mirror of https://github.com/AxioDL/amuse.git
415 lines
14 KiB
C++
415 lines
14 KiB
C++
#include "amuse/EffectReverb.hpp"
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#include "amuse/IBackendVoice.hpp"
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#include <cmath>
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#include <string.h>
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namespace amuse
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{
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/* Comb-filter delays */
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static const size_t CTapDelays[] =
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{
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1789,
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1999,
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2333
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};
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/* All-pass-filter delays */
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static const size_t APTapDelays[] =
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{
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433,
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149
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};
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/* Per-channel low-pass delays (Hi-quality reverb only) */
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static const size_t LPTapDelays[] =
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{
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47,
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73,
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67,
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57,
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43,
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57,
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83,
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73
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};
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void ReverbDelayLine::allocate(int32_t delay)
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{
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delay += 2;
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x8_length = delay * sizeof(float);
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xc_inputs.reset(new float[delay]);
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memset(xc_inputs.get(), 0, x8_length);
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x10_lastInput = 0.f;
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setdelay(delay / 2);
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x0_inPoint = 0;
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x4_outPoint = 0;
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}
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void ReverbDelayLine::setdelay(int32_t delay)
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{
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x4_outPoint = x0_inPoint - delay * sizeof(float);
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while (x4_outPoint < 0)
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x4_outPoint += x8_length;
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}
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template <typename T, size_t AP, size_t C>
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EffectReverb<T, AP, C>::EffectReverb(float coloration, float mix, float time,
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float damping, float preDelay, double sampleRate)
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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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x148_x1d0_time(clamp(0.01f, time, 10.f)),
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x14c_x1d4_damping(clamp(0.f, damping, 1.f)),
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x150_x1d8_preDelay(clamp(0.f, preDelay, 0.1f)),
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m_sampleRate(sampleRate)
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{}
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template <typename T, size_t AP, size_t C>
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void EffectReverb<T, AP, C>::_update()
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{
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float timeSamples = x148_x1d0_time * m_sampleRate;
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for (int c=0 ; c<8 ; ++c)
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{
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for (int t=0 ; t<C ; ++t)
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{
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ReverbDelayLine& combLine = x78_xb4_C[c][t];
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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_x16c_combCoef[c][t] = std::pow(10.f, tapDelay * -3 / timeSamples);
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}
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for (int t=0 ; t<AP ; ++t)
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{
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ReverbDelayLine& allPassLine = x0_x0_AP[c][t];
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size_t tapDelay = APTapDelays[t] * m_sampleRate / 32000.0;
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allPassLine.allocate(tapDelay);
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allPassLine.setdelay(tapDelay);
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}
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}
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xf0_x168_allPassCoef = x140_x1c8_coloration;
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x118_x19c_level = x144_x1cc_mix;
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x11c_x1a0_damping = x14c_x1d4_damping;
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if (x11c_x1a0_damping < 0.05f)
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x11c_x1a0_damping = 0.05f;
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x11c_x1a0_damping = 1.f - (x11c_x1a0_damping * 0.8f + 0.05);
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if (x150_x1d8_preDelay != 0.f)
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{
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x120_x1a4_preDelayTime = m_sampleRate * x150_x1d8_preDelay;
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for (int i=0 ; i<8 ; ++i)
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{
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x124_x1ac_preDelayLine[i].reset(new float[x120_x1a4_preDelayTime]);
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memset(x124_x1ac_preDelayLine[i].get(), 0, x120_x1a4_preDelayTime * sizeof(float));
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x130_x1b8_preDelayPtr[i] = x124_x1ac_preDelayLine[i].get();
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}
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}
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else
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{
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x120_x1a4_preDelayTime = 0;
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for (int i=0 ; i<8 ; ++i)
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{
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x124_x1ac_preDelayLine[i] = nullptr;
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x130_x1b8_preDelayPtr[i] = nullptr;
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}
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}
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m_dirty = false;
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}
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template <typename T, size_t AP, size_t C>
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void EffectReverb<T, AP, C>::applyEffect(T* audio, size_t frameCount, const ChannelMap& chanMap)
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{
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if (m_dirty)
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_update();
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float dampWet = x118_x19c_level * 0.6f;
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float dampDry = 0.6f - dampWet;
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for (size_t f=0 ; f<frameCount ;)
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{
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for (int c=0 ; c<chanMap.m_channelCount ; ++c)
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{
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float* combCoefs = xf4_x16c_combCoef[c];
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float& lpLastOut = x10c_x190_lpLastout[c];
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float* preDelayLine = x124_x1ac_preDelayLine[c].get();
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float* preDelayPtr = x130_x1b8_preDelayPtr[c];
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float* lastPreDelaySamp = &preDelayLine[x120_x1a4_preDelayTime - 1];
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ReverbDelayLine* linesC = x78_xb4_C[c];
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ReverbDelayLine* linesAP = x0_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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{
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/* Pre-delay stage */
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float sample2 = sample;
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if (x120_x1a4_preDelayTime != 0)
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{
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sample2 = *preDelayPtr;
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*preDelayPtr = sample;
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preDelayPtr += 4;
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if (preDelayPtr == lastPreDelaySamp)
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preDelayPtr = preDelayLine;
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}
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/* Comb filter stage */
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linesC[0].xc_inputs[linesC[0].x0_inPoint] = combCoefs[0] * linesC[0].x10_lastInput + sample2;
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linesC[0].x0_inPoint += 4;
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linesC[1].xc_inputs[linesC[1].x0_inPoint] = combCoefs[1] * linesC[1].x10_lastInput + sample2;
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linesC[1].x0_inPoint += 4;
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linesC[0].x10_lastInput = linesC[0].xc_inputs[linesC[0].x4_outPoint];
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linesC[0].x4_outPoint += 4;
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linesC[1].x10_lastInput = linesC[1].xc_inputs[linesC[1].x4_outPoint];
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linesC[1].x4_outPoint += 4;
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if (linesC[0].x0_inPoint == linesC[0].x8_length)
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linesC[0].x0_inPoint = 0;
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if (linesC[1].x0_inPoint == linesC[1].x8_length)
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linesC[1].x0_inPoint = 0;
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if (linesC[0].x4_outPoint == linesC[0].x8_length)
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linesC[0].x4_outPoint = 0;
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if (linesC[1].x4_outPoint == linesC[1].x8_length)
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linesC[1].x4_outPoint = 0;
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/* All-pass filter stage */
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linesAP[0].xc_inputs[linesAP[0].x0_inPoint] =
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xf0_x168_allPassCoef * linesAP[0].x10_lastInput + linesC[0].x10_lastInput + linesC[1].x10_lastInput;
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float lowPass = -(xf0_x168_allPassCoef * linesAP[0].xc_inputs[linesAP[0].x0_inPoint] -
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linesAP[0].x10_lastInput);
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linesAP[0].x0_inPoint += 4;
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linesAP[0].x10_lastInput = linesAP[0].xc_inputs[linesAP[0].x4_outPoint];
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linesAP[0].x4_outPoint += 4;
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if (linesAP[0].x0_inPoint == linesAP[0].x8_length)
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linesAP[0].x0_inPoint = 0;
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if (linesAP[0].x4_outPoint == linesAP[0].x8_length)
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linesAP[0].x4_outPoint = 0;
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lpLastOut = x11c_x1a0_damping * lpLastOut + lowPass * 0.3f;
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linesAP[1].xc_inputs[linesAP[1].x0_inPoint] = xf0_x168_allPassCoef * linesAP[1].x10_lastInput + lpLastOut;
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float allPass = -(xf0_x168_allPassCoef * linesAP[1].xc_inputs[linesAP[1].x0_inPoint] -
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linesAP[1].x10_lastInput);
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linesAP[1].x0_inPoint += 4;
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linesAP[1].x10_lastInput = linesAP[1].xc_inputs[linesAP[1].x4_outPoint];
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linesAP[1].x4_outPoint += 4;
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if (linesAP[1].x0_inPoint == linesAP[1].x8_length)
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linesAP[1].x0_inPoint = 0;
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if (linesAP[1].x4_outPoint == linesAP[1].x8_length)
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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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}
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x130_x1b8_preDelayPtr[c] = preDelayPtr;
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}
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audio += chanMap.m_channelCount * 160;
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}
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}
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template <typename T>
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EffectReverbStd<T>::EffectReverbStd(float coloration, float mix, float time,
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float damping, float preDelay, double sampleRate)
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: EffectReverb<T, 2, 2>(coloration, mix, time, damping, preDelay, sampleRate)
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{
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EffectReverb<T, 2, 2>::_update();
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}
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template <typename T>
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void EffectReverbHi<T>::_update()
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{
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EffectReverb<T, 2, 3>::_update();
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for (int c=0 ; c<8 ; ++c)
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{
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ReverbDelayLine& lpLine = x78_LP[c];
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size_t tapDelay = LPTapDelays[c] * EffectReverb<T, 2, 3>::m_sampleRate / 32000.0;
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lpLine.allocate(tapDelay);
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lpLine.setdelay(tapDelay);
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}
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}
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template <typename T>
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void EffectReverbHi<T>::_handleReverb(T* audio, int c, int chanCount, int sampleCount)
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{
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float dampWet = EffectReverb<T, 2, 3>::x118_x19c_level * 0.6f;
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float dampDry = 0.6f - dampWet;
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float* combCoefs = EffectReverb<T, 2, 3>::xf4_x16c_combCoef[c];
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float& lpLastOut = EffectReverb<T, 2, 3>::x10c_x190_lpLastout[c];
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float* preDelayLine = EffectReverb<T, 2, 3>::x124_x1ac_preDelayLine[c].get();
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float* preDelayPtr = EffectReverb<T, 2, 3>::x130_x1b8_preDelayPtr[c];
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float* lastPreDelaySamp = &preDelayLine[EffectReverb<T, 2, 3>::x120_x1a4_preDelayTime - 1];
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ReverbDelayLine* linesC = EffectReverb<T, 2, 3>::x78_xb4_C[c];
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ReverbDelayLine* linesAP = EffectReverb<T, 2, 3>::x0_x0_AP[c];
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ReverbDelayLine& lineLP = x78_LP[c];
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float allPassCoef = EffectReverb<T, 2, 3>::xf0_x168_allPassCoef;
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float damping = EffectReverb<T, 2, 3>::x11c_x1a0_damping;
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int32_t preDelayTime = EffectReverb<T, 2, 3>::x120_x1a4_preDelayTime;
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float sample = audio[c];
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for (int s=1 ; s<sampleCount ; ++s)
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{
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/* Pre-delay stage */
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float sample2 = sample;
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if (preDelayTime != 0)
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{
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sample2 = *preDelayPtr;
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*preDelayPtr = sample;
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preDelayPtr += 4;
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if (preDelayPtr == lastPreDelaySamp)
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preDelayPtr = preDelayLine;
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}
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/* Comb filter stage */
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linesC[0].xc_inputs[linesC[0].x0_inPoint] = combCoefs[0] * linesC[0].x10_lastInput + sample2;
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linesC[0].x0_inPoint += 4;
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linesC[1].xc_inputs[linesC[1].x0_inPoint] = combCoefs[1] * linesC[1].x10_lastInput + sample2;
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linesC[1].x0_inPoint += 4;
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linesC[0].x10_lastInput = linesC[0].xc_inputs[linesC[0].x4_outPoint];
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linesC[0].x4_outPoint += 4;
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linesC[1].x10_lastInput = linesC[1].xc_inputs[linesC[1].x4_outPoint];
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linesC[1].x4_outPoint += 4;
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if (linesC[0].x0_inPoint == linesC[0].x8_length)
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linesC[0].x0_inPoint = 0;
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if (linesC[1].x0_inPoint == linesC[1].x8_length)
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linesC[1].x0_inPoint = 0;
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if (linesC[0].x4_outPoint == linesC[0].x8_length)
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linesC[0].x4_outPoint = 0;
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if (linesC[1].x4_outPoint == linesC[1].x8_length)
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linesC[1].x4_outPoint = 0;
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/* All-pass filter stage */
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linesAP[0].xc_inputs[linesAP[0].x0_inPoint] =
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allPassCoef * linesAP[0].x10_lastInput + linesC[0].x10_lastInput + linesC[1].x10_lastInput;
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linesAP[1].xc_inputs[linesAP[1].x0_inPoint] =
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allPassCoef * linesAP[1].x10_lastInput -
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(allPassCoef * linesAP[0].xc_inputs[linesAP[0].x0_inPoint] - linesAP[0].x10_lastInput);
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float lowPass = -(allPassCoef * linesAP[1].xc_inputs[linesAP[1].x0_inPoint] - linesAP[1].x10_lastInput);
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linesAP[0].x0_inPoint += 4;
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linesAP[1].x0_inPoint += 4;
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if (linesAP[0].x0_inPoint == linesAP[0].x8_length)
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linesAP[0].x0_inPoint = 0;
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if (linesAP[1].x0_inPoint == linesAP[1].x8_length)
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linesAP[1].x0_inPoint = 0;
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linesAP[0].x10_lastInput = linesAP[0].xc_inputs[linesAP[0].x4_outPoint];
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linesAP[0].x4_outPoint += 4;
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linesAP[1].x10_lastInput = linesAP[1].xc_inputs[linesAP[1].x4_outPoint];
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linesAP[1].x4_outPoint += 4;
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if (linesAP[0].x4_outPoint == linesAP[0].x8_length)
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linesAP[0].x4_outPoint = 0;
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if (linesAP[1].x4_outPoint == linesAP[1].x8_length)
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linesAP[1].x4_outPoint = 0;
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lpLastOut = damping * lpLastOut + lowPass * 0.3f;
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lineLP.xc_inputs[lineLP.x0_inPoint] = allPassCoef * lineLP.x10_lastInput + lpLastOut;
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float allPass = -(allPassCoef * lineLP.xc_inputs[lineLP.x0_inPoint] - lineLP.x10_lastInput);
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lineLP.x0_inPoint += 4;
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lineLP.x10_lastInput = lineLP.xc_inputs[lineLP.x4_outPoint];
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lineLP.x4_outPoint += 4;
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if (lineLP.x0_inPoint == lineLP.x8_length)
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lineLP.x0_inPoint = 0;
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if (lineLP.x4_outPoint == lineLP.x8_length)
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lineLP.x4_outPoint = 0;
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/* Mix out */
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audio[(s-1) * chanCount + c] = ClampFull<T>(dampWet * allPass + dampDry * sample);
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sample = audio[s * chanCount + c];
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}
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EffectReverb<T, 2, 3>::x130_x1b8_preDelayPtr[c] = preDelayPtr;
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}
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template <typename T>
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void EffectReverbHi<T>::_doCrosstalk(T* audio, float wet, float dry, int chanCount, int sampleCount)
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{
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for (int i=0 ; i<sampleCount ; ++i)
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{
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T* base = &audio[chanCount*i];
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float allWet = 0;
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for (int c=0 ; c<chanCount ; ++c)
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{
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allWet += base[c] * wet;
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base[c] *= dry;
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}
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for (int c=0 ; c<chanCount ; ++c)
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base[c] = ClampFull<T>(base[c] + allWet);
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}
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}
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template <typename T>
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void EffectReverbHi<T>::applyEffect(T* audio, size_t frameCount, const ChannelMap& chanMap)
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{
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if (EffectReverb<T, 2, 3>::m_dirty)
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_update();
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for (size_t f=0 ; f<frameCount ; f+=160)
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{
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size_t blockSamples = std::min(size_t(160), frameCount - f);
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for (int i=0 ; i<chanMap.m_channelCount ; ++i)
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{
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if (i == 0 && x1a8_internalCrosstalk != 0.f)
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{
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float crossWet = x1a8_internalCrosstalk * 0.5;
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_doCrosstalk(audio, crossWet, 1.f - crossWet, chanMap.m_channelCount, blockSamples);
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}
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_handleReverb(audio, i, chanMap.m_channelCount, blockSamples);
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}
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audio += chanMap.m_channelCount * 160;
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}
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}
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template <typename T>
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EffectReverbHi<T>::EffectReverbHi(float coloration, float mix, float time,
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float damping, float preDelay, float crosstalk,
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double sampleRate)
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: EffectReverb<T, 2, 3>(coloration, mix, time, damping, preDelay, sampleRate),
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x1dc_crosstalk(clamp(0.f, crosstalk, 1.f))
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{
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_update();
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}
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template class EffectReverbStd<int16_t>;
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template class EffectReverbStd<int32_t>;
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template class EffectReverbStd<float>;
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template class EffectReverbHi<int16_t>;
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template class EffectReverbHi<int32_t>;
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template class EffectReverbHi<float>;
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}
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