From 4a7fd91857a95dd9ba7c838384671b2a83e46e7d Mon Sep 17 00:00:00 2001 From: Chloe Marcec Date: Thu, 11 Feb 2021 18:46:20 +1100 Subject: audren: Implement I3dl2Reverb Most notable fix is the voices in Fire Emblem Three Houses --- src/audio_core/common.h | 23 +++++++++++++++++++++++ 1 file changed, 23 insertions(+) (limited to 'src/audio_core/common.h') diff --git a/src/audio_core/common.h b/src/audio_core/common.h index ec59a3ba9..fe546c55d 100644 --- a/src/audio_core/common.h +++ b/src/audio_core/common.h @@ -33,6 +33,29 @@ constexpr std::size_t TEMP_MIX_BASE_SIZE = 0x3f00; // TODO(ogniK): Work out this // and our const ends up being 0x3f04, the 4 bytes are most // likely the sample history constexpr std::size_t TOTAL_TEMP_MIX_SIZE = TEMP_MIX_BASE_SIZE + AudioCommon::MAX_SAMPLE_HISTORY; +constexpr f32 I3DL2REVERB_MAX_LEVEL = 5000.0f; +constexpr f32 I3DL2REVERB_MIN_REFLECTION_DURATION = 0.02f; +constexpr std::size_t I3DL2REVERB_TAPS = 20; +constexpr std::size_t I3DL2REVERB_DELAY_LINE_COUNT = 4; +using Fractional = s32; + +template +constexpr Fractional ToFractional(T x) { + return static_cast(x * static_cast(0x4000)); +} + +constexpr Fractional MultiplyFractional(Fractional lhs, Fractional rhs) { + return static_cast(static_cast(lhs) * rhs >> 14); +} + +constexpr s32 FractionalToFixed(Fractional x) { + const auto s = x & (1 << 13); + return static_cast(x >> 14) + s; +} + +constexpr s32 CalculateDelaySamples(s32 sample_rate_khz, float time) { + return FractionalToFixed(MultiplyFractional(ToFractional(sample_rate_khz), ToFractional(time))); +} static constexpr u32 VersionFromRevision(u32_le rev) { // "REV7" -> 7 -- cgit v1.2.3