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