect->Reverb.LateReverbPan[0], Effect->Reverb.LateReverbPan[1], Effect->Reverb.LateReverbPan[2] };
|
|
ALfloat *speakerGain, dirGain, ambientGain;
|
|
ALfloat length;
|
|
ALint pos;
|
|
|
|
length = earlyPan[0]*earlyPan[0] + earlyPan[1]*earlyPan[1] + earlyPan[2]*earlyPan[2];
|
|
if(length > 1.0f)
|
|
{
|
|
length = 1.0f / aluSqrt(length);
|
|
earlyPan[0] *= length;
|
|
earlyPan[1] *= length;
|
|
earlyPan[2] *= length;
|
|
}
|
|
length = latePan[0]*latePan[0] + latePan[1]*latePan[1] + latePan[2]*latePan[2];
|
|
if(length > 1.0f)
|
|
{
|
|
length = 1.0f / aluSqrt(length);
|
|
latePan[0] *= length;
|
|
latePan[1] *= length;
|
|
latePan[2] *= length;
|
|
}
|
|
|
|
// This code applies directional reverb just like the mixer applies
|
|
// directional sources. It diffuses the sound toward all speakers
|
|
// as the magnitude of the panning vector drops, which is only an
|
|
// approximation of the expansion of sound across the speakers from
|
|
// the panning direction.
|
|
pos = aluCart2LUTpos(earlyPan[2], earlyPan[0]);
|
|
speakerGain = &Context->PanningLUT[OUTPUTCHANNELS * pos];
|
|
dirGain = aluSqrt((earlyPan[0] * earlyPan[0]) + (earlyPan[2] * earlyPan[2]));
|
|
ambientGain = (1.0 - dirGain);
|
|
for(index = 0;index < OUTPUTCHANNELS;index++)
|
|
State->Early.PanGain[index] = dirGain * speakerGain[index] + ambientGain;
|
|
|
|
pos = aluCart2LUTpos(latePan[2], latePan[0]);
|
|
speakerGain = &Context->PanningLUT[OUTPUTCHANNELS * pos];
|
|
dirGain = aluSqrt((latePan[0] * latePan[0]) + (latePan[2] * latePan[2]));
|
|
ambientGain = (1.0 - dirGain);
|
|
for(index = 0;index < OUTPUTCHANNELS;index++)
|
|
State->Late.PanGain[index] = dirGain * speakerGain[index] + ambientGain;
|
|
}
|
|
}
|
|
|
|
// This processes the reverb state, given the input samples and an output
|
|
// buffer.
|
|
ALvoid VerbProcess(ALeffectState *effect, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS])
|
|
{
|
|
ALverbState *State = (ALverbState*)effect;
|
|
ALuint index;
|
|
ALfloat early[4], late[4], out[4];
|
|
ALfloat gain = Slot->Gain;
|
|
|
|
for(index = 0;index < SamplesToDo;index++)
|
|
{
|
|
// Process reverb for this sample.
|
|
ReverbInOut(State, SamplesIn[index], early, late);
|
|
|
|
// Mix early reflections and late reverb.
|
|
out[0] = (early[0] + late[0]) * gain;
|
|
out[1] = (early[1] + late[1]) * gain;
|
|
out[2] = (early[2] + late[2]) * gain;
|
|
out[3] = (early[3] + late[3]) * gain;
|
|
|
|
// Output the results.
|
|
SamplesOut[index][FRONT_LEFT] += out[0];
|
|
SamplesOut[index][FRONT_RIGHT] += out[1];
|
|
SamplesOut[index][FRONT_CENTER] += out[3];
|
|
SamplesOut[index][SIDE_LEFT] += out[0];
|
|
SamplesOut[index][SIDE_RIGHT] += out[1];
|
|
SamplesOut[index][BACK_LEFT] += out[0];
|
|
SamplesOut[index][BACK_RIGHT] += out[1];
|
|
SamplesOut[index][BACK_CENTER] += out[2];
|
|
}
|
|
}
|
|
|
|
// This processes the EAX reverb state, given the input samples and an output
|
|
// buffer.
|
|
ALvoid EAXVerbProcess(ALeffectState *effect, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS])
|
|
{
|
|
ALverbState *State = (ALverbState*)effect;
|
|
ALuint index;
|
|
ALfloat early[4], late[4];
|
|
ALfloat gain = Slot->Gain;
|
|
|
|
for(index = 0;index < SamplesToDo;index++)
|
|
{
|
|
// Process reverb for this sample.
|
|
ReverbInOut(State, SamplesIn[index], early, late);
|
|
|
|
// Unfortunately, while the number and configuration of gains for
|
|
// panning adjust according to OUTPUTCHANNELS, the output from the
|
|
// reverb engine is not so scalable.
|
|
SamplesOut[index][FRONT_LEFT] +=
|
|
(State->Early.PanGain[FRONT_LEFT]*early[0] +
|
|
State->Late.PanGain[FRONT_LEFT]*late[0]) * gain;
|
|
SamplesOut[index][FRONT_RIGHT] +=
|
|
(State->Early.PanGain[FRONT_RIGHT]*early[1] +
|
|
State->Late.PanGain[FRONT_RIGHT]*late[1]) * gain;
|
|
SamplesOut[index][FRONT_CENTER] +=
|
|
(State->Early.PanGain[FRONT_CENTER]*early[3] +
|
|
State->Late.PanGain[FRONT_CENTER]*late[3]) * gain;
|
|
SamplesOut[index][SIDE_LEFT] +=
|
|
(State->Early.PanGain[SIDE_LEFT]*early[0] +
|
|
State->Late.PanGain[SIDE_LEFT]*late[0]) * gain;
|
|
SamplesOut[index][SIDE_RIGHT] +=
|
|
(State->Early.PanGain[SIDE_RIGHT]*early[1] +
|
|
State->Late.PanGain[SIDE_RIGHT]*late[1]) * gain;
|
|
SamplesOut[index][BACK_LEFT] +=
|
|
(State->Early.PanGain[BACK_LEFT]*early[0] +
|
|
State->Late.PanGain[BACK_LEFT]*late[0]) * gain;
|
|
SamplesOut[index][BACK_RIGHT] +=
|
|
(State->Early.PanGain[BACK_RIGHT]*early[1] +
|
|
State->Late.PanGain[BACK_RIGHT]*late[1]) * gain;
|
|
SamplesOut[index][BACK_CENTER] +=
|
|
(State->Early.PanGain[BACK_CENTER]*early[2] +
|
|
State->Late.PanGain[BACK_CENTER]*late[2]) * gain;
|
|
}
|
|
}
|
|
|
|
// 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.
|
|
ALeffectState *VerbCreate(ALCcontext *Context)
|
|
{
|
|
ALverbState *State = NULL;
|
|
ALuint samples, length[13], totalLength, index;
|
|
|
|
State = malloc(sizeof(ALverbState));
|
|
if(!State)
|
|
return NULL;
|
|
|
|
State->state.Destroy = VerbDestroy;
|
|
State->state.Update = VerbUpdate;
|
|
State->state.Process = VerbProcess;
|
|
|
|
// All line lengths are powers of 2, calculated from their lengths, with
|
|
// an additional sample in case of rounding errors.
|
|
|
|
// See VerbUpdate() for an explanation of the additional calculation
|
|
// added to the master line length.
|
|
samples = (ALuint)
|
|
((MASTER_LINE_LENGTH +
|
|
(LATE_LINE_LENGTH[0] * (1.0f + LATE_LINE_MULTIPLIER) *
|
|
(DECO_FRACTION * ((DECO_MULTIPLIER * DECO_MULTIPLIER *
|
|
DECO_MULTIPLIER) - 1.0f)))) *
|
|
Context->Frequency) + 1;
|
|
length[0] = NextPowerOf2(samples);
|
|
totalLength = length[0];
|
|
for(index = 0;index < 4;index++)
|
|
{
|
|
samples = (ALuint)(EARLY_LINE_LENGTH[index] * Context->Frequency) + 1;
|
|
length[1 + index] = NextPowerOf2(samples);
|
|
totalLength += length[1 + index];
|
|
}
|
|
for(index = 0;index < 4;index++)
|
|
{
|
|
samples = (ALuint)(ALLPASS_LINE_LENGTH[index] * Context->Frequency) + 1;
|
|
length[5 + index] = NextPowerOf2(samples);
|
|
totalLength += length[5 + index];
|
|
}
|
|
for(index = 0;index < 4;index++)
|
|
{
|
|
samples = (ALuint)(LATE_LINE_LENGTH[index] *
|
|
(1.0f + LATE_LINE_MULTIPLIER) * Context->Frequency) + 1;
|
|
length[9 + index] = NextPowerOf2(samples);
|
|
totalLength += length[9 + index];
|
|
}
|
|
|
|
// All lines share a single sample buffer and have their masks and start
|
|
// addresses calculated once.
|
|
State->SampleBuffer = malloc(totalLength * sizeof(ALfloat));
|
|
if(!State->SampleBuffer)
|
|
{
|
|
free(State);
|
|
return NULL;
|
|
}
|
|
for(index = 0; index < totalLength;index++)
|
|
State->SampleBuffer[index] = 0.0f;
|
|
|
|
State->LpCoeff = 0.0f;
|
|
State->LpSamples[0] = 0.0f;
|
|
State->LpSamples[1] = 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->Tap[2] = 0;
|
|
State->Tap[3] = 0;
|
|
State->Tap[4] = 0;
|
|
|
|
State->Early.Gain = 0.0f;
|
|
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];
|
|
|
|
// The early delay lines have their read offsets calculated once.
|
|
State->Early.Offset[index] = (ALuint)(EARLY_LINE_LENGTH[index] *
|
|
Context->Frequency);
|
|
}
|
|
|
|
State->Late.Gain = 0.0f;
|
|
State->Late.DensityGain = 0.0f;
|
|
State->Late.ApFeedCoeff = 0.0f;
|
|
State->Late.MixCoeff = 0.0f;
|
|
|
|
for(index = 0;index < 4;index++)
|
|
{
|
|
State->Late.ApCoeff[index] = 0.0f;
|
|
State->Late.ApDelay[index].Mask = length[5 + index] - 1;
|
|
State->Late.ApDelay[index].Line = &State->SampleBuffer[totalLength];
|
|
totalLength += length[5 + index];
|
|
|
|
// The late all-pass lines have their read offsets calculated once.
|
|
State->Late.ApOffset[index] = (ALuint)(ALLPASS_LINE_LENGTH[index] *
|
|
Context->Frequency);
|
|
}
|
|
|
|
for(index = 0;index < 4;index++)
|
|
{
|
|
State->Late.Coeff[index] = 0.0f;
|
|
State->Late.Delay[index].Mask = length[9 + index] - 1;
|
|
State->Late.Delay[index].Line = &State->SampleBuffer[totalLength];
|
|
totalLength += length[9 + index];
|
|
|
|
State->Late.Offset[index] = 0;
|
|
|
|
State->Late.LpCoeff[index] = 0.0f;
|
|
State->Late.LpSample[index] = 0.0f;
|
|
}
|
|
|
|
// Panning is applied as an independent gain for each output channel.
|
|
for(index = 0;index < OUTPUTCHANNELS;index++)
|
|
{
|
|
State->Early.PanGain[index] = 0.0f;
|
|
State->Late.PanGain[index] = 0.0f;
|
|
}
|
|
|
|
State->Offset = 0;
|
|
return &State->state;
|
|
}
|
|
|
|
ALeffectState *EAXVerbCreate(ALCcontext *Context)
|
|
{
|
|
ALeffectState *State = VerbCreate(Context);
|
|
if(State) State->Process = EAXVerbProcess;
|
|
return State;
|
|
}
|