Don't fade the all-pass delay changes

This commit is contained in:
Chris Robinson 2018-01-15 18:02:11 -08:00
parent 813b06a3a4
commit 799dfb732b

View File

@ -234,7 +234,7 @@ typedef struct DelayLineI {
typedef struct VecAllpass {
DelayLineI Delay;
ALsizei Offset[NUM_LINES][2];
ALsizei Offset[NUM_LINES];
} VecAllpass;
typedef struct T60Filter {
@ -407,8 +407,7 @@ static void ALreverbState_Construct(ALreverbState *state)
state->Early.Delay.Line = NULL;
for(i = 0;i < NUM_LINES;i++)
{
state->Early.VecAp.Offset[i][0] = 0;
state->Early.VecAp.Offset[i][1] = 0;
state->Early.VecAp.Offset[i] = 0;
state->Early.Offset[i][0] = 0;
state->Early.Offset[i][1] = 0;
state->Early.Coeff[i] = 0.0f;
@ -431,8 +430,7 @@ static void ALreverbState_Construct(ALreverbState *state)
state->Late.Offset[i][0] = 0;
state->Late.Offset[i][1] = 0;
state->Late.VecAp.Offset[i][0] = 0;
state->Late.VecAp.Offset[i][1] = 0;
state->Late.VecAp.Offset[i] = 0;
for(j = 0;j < 3;j++)
{
@ -1040,7 +1038,7 @@ static ALvoid UpdateEarlyLines(const ALfloat density, const ALfloat decayTime, c
length = EARLY_ALLPASS_LENGTHS[i] * multiplier;
/* Calculate the delay offset for each all-pass line. */
Early->VecAp.Offset[i][1] = fastf2i(length * frequency);
Early->VecAp.Offset[i] = fastf2i(length * frequency);
/* Calculate the length (in seconds) of each delay line. */
length = EARLY_LINE_LENGTHS[i] * multiplier;
@ -1093,7 +1091,7 @@ static ALvoid UpdateLateLines(const ALfloat density, const ALfloat diffusion, co
length = LATE_ALLPASS_LENGTHS[i] * multiplier;
/* Calculate the delay offset for each all-pass line. */
Late->VecAp.Offset[i][1] = fastf2i(length * frequency);
Late->VecAp.Offset[i] = fastf2i(length * frequency);
/* Calculate the length (in seconds) of each delay line. This also
* applies the echo transformation. As the EAX echo depth approaches
@ -1310,10 +1308,8 @@ static ALvoid ALreverbState_update(ALreverbState *State, const ALCcontext *Conte
for(i = 0;i < NUM_LINES;i++)
{
if(State->EarlyDelayTap[i][1] != State->EarlyDelayTap[i][0] ||
State->Early.VecAp.Offset[i][1] != State->Early.VecAp.Offset[i][0] ||
State->Early.Offset[i][1] != State->Early.Offset[i][0] ||
State->LateDelayTap[i][1] != State->LateDelayTap[i][0] ||
State->Late.VecAp.Offset[i][1] != State->Late.VecAp.Offset[i][0] ||
State->Late.Offset[i][1] != State->Late.Offset[i][0])
{
State->FadeCount = 0;
@ -1448,38 +1444,26 @@ static inline void VectorPartialScatter(ALfloat *restrict out, const ALfloat *re
* It works by vectorizing a regular all-pass filter and replacing the delay
* element with a scattering matrix (like the one above) and a diagonal
* matrix of delay elements.
*
* Two static specializations are used for transitional (cross-faded) delay
* line processing and non-transitional processing.
*/
#define DECL_TEMPLATE(T) \
static void VectorAllpass_##T(ALfloat *restrict out, \
const ALfloat *restrict in, \
const ALsizei offset, const ALfloat feedCoeff, \
const ALfloat xCoeff, const ALfloat yCoeff, \
const ALfloat mu, VecAllpass *Vap) \
{ \
ALfloat f[NUM_LINES], fs[NUM_LINES]; \
ALfloat input; \
ALsizei i; \
\
(void)mu; /* Ignore for Unfaded. */ \
\
for(i = 0;i < NUM_LINES;i++) \
{ \
input = in[i]; \
out[i] = T##DelayLineOut(&Vap->Delay, offset-Vap->Offset[i][0], \
offset-Vap->Offset[i][1], i, mu) - \
feedCoeff*input; \
f[i] = input + feedCoeff*out[i]; \
} \
VectorPartialScatter(fs, f, xCoeff, yCoeff); \
\
DelayLineIn4(&Vap->Delay, offset, fs); \
static void ApplyAllpass(ALfloat *restrict out, const ALfloat *restrict in, const ALsizei offset,
const ALfloat feedCoeff, const ALfloat xCoeff, const ALfloat yCoeff,
VecAllpass *Vap)
{
ALfloat f[NUM_LINES], fs[NUM_LINES];
ALfloat input;
ALsizei i;
for(i = 0;i < NUM_LINES;i++)
{
input = in[i];
out[i] = DelayLineOut(&Vap->Delay, offset-Vap->Offset[i], i) -
feedCoeff*input;
f[i] = input + feedCoeff*out[i];
}
VectorPartialScatter(fs, f, xCoeff, yCoeff);
DelayLineIn4(&Vap->Delay, offset, fs);
}
DECL_TEMPLATE(Unfaded)
DECL_TEMPLATE(Faded)
#undef DECL_TEMPLATE
/* A helper to reverse vector components. */
static inline void VectorReverse(ALfloat *restrict out, const ALfloat *restrict in)
@ -1528,8 +1512,8 @@ static ALvoid EarlyReflection_##T(ALreverbState *State, const ALsizei todo, \
offset-State->EarlyDelayTap[j][1], j, fade \
) * State->EarlyDelayCoeff[j]; \
\
VectorAllpass_##T(f, fr, offset, apFeedCoeff, mixX, mixY, fade, \
&State->Early.VecAp); \
ApplyAllpass(f, fr, offset, apFeedCoeff, mixX, mixY, \
&State->Early.VecAp); \
\
DelayLineIn4Rev(&State->Early.Delay, offset, f); \
\
@ -1621,8 +1605,7 @@ static ALvoid LateReverb_Faded(ALreverbState *State, const ALsizei todo, ALfloat
);
LateT60Filter(fr, f, State->Late.T60);
VectorAllpass_Faded(f, fr, offset, apFeedCoeff, mixX, mixY, fade,
&State->Late.VecAp);
ApplyAllpass(f, fr, offset, apFeedCoeff, mixX, mixY, &State->Late.VecAp);
for(j = 0;j < NUM_LINES;j++)
out[j][i] = f[j];
@ -1636,7 +1619,7 @@ static ALvoid LateReverb_Faded(ALreverbState *State, const ALsizei todo, ALfloat
fade += FadeStep;
}
}
static ALvoid LateReverb_Unfaded(ALreverbState *State, const ALsizei todo, ALfloat fade,
static ALvoid LateReverb_Unfaded(ALreverbState *State, const ALsizei todo, ALfloat UNUSED(fade),
ALfloat (*restrict out)[MAX_UPDATE_SAMPLES])
{
ALsizei (*restrict moddelay)[MAX_UPDATE_SAMPLES][2] = State->ModulationDelays;
@ -1661,8 +1644,7 @@ static ALvoid LateReverb_Unfaded(ALreverbState *State, const ALsizei todo, ALflo
f[j] += DelayLineOut(&State->Late.Delay, offset-State->Late.Offset[j][0], j);
LateT60Filter(fr, f, State->Late.T60);
VectorAllpass_Unfaded(f, fr, offset, apFeedCoeff, mixX, mixY, fade,
&State->Late.VecAp);
ApplyAllpass(f, fr, offset, apFeedCoeff, mixX, mixY, &State->Late.VecAp);
for(j = 0;j < NUM_LINES;j++)
out[j][i] = f[j];
@ -1743,10 +1725,8 @@ static ALvoid ALreverbState_process(ALreverbState *State, ALsizei SamplesToDo, c
for(c = 0;c < NUM_LINES;c++)
{
State->EarlyDelayTap[c][0] = State->EarlyDelayTap[c][1];
State->Early.VecAp.Offset[c][0] = State->Early.VecAp.Offset[c][1];
State->Early.Offset[c][0] = State->Early.Offset[c][1];
State->LateDelayTap[c][0] = State->LateDelayTap[c][1];
State->Late.VecAp.Offset[c][0] = State->Late.VecAp.Offset[c][1];
State->Late.Offset[c][0] = State->Late.Offset[c][1];
}
State->Mod.Depth[0] = State->Mod.Depth[1];