Fix up the struct member names in the autowah effect

This commit is contained in:
Chris Robinson 2018-11-19 09:06:17 -08:00
parent f51f6703d8
commit 07386e79de

View File

@ -23,6 +23,8 @@
#include <math.h>
#include <stdlib.h>
#include <algorithm>
#include "alMain.h"
#include "alcontext.h"
#include "alAuxEffectSlot.h"
@ -37,19 +39,19 @@
struct ALautowahState final : public ALeffectState {
/* Effect parameters */
ALfloat AttackRate;
ALfloat ReleaseRate;
ALfloat ResonanceGain;
ALfloat PeakGain;
ALfloat FreqMinNorm;
ALfloat BandwidthNorm;
ALfloat env_delay;
ALfloat mAttackRate;
ALfloat mReleaseRate;
ALfloat mResonanceGain;
ALfloat mPeakGain;
ALfloat mFreqMinNorm;
ALfloat mBandwidthNorm;
ALfloat mEnvDelay;
/* Filter components derived from the envelope. */
struct {
ALfloat cos_w0;
ALfloat alpha;
} Env[BUFFERSIZE];
} mEnv[BUFFERSIZE];
struct {
/* Effect filters' history. */
@ -60,10 +62,10 @@ struct ALautowahState final : public ALeffectState {
/* Effect gains for each output channel */
ALfloat CurrentGains[MAX_OUTPUT_CHANNELS];
ALfloat TargetGains[MAX_OUTPUT_CHANNELS];
} Chans[MAX_EFFECT_CHANNELS];
} mChans[MAX_EFFECT_CHANNELS];
/* Effects buffers */
alignas(16) ALfloat BufferOut[BUFFERSIZE];
alignas(16) ALfloat mBufferOut[BUFFERSIZE];
};
static ALvoid ALautowahState_Destruct(ALautowahState *state);
@ -77,37 +79,39 @@ DEFINE_ALEFFECTSTATE_VTABLE(ALautowahState);
static void ALautowahState_Construct(ALautowahState *state)
{
new (state) ALautowahState{};
ALeffectState_Construct(STATIC_CAST(ALeffectState, state));
ALeffectState_Construct(state);
SET_VTABLE2(ALautowahState, ALeffectState, state);
}
static ALvoid ALautowahState_Destruct(ALautowahState *state)
{
ALeffectState_Destruct(STATIC_CAST(ALeffectState,state));
ALeffectState_Destruct(state);
state->~ALautowahState();
}
static ALboolean ALautowahState_deviceUpdate(ALautowahState *state, ALCdevice *UNUSED(device))
{
/* (Re-)initializing parameters and clear the buffers. */
ALsizei i, j;
state->AttackRate = 1.0f;
state->ReleaseRate = 1.0f;
state->ResonanceGain = 10.0f;
state->PeakGain = 4.5f;
state->FreqMinNorm = 4.5e-4f;
state->BandwidthNorm = 0.05f;
state->env_delay = 0.0f;
state->mAttackRate = 1.0f;
state->mReleaseRate = 1.0f;
state->mResonanceGain = 10.0f;
state->mPeakGain = 4.5f;
state->mFreqMinNorm = 4.5e-4f;
state->mBandwidthNorm = 0.05f;
state->mEnvDelay = 0.0f;
memset(state->Env, 0, sizeof(state->Env));
for(i = 0;i < MAX_EFFECT_CHANNELS;i++)
for(auto &e : state->mEnv)
{
for(j = 0;j < MAX_OUTPUT_CHANNELS;j++)
state->Chans[i].CurrentGains[j] = 0.0f;
state->Chans[i].Filter.z1 = 0.0f;
state->Chans[i].Filter.z2 = 0.0f;
e.cos_w0 = 0.0f;
e.alpha = 0.0f;
}
for(auto &chan : state->mChans)
{
std::fill(std::begin(chan.CurrentGains), std::end(chan.CurrentGains), 0.0f);
chan.Filter.z1 = 0.0f;
chan.Filter.z2 = 0.0f;
}
return AL_TRUE;
@ -121,33 +125,33 @@ static ALvoid ALautowahState_update(ALautowahState *state, const ALCcontext *con
ReleaseTime = clampf(props->Autowah.ReleaseTime, 0.001f, 1.0f);
state->AttackRate = expf(-1.0f / (props->Autowah.AttackTime*device->Frequency));
state->ReleaseRate = expf(-1.0f / (ReleaseTime*device->Frequency));
state->mAttackRate = expf(-1.0f / (props->Autowah.AttackTime*device->Frequency));
state->mReleaseRate = expf(-1.0f / (ReleaseTime*device->Frequency));
/* 0-20dB Resonance Peak gain */
state->ResonanceGain = sqrtf(log10f(props->Autowah.Resonance)*10.0f / 3.0f);
state->PeakGain = 1.0f - log10f(props->Autowah.PeakGain/AL_AUTOWAH_MAX_PEAK_GAIN);
state->FreqMinNorm = MIN_FREQ / device->Frequency;
state->BandwidthNorm = (MAX_FREQ-MIN_FREQ) / device->Frequency;
state->mResonanceGain = sqrtf(log10f(props->Autowah.Resonance)*10.0f / 3.0f);
state->mPeakGain = 1.0f - log10f(props->Autowah.PeakGain/AL_AUTOWAH_MAX_PEAK_GAIN);
state->mFreqMinNorm = MIN_FREQ / device->Frequency;
state->mBandwidthNorm = (MAX_FREQ-MIN_FREQ) / device->Frequency;
STATIC_CAST(ALeffectState,state)->OutBuffer = device->FOAOut.Buffer;
STATIC_CAST(ALeffectState,state)->OutChannels = device->FOAOut.NumChannels;
state->OutBuffer = device->FOAOut.Buffer;
state->OutChannels = device->FOAOut.NumChannels;
for(i = 0;i < MAX_EFFECT_CHANNELS;i++)
ComputePanGains(&device->FOAOut, aluMatrixf::Identity.m[i], slot->Params.Gain,
state->Chans[i].TargetGains);
state->mChans[i].TargetGains);
}
static ALvoid ALautowahState_process(ALautowahState *state, ALsizei SamplesToDo, const ALfloat (*RESTRICT SamplesIn)[BUFFERSIZE], ALfloat (*RESTRICT SamplesOut)[BUFFERSIZE], ALsizei NumChannels)
{
const ALfloat attack_rate = state->AttackRate;
const ALfloat release_rate = state->ReleaseRate;
const ALfloat res_gain = state->ResonanceGain;
const ALfloat peak_gain = state->PeakGain;
const ALfloat freq_min = state->FreqMinNorm;
const ALfloat bandwidth = state->BandwidthNorm;
const ALfloat attack_rate = state->mAttackRate;
const ALfloat release_rate = state->mReleaseRate;
const ALfloat res_gain = state->mResonanceGain;
const ALfloat peak_gain = state->mPeakGain;
const ALfloat freq_min = state->mFreqMinNorm;
const ALfloat bandwidth = state->mBandwidthNorm;
ALfloat env_delay;
ALsizei c, i;
env_delay = state->env_delay;
env_delay = state->mEnvDelay;
for(i = 0;i < SamplesToDo;i++)
{
ALfloat w0, sample, a;
@ -161,10 +165,10 @@ static ALvoid ALautowahState_process(ALautowahState *state, ALsizei SamplesToDo,
/* Calculate the cos and alpha components for this sample's filter. */
w0 = minf((bandwidth*env_delay + freq_min), 0.46f) * F_TAU;
state->Env[i].cos_w0 = cosf(w0);
state->Env[i].alpha = sinf(w0)/(2.0f * Q_FACTOR);
state->mEnv[i].cos_w0 = cosf(w0);
state->mEnv[i].alpha = sinf(w0)/(2.0f * Q_FACTOR);
}
state->env_delay = env_delay;
state->mEnvDelay = env_delay;
for(c = 0;c < MAX_EFFECT_CHANNELS; c++)
{
@ -174,13 +178,13 @@ static ALvoid ALautowahState_process(ALautowahState *state, ALsizei SamplesToDo,
* envelope. Because the filter changes for each sample, the
* coefficients are transient and don't need to be held.
*/
ALfloat z1 = state->Chans[c].Filter.z1;
ALfloat z2 = state->Chans[c].Filter.z2;
ALfloat z1 = state->mChans[c].Filter.z1;
ALfloat z2 = state->mChans[c].Filter.z2;
for(i = 0;i < SamplesToDo;i++)
{
const ALfloat alpha = state->Env[i].alpha;
const ALfloat cos_w0 = state->Env[i].cos_w0;
const ALfloat alpha = state->mEnv[i].alpha;
const ALfloat cos_w0 = state->mEnv[i].cos_w0;
ALfloat input, output;
ALfloat a[3], b[3];
@ -195,14 +199,14 @@ static ALvoid ALautowahState_process(ALautowahState *state, ALsizei SamplesToDo,
output = input*(b[0]/a[0]) + z1;
z1 = input*(b[1]/a[0]) - output*(a[1]/a[0]) + z2;
z2 = input*(b[2]/a[0]) - output*(a[2]/a[0]);
state->BufferOut[i] = output;
state->mBufferOut[i] = output;
}
state->Chans[c].Filter.z1 = z1;
state->Chans[c].Filter.z2 = z2;
state->mChans[c].Filter.z1 = z1;
state->mChans[c].Filter.z2 = z2;
/* Now, mix the processed sound data to the output. */
MixSamples(state->BufferOut, NumChannels, SamplesOut, state->Chans[c].CurrentGains,
state->Chans[c].TargetGains, SamplesToDo, 0, SamplesToDo);
MixSamples(state->mBufferOut, NumChannels, SamplesOut, state->mChans[c].CurrentGains,
state->mChans[c].TargetGains, SamplesToDo, 0, SamplesToDo);
}
}