Example #1
0
        public void UpdateParameter(ref Reverb3dParameter parameter)
        {
            uint sampleRate = parameter.SampleRate / 1000;

            EarlyDelayTime = new uint[20];
            DryGain        = parameter.DryGain;
            PreviousFeedbackOutputDecayed.AsSpan().Fill(0);
            PreviousPreDelayValue = 0;

            EarlyReflectionsGain = FloatingPointHelper.Pow10(Math.Min(parameter.RoomGain + parameter.ReflectionsGain, 5000.0f) / 2000.0f);
            LateReverbGain       = FloatingPointHelper.Pow10(Math.Min(parameter.RoomGain + parameter.ReverbGain, 5000.0f) / 2000.0f);

            float highFrequencyRoomGain = FloatingPointHelper.Pow10(parameter.RoomHf / 2000.0f);

            if (highFrequencyRoomGain < 1.0f)
            {
                float tempA = 1.0f - highFrequencyRoomGain;
                float tempB = 2.0f - ((2.0f * highFrequencyRoomGain) * FloatingPointHelper.Cos(256.0f * parameter.HfReference / parameter.SampleRate));
                float tempC = MathF.Sqrt(MathF.Pow(tempB, 2) - (4.0f * (1.0f - highFrequencyRoomGain) * (1.0f - highFrequencyRoomGain)));

                PreviousPreDelayGain = (tempB - tempC) / (2.0f * tempA);
                TargetPreDelayGain   = 1.0f - PreviousPreDelayGain;
            }
            else
            {
                PreviousPreDelayGain = 0.0f;
                TargetPreDelayGain   = 1.0f;
            }

            ReflectionDelayTime = IDelayLine.GetSampleCount(sampleRate, 1000.0f * (parameter.ReflectionDelay + parameter.ReverbDelayTime));
            EchoLateReverbDecay = 0.6f * parameter.Diffusion * 0.01f;

            for (int i = 0; i < FdnDelayLines.Length; i++)
            {
                FdnDelayLines[i].SetDelay(FdnDelayMinTimes[i] + (parameter.Density / 100 * (FdnDelayMaxTimes[i] - FdnDelayMinTimes[i])));

                uint tempSampleCount = FdnDelayLines[i].CurrentSampleCount + DecayDelays1[i].CurrentSampleCount + DecayDelays2[i].CurrentSampleCount;

                float tempA = (-60.0f * tempSampleCount) / (parameter.DecayTime * parameter.SampleRate);
                float tempB = tempA / parameter.HfDecayRatio;
                float tempC = FloatingPointHelper.Cos(128.0f * 0.5f * parameter.HfReference / parameter.SampleRate) / FloatingPointHelper.Sin(128.0f * 0.5f * parameter.HfReference / parameter.SampleRate);
                float tempD = FloatingPointHelper.Pow10((tempB - tempA) / 40.0f);
                float tempE = FloatingPointHelper.Pow10((tempB + tempA) / 40.0f) * 0.7071f;

                DecayDirectFdnGain[i]     = tempE * ((tempD * tempC) + 1.0f) / (tempC + tempD);
                DecayCurrentFdnGain[i]    = tempE * (1.0f - (tempD * tempC)) / (tempC + tempD);
                DecayCurrentOutputGain[i] = (tempC - tempD) / (tempC + tempD);

                DecayDelays1[i].SetDecayRate(EchoLateReverbDecay);
                DecayDelays2[i].SetDecayRate(EchoLateReverbDecay * -0.9f);
            }

            for (int i = 0; i < EarlyDelayTime.Length; i++)
            {
                uint sampleCount = Math.Min(IDelayLine.GetSampleCount(sampleRate, (parameter.ReflectionDelay * 1000.0f) + (EarlyDelayTimes[i] * 1000.0f * ((parameter.ReverbDelayTime * 0.9998f) + 0.02f))), PreDelayLine.SampleCountMax);
                EarlyDelayTime[i] = sampleCount;
            }
        }
Example #2
0
        /// <summary>
        /// Generate a new <see cref="Reverb3dCommand"/>.
        /// </summary>
        /// <param name="bufferOffset">The target buffer offset.</param>
        /// <param name="parameter">The reverb 3d parameter.</param>
        /// <param name="state">The reverb 3d state.</param>
        /// <param name="isEnabled">Set to true if the effect should be active.</param>
        /// <param name="workBuffer">The work buffer to use for processing.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        /// <param name="newEffectChannelMappingSupported">If set to true, the new effect channel mapping for 5.1 is supported.</param>
        public void GenerateReverb3dEffect(uint bufferOffset, Reverb3dParameter parameter, Memory <Reverb3dState> state, bool isEnabled, CpuAddress workBuffer, int nodeId, bool newEffectChannelMappingSupported)
        {
            if (parameter.IsChannelCountValid())
            {
                Reverb3dCommand command = new Reverb3dCommand(bufferOffset, parameter, state, isEnabled, workBuffer, nodeId, newEffectChannelMappingSupported);

                command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

                AddCommand(command);
            }
        }
Example #3
0
        public Reverb3dCommand(uint bufferOffset, Reverb3dParameter parameter, Memory <Reverb3dState> state, bool isEnabled, ulong workBuffer, int nodeId)
        {
            Enabled         = true;
            IsEffectEnabled = isEnabled;
            NodeId          = nodeId;
            _parameter      = parameter;
            State           = state;
            WorkBuffer      = workBuffer;

            InputBufferIndices  = new ushort[RendererConstants.VoiceChannelCountMax];
            OutputBufferIndices = new ushort[RendererConstants.VoiceChannelCountMax];

            for (int i = 0; i < Parameter.ChannelCount; i++)
            {
                InputBufferIndices[i]  = (ushort)(bufferOffset + Parameter.Input[i]);
                OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
            }
        }
Example #4
0
        public Reverb3dCommand(uint bufferOffset, Reverb3dParameter parameter, Memory <Reverb3dState> state, bool isEnabled, ulong workBuffer, int nodeId, bool newEffectChannelMappingSupported)
        {
            Enabled         = true;
            IsEffectEnabled = isEnabled;
            NodeId          = nodeId;
            _parameter      = parameter;
            State           = state;
            WorkBuffer      = workBuffer;

            InputBufferIndices  = new ushort[Constants.VoiceChannelCountMax];
            OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];

            for (int i = 0; i < Parameter.ChannelCount; i++)
            {
                InputBufferIndices[i]  = (ushort)(bufferOffset + Parameter.Input[i]);
                OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
            }

            // NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
            // TODO: Update reverb 3d processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
            DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
            DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
        }
Example #5
0
        public Reverb3dState(ref Reverb3dParameter parameter, ulong workBuffer)
        {
            FdnDelayLines                 = new IDelayLine[4];
            DecayDelays1                  = new DecayDelay[4];
            DecayDelays2                  = new DecayDelay[4];
            DecayDirectFdnGain            = new float[4];
            DecayCurrentFdnGain           = new float[4];
            DecayCurrentOutputGain        = new float[4];
            PreviousFeedbackOutputDecayed = new float[4];

            uint sampleRate = parameter.SampleRate / 1000;

            for (int i = 0; i < 4; i++)
            {
                FdnDelayLines[i] = new DelayLine3d(sampleRate, FdnDelayMaxTimes[i]);
                DecayDelays1[i]  = new DecayDelay(new DelayLine3d(sampleRate, DecayDelayMaxTimes1[i]));
                DecayDelays2[i]  = new DecayDelay(new DelayLine3d(sampleRate, DecayDelayMaxTimes2[i]));
            }

            PreDelayLine         = new DelayLine3d(sampleRate, 400);
            FrontCenterDelayLine = new DelayLine3d(sampleRate, 5);

            UpdateParameter(ref parameter);
        }