277 Commits

Author SHA1 Message Date
Chris Robinson
5691dceb38 Add a method to copy a filter's coefficients 2017-05-21 03:31:44 -07:00
Chris Robinson
edcdc1dae8 Avoid unnecessary doubles 2017-05-21 02:42:44 -07:00
Chris Robinson
0b2467ed54 Use a macro to specify the decay target gain 2017-05-21 00:01:39 -07:00
Chris Robinson
154e53b911 Reduce the main reverb filter gain limit to match the rest 2017-05-16 13:23:16 -07:00
Chris Robinson
2aa620e58f Make reverb delay line structs use interleaved floats 2017-05-15 00:30:47 -07:00
Chris Robinson
b2760baa64 Make the reverb's early and late feedback lines interleaved 2017-05-14 23:28:22 -07:00
Chris Robinson
7cbce6806b Update a couple comments about the reverb modulation 2017-05-13 16:08:45 -07:00
Chris Robinson
0b66b2bbe7 Replace 4 separate all-passes with one vector all-pass
Each 4 related all-passes now share a structure with one delay line, which uses
an interleaved sample history. Also fixes some potential rounding problems for
delay lines with interleaved samples.
2017-05-13 15:45:05 -07:00
Chris Robinson
87d4710bc4 Apply reverb modulation to the late feedback lines
This seems to be more in-line with the intended behavior, to allow build-up and
overlap within the reverb decay, rather than a pitch-shift on input.
Unfortunately there's no readily available implementation of this reverb model
that includes modulation to compare with, so a low depth coefficient is used to
keep it very subtle.
2017-05-12 20:53:14 -07:00
Chris Robinson
d456c799fd Remove the 0.5 gain on the reverb output
Turns out to be unnecessary, as it reduced the volume below what other reverb
implementations provide with the same presets.
2017-05-11 23:26:29 -07:00
Chris Robinson
685dc24299 Restore the previous reverb B2A and A2B matrices
Also, untranspose the A2B matrix.
2017-05-11 21:48:47 -07:00
Chris Robinson
f880f67049 Update reverb conversion matrices and output gain 2017-05-08 13:57:31 -07:00
Chris Robinson
4e5c4b8e01 Add a slight bit of attenuation to the reverb output 2017-05-02 15:55:58 -07:00
Chris Robinson
53c3d48fe0 Change some ALuint parameters to ALsizei 2017-05-02 04:54:59 -07:00
Chris Robinson
9767f4f9c3 Don't do more reverb samples than there are to fade.
This avoids having to clamp the fade value when incrementing it.
2017-04-28 10:25:22 -07:00
Chris Robinson
bf138fb4ea Combine mostly duplicate functions 2017-04-27 19:23:42 -07:00
Chris Robinson
5dc7265ad3 Properly update the delay line offsets when fading is done 2017-04-27 18:54:33 -07:00
Chris Robinson
12fb0404c1 Reverb code update
This update modifies the reverb in numerous ways. The 3-series, 4-parallel
all-pass is replaced with a Gerzon vector all-pass. The vector all-pass is also
applied to the early reflections, to help with the initial diffusion in the
late reverb. The late reverb filter and feedback attenuation has been replaced
with a dual first-order equalization filter, which controls the low and high
frequencies with individual low-pass/high-shelf and high-pass/low-shelf filters
with gain control.

Additionally, delay lines now have the ability to blend the output between two
offsets, to help smooth out the transition for when the delay changes (without
such, it could result in undesirable clicks and pops).
2017-04-26 02:07:51 -07:00
Chris Robinson
5c37eca2c5 Use ALsizei for more index lookups 2017-03-24 14:35:25 -07:00
Chris Robinson
9ca92be0b8 Properly calculate the echo damping 2017-03-24 14:08:04 -07:00
Chris Robinson
8f5cab5608 Increase the filter slope to -12dB/octave 2017-03-16 11:25:28 -07:00
Chris Robinson
c2a79f0f7b Remove CalcXYZCoeffs and inline CalcAngleCoeffs 2017-02-23 16:44:59 -08:00
Chris Robinson
d04cc28f33 Limit filter gains to -24dB 2017-02-22 18:07:41 -08:00
Chris Robinson
55a2474d7e Fix late reverb low-pass filtering 2017-01-29 13:06:40 -08:00
Chris Robinson
3cc88b0aab Use an all-pass series on each late reverb line
This attempts to improve the smoothness of the late reverb decay by passing
each line through multiple all-pass filters. Some work is still needed to work
better in high-density and not-so-high-diffusion environments.

This also removes the decay from the early reflections, since it's no longer
continuous feedback.
2017-01-28 17:15:47 -08:00
Chris Robinson
fcdf1cea70 Avoid writing to the same buffer that's read from
Also clean up comment formatting a bit.
2016-12-23 12:37:48 -08:00
Chris Robinson
080b0cea8b Reorder filter coefficients 2016-12-21 21:35:50 -08:00
Chris Robinson
2668da696c Round the early and late delay tap sample offsets 2016-10-26 22:12:48 -07:00
Chris Robinson
16ed117d71 Restore a comment that was accidentally deleted 2016-10-10 01:33:33 -07:00
Chris Robinson
698eddbb0c Better sort the main delay line taps 2016-10-06 20:05:16 -07:00
Chris Robinson
f826f86842 Decorrelate the early reflection inputs 2016-10-06 19:45:48 -07:00
Chris Robinson
9b8f36b758 Pass current and target gains directly for mixing 2016-10-05 20:33:45 -07:00
Chris Robinson
1e1a8837f8 Update a comment about using row mixers 2016-10-05 15:09:14 -07:00
Chris Robinson
06639b8250 Better pack the late reverb low- and all-pass variables 2016-10-05 13:31:53 -07:00
Chris Robinson
422f065809 Use the row mixer functions for the B-to-A-Format conversion 2016-10-04 16:42:28 -07:00
Chris Robinson
1e4d9cfa7e Enhance reverb using B-Format processing
Technically it uses A-Format processing from the B-Format input and output. But
this attempts to provide better spatial definition to the reverberation so that
it can be used in a more generic fashion, allowing it to be decoded as any
other B-Format signal to whatever output is needed, and also allowing for a bit
of height information when the output is capable of such.

There may still be some kinks to work out, such as properly decorrelating the
early reflection taps and tweaking the late reverb density. But it seems to be
a good enough start.
2016-10-03 12:20:13 -07:00
Chris Robinson
bb48a7e520 Fix EAX reverb effect output for HRTF and UHJ 2016-09-13 16:55:39 -07:00
Chris Robinson
53d8a49673 Call ALfilterState_processC directly
It's the only implementation currently, so there's no point to having it stored
as a function pointer in the filter struct. Even if there were SIMD versions,
it'd be a global selection, not per-instance.
2016-09-12 11:48:15 -07:00
Chris Robinson
efaa09dc23 Write to the correct outputs for extra reverb channels 2016-09-11 17:11:19 -07:00
Chris Robinson
651715abc9 Combine the reverb decorrelator delay line with the main delay line
Since it was merely acting as an extension of it anyway, with the second delay
line tap (for late reverb) copying attenuated samples to the decorrelator line
that was being tapped off of. Just extend the delay line and offset the
decorrelator taps to be relative to the late reverb tap.
2016-09-11 12:25:06 -07:00
Chris Robinson
1d9d1958db Make the SelectMixer function sharable 2016-09-06 13:21:11 -07:00
Chris Robinson
9cbe02fd85 Use the optimized mixing functions for reverb output 2016-09-06 12:16:49 -07:00
Chris Robinson
0558869d94 Use deinterlaced buffers for the intermediate reverb storage 2016-09-06 11:07:45 -07:00
Chris Robinson
1541ff24b8 Do reverb modulation before band-pass filtering
Ideally the band-pass should probably happen closer to output, like gain is.
However, doing that would require 16 filters (4 early + 4 late channels, each
with a low-pass and high-pass filter), compared to the two needed to do it on
input.
2016-09-06 07:02:17 -07:00
Chris Robinson
a20576bbd7 Do multiple samples at once for reverb modulation 2016-09-05 06:08:01 -07:00
Chris Robinson
8a64f07121 Use a predefined identity matrix 2016-09-05 02:02:14 -07:00
Chris Robinson
0fbf34fb45 Add a ref count to ALeffectState
This is mostly just reorganizing the effects to call the Construct method which
initializes the ref count.
2016-08-25 03:49:57 -07:00
Chris Robinson
8bf4a22876 Combine related members into a struct 2016-08-24 00:25:28 -07:00
Chris Robinson
bff5268ed4 Remove DevFmtBFormat3D, which is covered by DevFmtAmbi1 2016-07-31 08:13:41 -07:00
Chris Robinson
0c5985374a Simplify a format check 2016-07-30 10:16:29 -07:00