#include "amuse/EffectReverb.hpp" #include #include #include "amuse/IBackendVoice.hpp" namespace amuse { /* clang-format off */ /* Comb-filter delays */ static const size_t CTapDelays[] = { 1789, 1999, 2333 }; /* All-pass-filter delays */ static const size_t APTapDelays[] = { 433, 149 }; /* Per-channel low-pass delays (Hi-quality reverb only) */ static const size_t LPTapDelays[] = { 47, 73, 67, 57, 43, 57, 83, 73 }; /* clang-format on */ void ReverbDelayLine::allocate(int32_t delay) { delay += 2; x8_length = delay; xc_inputs.reset(new float[delay]); memset(xc_inputs.get(), 0, x8_length * sizeof(float)); x10_lastInput = 0.f; setdelay(delay / 2); x0_inPoint = 0; x4_outPoint = 0; } void ReverbDelayLine::setdelay(int32_t delay) { x4_outPoint = x0_inPoint - delay; while (x4_outPoint < 0) x4_outPoint += x8_length; } EffectReverbStd::EffectReverbStd(float coloration, float mix, float time, float damping, float preDelay) : x140_x1c8_coloration(clamp(0.f, coloration, 1.f)) , x144_x1cc_mix(clamp(0.f, mix, 1.f)) , x148_x1d0_time(clamp(0.01f, time, 10.f)) , x14c_x1d4_damping(clamp(0.f, damping, 1.f)) , x150_x1d8_preDelay(clamp(0.f, preDelay, 0.1f)) {} EffectReverbHi::EffectReverbHi(float coloration, float mix, float time, float damping, float preDelay, float crosstalk) : EffectReverbStd(coloration, mix, time, damping, preDelay), x1dc_crosstalk(clamp(0.f, crosstalk, 1.0f)) {} template EffectReverbStdImp::EffectReverbStdImp(float coloration, float mix, float time, float damping, float preDelay, double sampleRate) : EffectReverbStd(coloration, mix, time, damping, preDelay) { _setup(sampleRate); } template void EffectReverbStdImp::_setup(double sampleRate) { m_sampleRate = sampleRate; _update(); } template void EffectReverbStdImp::_update() { float timeSamples = x148_x1d0_time * m_sampleRate; double rateRatio = m_sampleRate / NativeSampleRate; for (int c = 0; c < 8; ++c) { for (int t = 0; t < 2; ++t) { ReverbDelayLine& combLine = x78_C[c][t]; size_t tapDelay = CTapDelays[t] * rateRatio; combLine.allocate(tapDelay); combLine.setdelay(tapDelay); xf4_combCoef[c][t] = std::pow(10.f, tapDelay * -3.f / timeSamples); } for (int t = 0; t < 2; ++t) { ReverbDelayLine& allPassLine = x0_AP[c][t]; size_t tapDelay = APTapDelays[t] * rateRatio; allPassLine.allocate(tapDelay); allPassLine.setdelay(tapDelay); } } xf0_allPassCoef = x140_x1c8_coloration; x118_level = x144_x1cc_mix; x11c_damping = x14c_x1d4_damping; if (x11c_damping < 0.05f) x11c_damping = 0.05f; x11c_damping = 1.f - (x11c_damping * 0.8f + 0.05); if (x150_x1d8_preDelay != 0.f) { x120_preDelayTime = m_sampleRate * x150_x1d8_preDelay; for (int i = 0; i < 8; ++i) { x124_preDelayLine[i].reset(new float[x120_preDelayTime]); memset(x124_preDelayLine[i].get(), 0, x120_preDelayTime * sizeof(float)); x130_preDelayPtr[i] = x124_preDelayLine[i].get(); } } else { x120_preDelayTime = 0; for (int i = 0; i < 8; ++i) { x124_preDelayLine[i] = nullptr; x130_preDelayPtr[i] = nullptr; } } m_dirty = false; } template void EffectReverbStdImp::applyEffect(T* audio, size_t frameCount, const ChannelMap& chanMap) { if (m_dirty) _update(); float dampWet = x118_level * 0.6f; float dampDry = 0.6f - dampWet; for (size_t f = 0; f < frameCount; f += 160) { for (unsigned c = 0; c < chanMap.m_channelCount; ++c) { float* combCoefs = xf4_combCoef[c]; float& lpLastOut = x10c_lpLastout[c]; float* preDelayLine = x124_preDelayLine[c].get(); float* preDelayPtr = x130_preDelayPtr[c]; float* lastPreDelaySamp = &preDelayLine[x120_preDelayTime - 1]; ReverbDelayLine* linesC = x78_C[c]; ReverbDelayLine* linesAP = x0_AP[c]; int procSamples = std::min(size_t(160), frameCount - f); for (int s = 0; s < procSamples; ++s) { float sample = audio[s * chanMap.m_channelCount + c]; /* Pre-delay stage */ float sample2 = sample; if (x120_preDelayTime != 0) { sample2 = *preDelayPtr; *preDelayPtr = sample; preDelayPtr += 1; if (preDelayPtr == lastPreDelaySamp) preDelayPtr = preDelayLine; } /* Comb filter stage */ linesC[0].xc_inputs[linesC[0].x0_inPoint] = combCoefs[0] * linesC[0].x10_lastInput + sample2; linesC[0].x0_inPoint += 1; linesC[1].xc_inputs[linesC[1].x0_inPoint] = combCoefs[1] * linesC[1].x10_lastInput + sample2; linesC[1].x0_inPoint += 1; linesC[0].x10_lastInput = linesC[0].xc_inputs[linesC[0].x4_outPoint]; linesC[0].x4_outPoint += 1; linesC[1].x10_lastInput = linesC[1].xc_inputs[linesC[1].x4_outPoint]; linesC[1].x4_outPoint += 1; if (linesC[0].x0_inPoint == linesC[0].x8_length) linesC[0].x0_inPoint = 0; if (linesC[1].x0_inPoint == linesC[1].x8_length) linesC[1].x0_inPoint = 0; if (linesC[0].x4_outPoint == linesC[0].x8_length) linesC[0].x4_outPoint = 0; if (linesC[1].x4_outPoint == linesC[1].x8_length) linesC[1].x4_outPoint = 0; /* All-pass filter stage */ linesAP[0].xc_inputs[linesAP[0].x0_inPoint] = xf0_allPassCoef * linesAP[0].x10_lastInput + linesC[0].x10_lastInput + linesC[1].x10_lastInput; float lowPass = -(xf0_allPassCoef * linesAP[0].xc_inputs[linesAP[0].x0_inPoint] - linesAP[0].x10_lastInput); linesAP[0].x0_inPoint += 1; linesAP[0].x10_lastInput = linesAP[0].xc_inputs[linesAP[0].x4_outPoint]; linesAP[0].x4_outPoint += 1; if (linesAP[0].x0_inPoint == linesAP[0].x8_length) linesAP[0].x0_inPoint = 0; if (linesAP[0].x4_outPoint == linesAP[0].x8_length) linesAP[0].x4_outPoint = 0; lpLastOut = x11c_damping * lpLastOut + lowPass * 0.3f; linesAP[1].xc_inputs[linesAP[1].x0_inPoint] = xf0_allPassCoef * linesAP[1].x10_lastInput + lpLastOut; float allPass = -(xf0_allPassCoef * linesAP[1].xc_inputs[linesAP[1].x0_inPoint] - linesAP[1].x10_lastInput); linesAP[1].x0_inPoint += 1; linesAP[1].x10_lastInput = linesAP[1].xc_inputs[linesAP[1].x4_outPoint]; linesAP[1].x4_outPoint += 1; if (linesAP[1].x0_inPoint == linesAP[1].x8_length) linesAP[1].x0_inPoint = 0; if (linesAP[1].x4_outPoint == linesAP[1].x8_length) linesAP[1].x4_outPoint = 0; /* Mix out */ audio[s * chanMap.m_channelCount + c] = ClampFull(dampWet * allPass + dampDry * sample); } x130_preDelayPtr[c] = preDelayPtr; } audio += chanMap.m_channelCount * 160; } } template EffectReverbHiImp::EffectReverbHiImp(float coloration, float mix, float time, float damping, float preDelay, float crosstalk, double sampleRate) : EffectReverbHi(coloration, mix, time, damping, preDelay, crosstalk) { _setup(sampleRate); } template void EffectReverbHiImp::_setup(double sampleRate) { m_sampleRate = sampleRate; _update(); } template void EffectReverbHiImp::_update() { float timeSamples = x148_x1d0_time * m_sampleRate; double rateRatio = m_sampleRate / NativeSampleRate; for (int c = 0; c < 8; ++c) { for (int t = 0; t < 3; ++t) { ReverbDelayLine& combLine = xb4_C[c][t]; size_t tapDelay = CTapDelays[t] * rateRatio; combLine.allocate(tapDelay); combLine.setdelay(tapDelay); x16c_combCoef[c][t] = std::pow(10.f, tapDelay * -3.f / timeSamples); } for (int t = 0; t < 2; ++t) { ReverbDelayLine& allPassLine = x0_AP[c][t]; size_t tapDelay = APTapDelays[t] * rateRatio; allPassLine.allocate(tapDelay); allPassLine.setdelay(tapDelay); } ReverbDelayLine& lpLine = x78_LP[c]; size_t tapDelay = LPTapDelays[c] * rateRatio; lpLine.allocate(tapDelay); lpLine.setdelay(tapDelay); } x168_allPassCoef = x140_x1c8_coloration; x19c_level = x144_x1cc_mix; x1a0_damping = x14c_x1d4_damping; if (x1a0_damping < 0.05f) x1a0_damping = 0.05f; x1a0_damping = 1.f - (x1a0_damping * 0.8f + 0.05); if (x150_x1d8_preDelay != 0.f) { x1a4_preDelayTime = m_sampleRate * x150_x1d8_preDelay; for (int i = 0; i < 8; ++i) { x1ac_preDelayLine[i].reset(new float[x1a4_preDelayTime]); memset(x1ac_preDelayLine[i].get(), 0, x1a4_preDelayTime * sizeof(float)); x1b8_preDelayPtr[i] = x1ac_preDelayLine[i].get(); } } else { x1a4_preDelayTime = 0; for (int i = 0; i < 8; ++i) { x1ac_preDelayLine[i] = nullptr; x1b8_preDelayPtr[i] = nullptr; } } x1a8_internalCrosstalk = x1dc_crosstalk; m_dirty = false; } template void EffectReverbHiImp::_handleReverb(T* audio, int c, int chanCount, int sampleCount) { float dampWet = x19c_level * 0.6f; float dampDry = 0.6f - dampWet; float* combCoefs = x16c_combCoef[c]; float& lpLastOut = x190_lpLastout[c]; float* preDelayLine = x1ac_preDelayLine[c].get(); float* preDelayPtr = x1b8_preDelayPtr[c]; float* lastPreDelaySamp = &preDelayLine[x1a4_preDelayTime - 1]; ReverbDelayLine* linesC = xb4_C[c]; ReverbDelayLine* linesAP = x0_AP[c]; ReverbDelayLine& lineLP = x78_LP[c]; float allPassCoef = x168_allPassCoef; float damping = x1a0_damping; int32_t preDelayTime = x1a4_preDelayTime; for (int s = 0; s < sampleCount; ++s) { float sample = audio[s * chanCount + c]; /* Pre-delay stage */ float sample2 = sample; if (preDelayTime != 0) { sample2 = *preDelayPtr; *preDelayPtr = sample; preDelayPtr += 1; if (preDelayPtr == lastPreDelaySamp) preDelayPtr = preDelayLine; } /* Comb filter stage */ linesC[0].xc_inputs[linesC[0].x0_inPoint] = combCoefs[0] * linesC[0].x10_lastInput + sample2; linesC[0].x0_inPoint += 1; linesC[1].xc_inputs[linesC[1].x0_inPoint] = combCoefs[1] * linesC[1].x10_lastInput + sample2; linesC[1].x0_inPoint += 1; linesC[2].xc_inputs[linesC[2].x0_inPoint] = combCoefs[2] * linesC[2].x10_lastInput + sample2; linesC[2].x0_inPoint += 1; linesC[0].x10_lastInput = linesC[0].xc_inputs[linesC[0].x4_outPoint]; linesC[0].x4_outPoint += 1; linesC[1].x10_lastInput = linesC[1].xc_inputs[linesC[1].x4_outPoint]; linesC[1].x4_outPoint += 1; linesC[2].x10_lastInput = linesC[2].xc_inputs[linesC[2].x4_outPoint]; linesC[2].x4_outPoint += 1; if (linesC[0].x0_inPoint == linesC[0].x8_length) linesC[0].x0_inPoint = 0; if (linesC[1].x0_inPoint == linesC[1].x8_length) linesC[1].x0_inPoint = 0; if (linesC[2].x0_inPoint == linesC[2].x8_length) linesC[2].x0_inPoint = 0; if (linesC[0].x4_outPoint == linesC[0].x8_length) linesC[0].x4_outPoint = 0; if (linesC[1].x4_outPoint == linesC[1].x8_length) linesC[1].x4_outPoint = 0; if (linesC[2].x4_outPoint == linesC[2].x8_length) linesC[2].x4_outPoint = 0; /* All-pass filter stage */ linesAP[0].xc_inputs[linesAP[0].x0_inPoint] = allPassCoef * linesAP[0].x10_lastInput + linesC[0].x10_lastInput + linesC[1].x10_lastInput + linesC[2].x10_lastInput; linesAP[1].xc_inputs[linesAP[1].x0_inPoint] = allPassCoef * linesAP[1].x10_lastInput - (allPassCoef * linesAP[0].xc_inputs[linesAP[0].x0_inPoint] - linesAP[0].x10_lastInput); float lowPass = -(allPassCoef * linesAP[1].xc_inputs[linesAP[1].x0_inPoint] - linesAP[1].x10_lastInput); linesAP[0].x0_inPoint += 1; linesAP[1].x0_inPoint += 1; if (linesAP[0].x0_inPoint == linesAP[0].x8_length) linesAP[0].x0_inPoint = 0; if (linesAP[1].x0_inPoint == linesAP[1].x8_length) linesAP[1].x0_inPoint = 0; linesAP[0].x10_lastInput = linesAP[0].xc_inputs[linesAP[0].x4_outPoint]; linesAP[0].x4_outPoint += 1; linesAP[1].x10_lastInput = linesAP[1].xc_inputs[linesAP[1].x4_outPoint]; linesAP[1].x4_outPoint += 1; if (linesAP[0].x4_outPoint == linesAP[0].x8_length) linesAP[0].x4_outPoint = 0; if (linesAP[1].x4_outPoint == linesAP[1].x8_length) linesAP[1].x4_outPoint = 0; lpLastOut = damping * lpLastOut + lowPass * 0.3f; lineLP.xc_inputs[lineLP.x0_inPoint] = allPassCoef * lineLP.x10_lastInput + lpLastOut; float allPass = -(allPassCoef * lineLP.xc_inputs[lineLP.x0_inPoint] - lineLP.x10_lastInput); lineLP.x0_inPoint += 1; lineLP.x10_lastInput = lineLP.xc_inputs[lineLP.x4_outPoint]; lineLP.x4_outPoint += 1; if (lineLP.x0_inPoint == lineLP.x8_length) lineLP.x0_inPoint = 0; if (lineLP.x4_outPoint == lineLP.x8_length) lineLP.x4_outPoint = 0; /* Mix out */ audio[s * chanCount + c] = ClampFull(dampWet * allPass + dampDry * sample); } x1b8_preDelayPtr[c] = preDelayPtr; } template void EffectReverbHiImp::_doCrosstalk(T* audio, float wet, float dry, int chanCount, int sampleCount) { for (int i = 0; i < sampleCount; ++i) { T* base = &audio[chanCount * i]; float allWet = 0; for (int c = 0; c < chanCount; ++c) { allWet += base[c] * wet; base[c] *= dry; } for (int c = 0; c < chanCount; ++c) base[c] = ClampFull(base[c] + allWet); } } template void EffectReverbHiImp::applyEffect(T* audio, size_t frameCount, const ChannelMap& chanMap) { if (m_dirty) _update(); for (size_t f = 0; f < frameCount; f += 160) { size_t blockSamples = std::min(size_t(160), frameCount - f); for (unsigned i = 0; i < chanMap.m_channelCount; ++i) { if (i == 0 && x1a8_internalCrosstalk != 0.f) { float crossWet = x1a8_internalCrosstalk * 0.5; _doCrosstalk(audio, crossWet, 1.f - crossWet, chanMap.m_channelCount, blockSamples); } _handleReverb(audio, i, chanMap.m_channelCount, blockSamples); } audio += chanMap.m_channelCount * 160; } } template class EffectReverbStdImp; template class EffectReverbStdImp; template class EffectReverbStdImp; template class EffectReverbHiImp; template class EffectReverbHiImp; template class EffectReverbHiImp; } // namespace amuse