197 lines
5.8 KiB
C
197 lines
5.8 KiB
C
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/**
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* OpenAL cross platform audio library
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* Copyright (C) 2009 by Chris Robinson.
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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* Or go to http://www.gnu.org/copyleft/lgpl.html
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*/
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#include "config.h"
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#include <math.h>
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#include <stdlib.h>
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#include "alMain.h"
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#include "alFilter.h"
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#include "alAuxEffectSlot.h"
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#include "alError.h"
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#include "alu.h"
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typedef struct ALechoState {
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// Must be first in all effects!
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ALeffectState state;
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ALfloat *SampleBuffer;
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ALuint BufferLength;
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// The echo is two tap. The delay is the number of samples from before the
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// current offset
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struct {
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ALuint delay;
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} Tap[2];
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ALuint Offset;
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// The LR gains for the first tap. The second tap uses the reverse
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ALfloat GainL;
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ALfloat GainR;
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ALfloat FeedGain;
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ALfloat Gain[MAXCHANNELS];
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FILTER iirFilter;
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ALfloat history[2];
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} ALechoState;
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static ALvoid EchoDestroy(ALeffectState *effect)
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{
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ALechoState *state = (ALechoState*)effect;
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if(state)
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{
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free(state->SampleBuffer);
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state->SampleBuffer = NULL;
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free(state);
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}
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}
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static ALboolean EchoDeviceUpdate(ALeffectState *effect, ALCdevice *Device)
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{
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ALechoState *state = (ALechoState*)effect;
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ALuint maxlen, i;
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// Use the next power of 2 for the buffer length, so the tap offsets can be
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// wrapped using a mask instead of a modulo
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maxlen = (ALuint)(AL_ECHO_MAX_DELAY * Device->Frequency) + 1;
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maxlen += (ALuint)(AL_ECHO_MAX_LRDELAY * Device->Frequency) + 1;
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maxlen = NextPowerOf2(maxlen);
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if(maxlen != state->BufferLength)
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{
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void *temp;
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temp = realloc(state->SampleBuffer, maxlen * sizeof(ALfloat));
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if(!temp)
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return AL_FALSE;
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state->SampleBuffer = temp;
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state->BufferLength = maxlen;
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}
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for(i = 0;i < state->BufferLength;i++)
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state->SampleBuffer[i] = 0.0f;
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for(i = 0;i < MAXCHANNELS;i++)
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state->Gain[i] = 0.0f;
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for(i = 0;i < Device->NumChan;i++)
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{
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Channel chan = Device->Speaker2Chan[i];
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state->Gain[chan] = 1.0f;
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}
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return AL_TRUE;
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}
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static ALvoid EchoUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffect *Effect)
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{
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ALechoState *state = (ALechoState*)effect;
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ALuint frequency = Context->Device->Frequency;
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ALfloat lrpan, cw, a, g;
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state->Tap[0].delay = (ALuint)(Effect->Echo.Delay * frequency) + 1;
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state->Tap[1].delay = (ALuint)(Effect->Echo.LRDelay * frequency);
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state->Tap[1].delay += state->Tap[0].delay;
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lrpan = Effect->Echo.Spread*0.5f + 0.5f;
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state->GainL = aluSqrt( lrpan);
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state->GainR = aluSqrt(1.0f-lrpan);
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state->FeedGain = Effect->Echo.Feedback;
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cw = cos(2.0*M_PI * LOWPASSFREQCUTOFF / frequency);
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g = 1.0f - Effect->Echo.Damping;
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a = 0.0f;
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if(g < 0.9999f) // 1-epsilon
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a = (1 - g*cw - aluSqrt(2*g*(1-cw) - g*g*(1 - cw*cw))) / (1 - g);
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state->iirFilter.coeff = a;
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}
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static ALvoid EchoProcess(ALeffectState *effect, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MAXCHANNELS])
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{
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ALechoState *state = (ALechoState*)effect;
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const ALuint mask = state->BufferLength-1;
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const ALuint tap1 = state->Tap[0].delay;
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const ALuint tap2 = state->Tap[1].delay;
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ALuint offset = state->Offset;
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const ALfloat gain = Slot->Gain;
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ALfloat samp[2], smp;
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ALuint i;
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for(i = 0;i < SamplesToDo;i++,offset++)
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{
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// Sample first tap
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smp = state->SampleBuffer[(offset-tap1) & mask];
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samp[0] = smp * state->GainL;
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samp[1] = smp * state->GainR;
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// Sample second tap. Reverse LR panning
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smp = state->SampleBuffer[(offset-tap2) & mask];
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samp[0] += smp * state->GainR;
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samp[1] += smp * state->GainL;
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// Apply damping and feedback gain to the second tap, and mix in the
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// new sample
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smp = lpFilter2P(&state->iirFilter, 0, smp+SamplesIn[i]);
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state->SampleBuffer[offset&mask] = smp * state->FeedGain;
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// Apply slot gain
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samp[0] *= gain;
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samp[1] *= gain;
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SamplesOut[i][FRONT_LEFT] += state->Gain[FRONT_LEFT] * samp[0];
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SamplesOut[i][FRONT_RIGHT] += state->Gain[FRONT_RIGHT] * samp[1];
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SamplesOut[i][SIDE_LEFT] += state->Gain[SIDE_LEFT] * samp[0];
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SamplesOut[i][SIDE_RIGHT] += state->Gain[SIDE_RIGHT] * samp[1];
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SamplesOut[i][BACK_LEFT] += state->Gain[BACK_LEFT] * samp[0];
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SamplesOut[i][BACK_RIGHT] += state->Gain[BACK_RIGHT] * samp[1];
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}
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state->Offset = offset;
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}
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ALeffectState *EchoCreate(void)
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{
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ALechoState *state;
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state = malloc(sizeof(*state));
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if(!state)
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return NULL;
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state->state.Destroy = EchoDestroy;
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state->state.DeviceUpdate = EchoDeviceUpdate;
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state->state.Update = EchoUpdate;
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state->state.Process = EchoProcess;
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state->BufferLength = 0;
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state->SampleBuffer = NULL;
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state->Tap[0].delay = 0;
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state->Tap[1].delay = 0;
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state->Offset = 0;
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state->GainL = 0.0f;
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state->GainR = 0.0f;
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state->iirFilter.coeff = 0.0f;
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state->iirFilter.history[0] = 0.0f;
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state->iirFilter.history[1] = 0.0f;
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return &state->state;
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}
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