mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-22 16:13:45 +00:00
added libraries: opus flac libsndfile updated: libvorbis libogg openal - Everything works as expected for now. Bare in mind libsndfile needed the check for whether or not it could find the xiph libraries removed in order for this to work.
180 lines
5.9 KiB
C++
180 lines
5.9 KiB
C++
/**
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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.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 <algorithm>
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#include <array>
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#include <cstdlib>
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#include <iterator>
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#include <tuple>
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#include "alc/effects/base.h"
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#include "almalloc.h"
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#include "alnumeric.h"
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#include "alspan.h"
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#include "core/bufferline.h"
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#include "core/context.h"
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#include "core/devformat.h"
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#include "core/device.h"
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#include "core/effectslot.h"
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#include "core/filters/biquad.h"
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#include "core/mixer.h"
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#include "intrusive_ptr.h"
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#include "opthelpers.h"
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#include "vector.h"
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namespace {
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using uint = unsigned int;
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constexpr float LowpassFreqRef{5000.0f};
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struct EchoState final : public EffectState {
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al::vector<float,16> mSampleBuffer;
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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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size_t delay{0u};
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} mTap[2];
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size_t mOffset{0u};
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/* The panning gains for the two taps */
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struct {
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float Current[MaxAmbiChannels]{};
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float Target[MaxAmbiChannels]{};
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} mGains[2];
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BiquadFilter mFilter;
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float mFeedGain{0.0f};
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alignas(16) float mTempBuffer[2][BufferLineSize];
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void deviceUpdate(const DeviceBase *device, const BufferStorage *buffer) override;
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void update(const ContextBase *context, const EffectSlot *slot, const EffectProps *props,
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const EffectTarget target) override;
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void process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn,
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const al::span<FloatBufferLine> samplesOut) override;
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DEF_NEWDEL(EchoState)
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};
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void EchoState::deviceUpdate(const DeviceBase *Device, const BufferStorage*)
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{
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const auto frequency = static_cast<float>(Device->Frequency);
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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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const uint maxlen{NextPowerOf2(float2uint(EchoMaxDelay*frequency + 0.5f) +
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float2uint(EchoMaxLRDelay*frequency + 0.5f))};
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if(maxlen != mSampleBuffer.size())
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al::vector<float,16>(maxlen).swap(mSampleBuffer);
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std::fill(mSampleBuffer.begin(), mSampleBuffer.end(), 0.0f);
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for(auto &e : mGains)
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{
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std::fill(std::begin(e.Current), std::end(e.Current), 0.0f);
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std::fill(std::begin(e.Target), std::end(e.Target), 0.0f);
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}
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}
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void EchoState::update(const ContextBase *context, const EffectSlot *slot,
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const EffectProps *props, const EffectTarget target)
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{
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const DeviceBase *device{context->mDevice};
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const auto frequency = static_cast<float>(device->Frequency);
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mTap[0].delay = maxu(float2uint(props->Echo.Delay*frequency + 0.5f), 1);
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mTap[1].delay = float2uint(props->Echo.LRDelay*frequency + 0.5f) + mTap[0].delay;
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const float gainhf{maxf(1.0f - props->Echo.Damping, 0.0625f)}; /* Limit -24dB */
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mFilter.setParamsFromSlope(BiquadType::HighShelf, LowpassFreqRef/frequency, gainhf, 1.0f);
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mFeedGain = props->Echo.Feedback;
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/* Convert echo spread (where 0 = center, +/-1 = sides) to angle. */
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const float angle{std::asin(props->Echo.Spread)};
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const auto coeffs0 = CalcAngleCoeffs(-angle, 0.0f, 0.0f);
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const auto coeffs1 = CalcAngleCoeffs( angle, 0.0f, 0.0f);
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mOutTarget = target.Main->Buffer;
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ComputePanGains(target.Main, coeffs0.data(), slot->Gain, mGains[0].Target);
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ComputePanGains(target.Main, coeffs1.data(), slot->Gain, mGains[1].Target);
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}
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void EchoState::process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn, const al::span<FloatBufferLine> samplesOut)
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{
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const size_t mask{mSampleBuffer.size()-1};
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float *RESTRICT delaybuf{mSampleBuffer.data()};
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size_t offset{mOffset};
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size_t tap1{offset - mTap[0].delay};
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size_t tap2{offset - mTap[1].delay};
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float z1, z2;
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ASSUME(samplesToDo > 0);
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const BiquadFilter filter{mFilter};
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std::tie(z1, z2) = mFilter.getComponents();
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for(size_t i{0u};i < samplesToDo;)
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{
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offset &= mask;
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tap1 &= mask;
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tap2 &= mask;
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size_t td{minz(mask+1 - maxz(offset, maxz(tap1, tap2)), samplesToDo-i)};
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do {
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/* Feed the delay buffer's input first. */
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delaybuf[offset] = samplesIn[0][i];
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/* Get delayed output from the first and second taps. Use the
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* second tap for feedback.
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*/
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mTempBuffer[0][i] = delaybuf[tap1++];
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mTempBuffer[1][i] = delaybuf[tap2++];
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const float feedb{mTempBuffer[1][i++]};
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/* Add feedback to the delay buffer with damping and attenuation. */
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delaybuf[offset++] += filter.processOne(feedb, z1, z2) * mFeedGain;
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} while(--td);
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}
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mFilter.setComponents(z1, z2);
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mOffset = offset;
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for(size_t c{0};c < 2;c++)
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MixSamples({mTempBuffer[c], samplesToDo}, samplesOut, mGains[c].Current, mGains[c].Target,
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samplesToDo, 0);
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}
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struct EchoStateFactory final : public EffectStateFactory {
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al::intrusive_ptr<EffectState> create() override
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{ return al::intrusive_ptr<EffectState>{new EchoState{}}; }
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};
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} // namespace
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EffectStateFactory *EchoStateFactory_getFactory()
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{
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static EchoStateFactory EchoFactory{};
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return &EchoFactory;
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}
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