mirror of https://github.com/AxioDL/amuse.git
Fix reverb issue
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e9213ab179
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531961be78
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@ -28,7 +28,7 @@ template <typename T>
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class EffectReverbHiImp;
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/** Reverb effect with configurable reflection filtering */
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class EffectReverb
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class EffectReverbStd
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{
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protected:
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float x140_x1c8_coloration; /**< [0.0, 1.0] influences filter coefficients to define surface characteristics of a room */
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@ -42,7 +42,7 @@ protected:
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friend class EffectReverbStdImp;
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template <typename T>
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friend class EffectReverbHiImp;
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EffectReverb(float coloration, float mix, float time,
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EffectReverbStd(float coloration, float mix, float time,
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float damping, float preDelay);
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public:
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template <typename T>
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@ -80,7 +80,7 @@ public:
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};
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/** Reverb effect with configurable reflection filtering, adds per-channel low-pass and crosstalk */
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class EffectReverbHi : public EffectReverb
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class EffectReverbHi : public EffectReverbStd
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{
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float x1dc_crosstalk; /**< [0.0, 1.0] factor defining how much reflections are allowed to bleed to other channels */
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@ -101,7 +101,7 @@ public:
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/** Standard-quality 2-stage reverb */
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template <typename T>
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class EffectReverbStdImp : public EffectBase<T>, public EffectReverb
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class EffectReverbStdImp : public EffectBase<T>, public EffectReverbStd
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{
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ReverbDelayLine x0_AP[8][2] = {}; /**< All-pass delay lines */
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ReverbDelayLine x78_C[8][2] = {}; /**< Comb delay lines */
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@ -80,7 +80,7 @@ public:
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EffectDelay& makeDelay(uint32_t initDelay, uint32_t initFeedback, uint32_t initOutput);
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/** Add new standard-quality reverb effect to effect stack and assume ownership */
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EffectReverb& makeReverbStd(float coloration, float mix, float time,
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EffectReverbStd& makeReverbStd(float coloration, float mix, float time,
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float damping, float preDelay);
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/** Add new high-quality reverb effect to effect stack and assume ownership */
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@ -53,7 +53,7 @@ void ReverbDelayLine::setdelay(int32_t delay)
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x4_outPoint += x8_length;
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}
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EffectReverb::EffectReverb(float coloration, float mix, float time,
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EffectReverbStd::EffectReverbStd(float coloration, float mix, float time,
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float damping, float preDelay)
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: x140_x1c8_coloration(clamp(0.f, coloration, 1.f)),
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x144_x1cc_mix(clamp(0.f, mix, 1.f)),
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@ -64,14 +64,14 @@ EffectReverb::EffectReverb(float coloration, float mix, float time,
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EffectReverbHi::EffectReverbHi(float coloration, float mix, float time,
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float damping, float preDelay, float crosstalk)
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: EffectReverb(coloration, mix, time, damping, preDelay),
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: EffectReverbStd(coloration, mix, time, damping, preDelay),
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x1dc_crosstalk(clamp(0.f, crosstalk, 1.0f))
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{}
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template <typename T>
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EffectReverbStdImp<T>::EffectReverbStdImp(float coloration, float mix, float time,
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float damping, float preDelay, double sampleRate)
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: EffectReverb(coloration, mix, time, damping, preDelay),
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: EffectReverbStd(coloration, mix, time, damping, preDelay),
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m_sampleRate(sampleRate)
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{}
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@ -87,7 +87,7 @@ void EffectReverbStdImp<T>::_update()
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size_t tapDelay = CTapDelays[t] * m_sampleRate / 32000.0;
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combLine.allocate(tapDelay);
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combLine.setdelay(tapDelay);
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xf4_combCoef[c][t] = std::pow(10.f, tapDelay * -3 / timeSamples);
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xf4_combCoef[c][t] = std::pow(10.f, tapDelay * -3.f / timeSamples);
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}
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for (int t=0 ; t<2 ; ++t)
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@ -153,9 +153,10 @@ void EffectReverbStdImp<T>::applyEffect(T* audio, size_t frameCount, const Chann
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ReverbDelayLine* linesC = x78_C[c];
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ReverbDelayLine* linesAP = x0_AP[c];
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float sample = audio[c];
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for (int s=1 ; s<160 && f<frameCount ; ++s, ++f)
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for (int s=0 ; s<160 && f<frameCount ; ++s, ++f)
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{
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float sample = audio[s * chanMap.m_channelCount + c];
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/* Pre-delay stage */
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float sample2 = sample;
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if (x120_preDelayTime != 0)
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@ -224,8 +225,7 @@ void EffectReverbStdImp<T>::applyEffect(T* audio, size_t frameCount, const Chann
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linesAP[1].x4_outPoint = 0;
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/* Mix out */
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audio[(s-1) * chanMap.m_channelCount + c] = ClampFull<T>(dampWet * allPass + dampDry * sample);
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sample = audio[s * chanMap.m_channelCount + c];
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audio[s * chanMap.m_channelCount + c] = ClampFull<T>(dampWet * allPass + dampDry * sample);
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}
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x130_preDelayPtr[c] = preDelayPtr;
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}
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@ -27,10 +27,10 @@ EffectDelay& Submix::makeDelay(uint32_t initDelay, uint32_t initFeedback, uint32
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return makeEffect<EffectDelay>(initDelay, initFeedback, initOutput);
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}
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EffectReverb& Submix::makeReverbStd(float coloration, float mix, float time,
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EffectReverbStd& Submix::makeReverbStd(float coloration, float mix, float time,
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float damping, float preDelay)
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{
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return makeEffect<EffectReverb>(coloration, mix, time, damping, preDelay);
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return makeEffect<EffectReverbStd>(coloration, mix, time, damping, preDelay);
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}
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EffectReverbHi& Submix::makeReverbHi(float coloration, float mix, float time,
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