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-rw-r--r--Alc/effects/reverb.c64
1 files changed, 41 insertions, 23 deletions
diff --git a/Alc/effects/reverb.c b/Alc/effects/reverb.c
index 9e8b8dd4..cfce5623 100644
--- a/Alc/effects/reverb.c
+++ b/Alc/effects/reverb.c
@@ -283,6 +283,15 @@ typedef struct ReverbState {
ALfloat *SampleBuffer;
ALuint TotalSamples;
+ struct {
+ /* Calculated parameters which indicate if cross-fading is needed after
+ * an update.
+ */
+ ALfloat Density, Diffusion;
+ ALfloat DecayTime, HFDecayTime, LFDecayTime;
+ ALfloat HFReference, LFReference;
+ } Params;
+
/* Master effect filters */
struct {
BiquadFilter Lp;
@@ -340,6 +349,14 @@ static void ReverbState_Construct(ReverbState *state)
state->TotalSamples = 0;
state->SampleBuffer = NULL;
+ state->Params.Density = AL_EAXREVERB_DEFAULT_DENSITY;
+ state->Params.Diffusion = AL_EAXREVERB_DEFAULT_DIFFUSION;
+ state->Params.DecayTime = AL_EAXREVERB_DEFAULT_DECAY_TIME;
+ state->Params.HFDecayTime = AL_EAXREVERB_DEFAULT_DECAY_TIME*AL_EAXREVERB_DEFAULT_DECAY_HFRATIO;
+ state->Params.LFDecayTime = AL_EAXREVERB_DEFAULT_DECAY_TIME*AL_EAXREVERB_DEFAULT_DECAY_LFRATIO;
+ state->Params.HFReference = AL_EAXREVERB_DEFAULT_HFREFERENCE;
+ state->Params.LFReference = AL_EAXREVERB_DEFAULT_LFREFERENCE;
+
for(i = 0;i < NUM_LINES;i++)
{
BiquadFilter_clear(&state->Filter[i].Lp);
@@ -929,7 +946,7 @@ static ALvoid Update3DPanning(const ALCdevice *Device, const ALfloat *Reflection
#undef MATRIX_MULT
}
-static ALvoid ReverbState_update(ReverbState *State, const ALCcontext *Context, const ALeffectslot *Slot, const ALeffectProps *props)
+static void ReverbState_update(ReverbState *State, const ALCcontext *Context, const ALeffectslot *Slot, const ALeffectProps *props)
{
const ALCdevice *Device = Context->Device;
const ALlistener *Listener = Context->Listener;
@@ -1001,30 +1018,31 @@ static ALvoid ReverbState_update(ReverbState *State, const ALCcontext *Context,
mini(State->Early.Offset[0][1], State->Late.Offset[0][1])
);
- /* Determine if delay-line cross-fading is required. TODO: Add some fuzz
- * for the float comparisons? The math should be stable enough that the
- * result should be the same if nothing's changed, and changes in the float
- * values should (though may not always) be matched by changes in delay
- * offsets.
+ /* Determine if delay-line cross-fading is required. Density is essentially
+ * a master control for the feedback delays, so changes the offsets of many
+ * delay lines.
*/
- if(State->Late.DensityGain[1] != State->Late.DensityGain[0])
+ if(State->Params.Density != props->Reverb.Density ||
+ /* Diffusion and decay times influences the decay rate (gain) of the
+ * late reverb T60 filter.
+ */
+ State->Params.Diffusion != props->Reverb.Diffusion ||
+ State->Params.DecayTime != props->Reverb.DecayTime ||
+ State->Params.HFDecayTime != hfDecayTime ||
+ State->Params.LFDecayTime != lfDecayTime ||
+ /* HF/LF References control the weighting used to calculate the density
+ * gain.
+ */
+ State->Params.HFReference != props->Reverb.HFReference ||
+ State->Params.LFReference != props->Reverb.LFReference)
State->FadeCount = 0;
- else for(i = 0;i < NUM_LINES;i++)
- {
- if(State->EarlyDelayTap[i][1] != State->EarlyDelayTap[i][0] ||
- State->EarlyDelayCoeff[i][1] != State->EarlyDelayCoeff[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->Early.Coeff[i][1] != State->Early.Coeff[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->Late.T60[i].MidGain[1] != State->Late.T60[i].MidGain[0])
- {
- State->FadeCount = 0;
- break;
- }
- }
+ State->Params.Density = props->Reverb.Density;
+ State->Params.Diffusion = props->Reverb.Diffusion;
+ State->Params.DecayTime = props->Reverb.DecayTime;
+ State->Params.HFDecayTime = hfDecayTime;
+ State->Params.LFDecayTime = lfDecayTime;
+ State->Params.HFReference = props->Reverb.HFReference;
+ State->Params.LFReference = props->Reverb.LFReference;
}