diff options
Diffstat (limited to 'alc/effects/reverb.cpp')
-rw-r--r-- | alc/effects/reverb.cpp | 87 |
1 files changed, 41 insertions, 46 deletions
diff --git a/alc/effects/reverb.cpp b/alc/effects/reverb.cpp index 5eefdfbf..ac599e41 100644 --- a/alc/effects/reverb.cpp +++ b/alc/effects/reverb.cpp @@ -1182,57 +1182,56 @@ void ReverbPipeline::update3DPanning(const al::span<const float,3> ReflectionsPa } void ReverbState::update(const ContextBase *Context, const EffectSlot *Slot, - const EffectProps *props, const EffectTarget target) + const EffectProps *props_, const EffectTarget target) { + auto &props = std::get<ReverbProps>(*props_); const DeviceBase *Device{Context->mDevice}; const auto frequency = static_cast<float>(Device->Frequency); /* If the HF limit parameter is flagged, calculate an appropriate limit * based on the air absorption parameter. */ - float hfRatio{props->Reverb.DecayHFRatio}; - if(props->Reverb.DecayHFLimit && props->Reverb.AirAbsorptionGainHF < 1.0f) - hfRatio = CalcLimitedHfRatio(hfRatio, props->Reverb.AirAbsorptionGainHF, - props->Reverb.DecayTime); + float hfRatio{props.DecayHFRatio}; + if(props.DecayHFLimit && props.AirAbsorptionGainHF < 1.0f) + hfRatio = CalcLimitedHfRatio(hfRatio, props.AirAbsorptionGainHF, props.DecayTime); /* Calculate the LF/HF decay times. */ constexpr float MinDecayTime{0.1f}, MaxDecayTime{20.0f}; - const float lfDecayTime{clampf(props->Reverb.DecayTime*props->Reverb.DecayLFRatio, - MinDecayTime, MaxDecayTime)}; - const float hfDecayTime{clampf(props->Reverb.DecayTime*hfRatio, MinDecayTime, MaxDecayTime)}; + const float lfDecayTime{clampf(props.DecayTime*props.DecayLFRatio, MinDecayTime,MaxDecayTime)}; + const float hfDecayTime{clampf(props.DecayTime*hfRatio, MinDecayTime, MaxDecayTime)}; /* Determine if a full update is required. */ const bool fullUpdate{mPipelineState == DeviceClear || /* Density is essentially a master control for the feedback delays, so * changes the offsets of many delay lines. */ - mParams.Density != props->Reverb.Density || + mParams.Density != props.Density || /* Diffusion and decay times influences the decay rate (gain) of the * late reverb T60 filter. */ - mParams.Diffusion != props->Reverb.Diffusion || - mParams.DecayTime != props->Reverb.DecayTime || + mParams.Diffusion != props.Diffusion || + mParams.DecayTime != props.DecayTime || mParams.HFDecayTime != hfDecayTime || mParams.LFDecayTime != lfDecayTime || /* Modulation time and depth both require fading the modulation delay. */ - mParams.ModulationTime != props->Reverb.ModulationTime || - mParams.ModulationDepth != props->Reverb.ModulationDepth || + mParams.ModulationTime != props.ModulationTime || + mParams.ModulationDepth != props.ModulationDepth || /* HF/LF References control the weighting used to calculate the density * gain. */ - mParams.HFReference != props->Reverb.HFReference || - mParams.LFReference != props->Reverb.LFReference}; + mParams.HFReference != props.HFReference || + mParams.LFReference != props.LFReference}; if(fullUpdate) { - mParams.Density = props->Reverb.Density; - mParams.Diffusion = props->Reverb.Diffusion; - mParams.DecayTime = props->Reverb.DecayTime; + mParams.Density = props.Density; + mParams.Diffusion = props.Diffusion; + mParams.DecayTime = props.DecayTime; mParams.HFDecayTime = hfDecayTime; mParams.LFDecayTime = lfDecayTime; - mParams.ModulationTime = props->Reverb.ModulationTime; - mParams.ModulationDepth = props->Reverb.ModulationDepth; - mParams.HFReference = props->Reverb.HFReference; - mParams.LFReference = props->Reverb.LFReference; + mParams.ModulationTime = props.ModulationTime; + mParams.ModulationDepth = props.ModulationDepth; + mParams.HFReference = props.HFReference; + mParams.LFReference = props.LFReference; mPipelineState = (mPipelineState != DeviceClear) ? StartFade : Normal; mCurrentPipeline = !mCurrentPipeline; @@ -1241,16 +1240,15 @@ void ReverbState::update(const ContextBase *Context, const EffectSlot *Slot, /* Update early and late 3D panning. */ mOutTarget = target.Main->Buffer; - const float gain{props->Reverb.Gain * Slot->Gain * ReverbBoost}; - pipeline.update3DPanning(props->Reverb.ReflectionsPan, props->Reverb.LateReverbPan, - props->Reverb.ReflectionsGain*gain, props->Reverb.LateReverbGain*gain, mUpmixOutput, - target.Main); + const float gain{props.Gain * Slot->Gain * ReverbBoost}; + pipeline.update3DPanning(props.ReflectionsPan, props.LateReverbPan, props.ReflectionsGain*gain, + props.LateReverbGain*gain, mUpmixOutput, target.Main); /* Calculate the master filters */ - float hf0norm{minf(props->Reverb.HFReference/frequency, 0.49f)}; - pipeline.mFilter[0].Lp.setParamsFromSlope(BiquadType::HighShelf, hf0norm, props->Reverb.GainHF, 1.0f); - float lf0norm{minf(props->Reverb.LFReference/frequency, 0.49f)}; - pipeline.mFilter[0].Hp.setParamsFromSlope(BiquadType::LowShelf, lf0norm, props->Reverb.GainLF, 1.0f); + float hf0norm{minf(props.HFReference/frequency, 0.49f)}; + pipeline.mFilter[0].Lp.setParamsFromSlope(BiquadType::HighShelf, hf0norm, props.GainHF, 1.0f); + float lf0norm{minf(props.LFReference/frequency, 0.49f)}; + pipeline.mFilter[0].Hp.setParamsFromSlope(BiquadType::LowShelf, lf0norm, props.GainLF, 1.0f); for(size_t i{1u};i < NUM_LINES;i++) { pipeline.mFilter[i].Lp.copyParamsFrom(pipeline.mFilter[0].Lp); @@ -1258,34 +1256,32 @@ void ReverbState::update(const ContextBase *Context, const EffectSlot *Slot, } /* The density-based room size (delay length) multiplier. */ - const float density_mult{CalcDelayLengthMult(props->Reverb.Density)}; + const float density_mult{CalcDelayLengthMult(props.Density)}; /* Update the main effect delay and associated taps. */ - pipeline.updateDelayLine(props->Reverb.ReflectionsDelay, props->Reverb.LateReverbDelay, - density_mult, props->Reverb.DecayTime, frequency); + pipeline.updateDelayLine(props.ReflectionsDelay, props.LateReverbDelay, density_mult, + props.DecayTime, frequency); if(fullUpdate) { /* Update the early lines. */ - pipeline.mEarly.updateLines(density_mult, props->Reverb.Diffusion, props->Reverb.DecayTime, - frequency); + pipeline.mEarly.updateLines(density_mult, props.Diffusion, props.DecayTime, frequency); /* Get the mixing matrix coefficients. */ - CalcMatrixCoeffs(props->Reverb.Diffusion, &pipeline.mMixX, &pipeline.mMixY); + CalcMatrixCoeffs(props.Diffusion, &pipeline.mMixX, &pipeline.mMixY); /* Update the modulator rate and depth. */ - pipeline.mLate.Mod.updateModulator(props->Reverb.ModulationTime, - props->Reverb.ModulationDepth, frequency); + pipeline.mLate.Mod.updateModulator(props.ModulationTime, props.ModulationDepth, frequency); /* Update the late lines. */ - pipeline.mLate.updateLines(density_mult, props->Reverb.Diffusion, lfDecayTime, - props->Reverb.DecayTime, hfDecayTime, lf0norm, hf0norm, frequency); + pipeline.mLate.updateLines(density_mult, props.Diffusion, lfDecayTime, props.DecayTime, + hfDecayTime, lf0norm, hf0norm, frequency); } /* Calculate the gain at the start of the late reverb stage, and the gain * difference from the decay target (0.001, or -60dB). */ - const float decayBase{props->Reverb.ReflectionsGain * props->Reverb.LateReverbGain}; + const float decayBase{props.ReflectionsGain * props.LateReverbGain}; const float decayDiff{ReverbDecayGain / decayBase}; if(decayDiff < 1.0f) @@ -1294,10 +1290,10 @@ void ReverbState::update(const ContextBase *Context, const EffectSlot *Slot, * by -60dB), calculate the time to decay to -60dB from the start of * the late reverb. */ - const float diffTime{std::log10(decayDiff)*(20.0f / -60.0f) * props->Reverb.DecayTime}; + const float diffTime{std::log10(decayDiff)*(20.0f / -60.0f) * props.DecayTime}; - const float decaySamples{(props->Reverb.ReflectionsDelay + props->Reverb.LateReverbDelay - + diffTime) * frequency}; + const float decaySamples{(props.ReflectionsDelay+props.LateReverbDelay+diffTime) + * frequency}; /* Limit to 100,000 samples (a touch over 2 seconds at 48khz) to * avoid excessive double-processing. */ @@ -1308,8 +1304,7 @@ void ReverbState::update(const ContextBase *Context, const EffectSlot *Slot, /* Otherwise, if the late reverb already starts at -60dB or less, only * include the time to get to the late reverb. */ - const float decaySamples{(props->Reverb.ReflectionsDelay + props->Reverb.LateReverbDelay) - * frequency}; + const float decaySamples{(props.ReflectionsDelay+props.LateReverbDelay) * frequency}; pipeline.mFadeSampleCount = static_cast<size_t>(minf(decaySamples, 100'000.0f)); } } |