amuse/lib/EffectReverb.cpp

478 lines
15 KiB
C++

#include "amuse/EffectReverb.hpp"
#include "amuse/IBackendVoice.hpp"
#include <cmath>
#include <string.h>
namespace amuse
{
/* 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
};
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;
}
EffectReverb::EffectReverb(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)
: EffectReverb(coloration, mix, time, damping, preDelay),
x1dc_crosstalk(clamp(0.f, crosstalk, 1.0f))
{}
template <typename T>
EffectReverbStdImp<T>::EffectReverbStdImp(float coloration, float mix, float time,
float damping, float preDelay, double sampleRate)
: EffectReverb(coloration, mix, time, damping, preDelay),
m_sampleRate(sampleRate)
{}
template <typename T>
void EffectReverbStdImp<T>::_update()
{
float timeSamples = x148_x1d0_time * m_sampleRate;
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] * m_sampleRate / 32000.0;
combLine.allocate(tapDelay);
combLine.setdelay(tapDelay);
xf4_combCoef[c][t] = std::pow(10.f, tapDelay * -3 / timeSamples);
}
for (int t=0 ; t<2 ; ++t)
{
ReverbDelayLine& allPassLine = x0_AP[c][t];
size_t tapDelay = APTapDelays[t] * m_sampleRate / 32000.0;
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 <typename T>
void EffectReverbStdImp<T>::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 ;)
{
for (int 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];
float sample = audio[c];
for (int s=1 ; s<160 && f<frameCount ; ++s, ++f)
{
/* 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-1) * chanMap.m_channelCount + c] = ClampFull<T>(dampWet * allPass + dampDry * sample);
sample = audio[s * chanMap.m_channelCount + c];
}
x130_preDelayPtr[c] = preDelayPtr;
}
audio += chanMap.m_channelCount * 160;
}
}
template <typename T>
EffectReverbHiImp<T>::EffectReverbHiImp(float coloration, float mix, float time,
float damping, float preDelay, float crosstalk,
double sampleRate)
: EffectReverbHi(coloration, mix, time, damping, preDelay, crosstalk),
m_sampleRate(sampleRate)
{
_update();
}
template <typename T>
void EffectReverbHiImp<T>::_update()
{
float timeSamples = x148_x1d0_time * m_sampleRate;
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] * m_sampleRate / 32000.0;
combLine.allocate(tapDelay);
combLine.setdelay(tapDelay);
x16c_combCoef[c][t] = std::pow(10.f, tapDelay * -3 / timeSamples);
}
for (int t=0 ; t<2 ; ++t)
{
ReverbDelayLine& allPassLine = x0_AP[c][t];
size_t tapDelay = APTapDelays[t] * m_sampleRate / 32000.0;
allPassLine.allocate(tapDelay);
allPassLine.setdelay(tapDelay);
}
ReverbDelayLine& lpLine = x78_LP[c];
size_t tapDelay = LPTapDelays[c] * m_sampleRate / 32000.0;
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;
}
}
m_dirty = false;
}
template <typename T>
void EffectReverbHiImp<T>::_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;
float sample = audio[c];
for (int s=1 ; s<sampleCount ; ++s)
{
/* 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-1) * chanCount + c] = ClampFull<T>(dampWet * allPass + dampDry * sample);
sample = audio[s * chanCount + c];
}
x1b8_preDelayPtr[c] = preDelayPtr;
}
template <typename T>
void EffectReverbHiImp<T>::_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<T>(base[c] + allWet);
}
}
template <typename T>
void EffectReverbHiImp<T>::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 (int 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<int16_t>;
template class EffectReverbStdImp<int32_t>;
template class EffectReverbStdImp<float>;
template class EffectReverbHiImp<int16_t>;
template class EffectReverbHiImp<int32_t>;
template class EffectReverbHiImp<float>;
}