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[vg.git] / vg_audio_dsp.h
1 #ifndef VG_AUDIO_DSP_H
2 #define VG_AUDIO_DSP_H
3
4 #define VG_GAME
5 #include "vg/vg.h"
6
7 static struct vg_dsp
8 {
9 float *buffer;
10 u32 allocations;
11
12 u8 *view_texture_buffer;
13 GLuint view_texture;
14
15 float echo_distances[14],
16 echo_tunings[8],
17 reverb_wet_mix,
18 reverb_dry_mix;
19 }
20 vg_dsp;
21
22 static float *dsp_allocate( u32 samples )
23 {
24 samples = vg_align4( samples );
25
26 if( vg_dsp.allocations + samples > (1024*1024)/4 )
27 vg_fatal_error( "too much dsp" );
28
29 float *buf = &vg_dsp.buffer[ vg_dsp.allocations ];
30 vg_dsp.allocations += samples;
31
32 return buf;
33 }
34
35
36 /*
37 * filters
38 * ----------------------------------------------
39 */
40
41 struct dsp_delay
42 {
43 u32 length, cur;
44 float *buffer;
45 };
46
47 struct dsp_lpf
48 {
49 float exponent;
50 float *buffer;
51 };
52
53 struct dsp_schroeder
54 {
55 struct dsp_delay M;
56 float gain;
57 };
58
59 static inline void dsp_read_delay( struct dsp_delay *delay, float *s )
60 {
61 u32 index = delay->cur+1;
62
63 if( index >= delay->length )
64 index = 0;
65
66 *s = delay->buffer[ index ];
67 }
68
69 static inline void dsp_write_delay( struct dsp_delay *delay, float *s )
70 {
71 u32 index = delay->cur;
72 delay->buffer[ index ] = *s;
73
74 delay->cur ++;
75
76 if( delay->cur >= delay->length )
77 delay->cur = 0;
78 }
79
80 static void dsp_init_delay( struct dsp_delay *delay, float length )
81 {
82 delay->length = 44100.0f * length;
83 delay->cur = 0;
84 delay->buffer = dsp_allocate( delay->length );
85
86 for( int i=0; i<delay->length; i++ )
87 delay->buffer[i] = 0.0f;
88 }
89
90 static void dsp_update_lpf( struct dsp_lpf *lpf, float freq )
91 {
92 lpf->exponent = 1.0f-expf( -(1.0f/44100.0f) * 2.0f * VG_PIf * freq );
93 }
94
95 static void dsp_init_lpf( struct dsp_lpf *lpf, float freq )
96 {
97 lpf->buffer = dsp_allocate( 4 );
98 lpf->buffer[0] = 0.0f;
99 dsp_update_lpf( lpf, freq );
100 }
101
102 static inline void dsp_write_lpf( struct dsp_lpf *lpf, float *s )
103 {
104 float diff = *s - lpf->buffer[0];
105 lpf->buffer[0] += diff * lpf->exponent;
106 }
107
108 static inline void dsp_read_lpf( struct dsp_lpf *lpf, float *s )
109 {
110 *s = lpf->buffer[0];
111 }
112
113 static void dsp_init_schroeder( struct dsp_schroeder *sch, float length,
114 float gain )
115 {
116 dsp_init_delay( &sch->M, length );
117 sch->gain = gain;
118 }
119
120 static inline void dsp_process_schroeder( struct dsp_schroeder *sch,
121 float *input, float *output )
122 {
123 float dry = *input;
124
125 float delay_output;
126 dsp_read_delay( &sch->M, &delay_output );
127
128 float feedback_attenuated = delay_output * sch->gain,
129 input_feedback_sum = dry + feedback_attenuated;
130
131 dsp_write_delay( &sch->M, &input_feedback_sum );
132
133 *output = delay_output - input_feedback_sum*sch->gain;
134 }
135
136 /* temporary global design */
137 static struct dsp_lpf __lpf_mud_free;
138 static struct dsp_delay __echos[8];
139 static struct dsp_lpf __echos_lpf[8];
140 static struct dsp_schroeder __diffusion_chain[8];
141
142 static void async_vg_dsp_alloc_texture( void *payload, u32 size )
143 {
144 glGenTextures( 1, &vg_dsp.view_texture );
145 glBindTexture( GL_TEXTURE_2D, vg_dsp.view_texture );
146 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0,
147 GL_RGBA, GL_UNSIGNED_BYTE, vg_dsp.view_texture_buffer );
148 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
149 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
150 }
151
152 static void vg_dsp_init( void )
153 {
154 vg_dsp.buffer = vg_linear_alloc( vg_mem.rtmemory, 1024*1024*1 );
155 vg_dsp.view_texture_buffer = vg_linear_alloc( vg_mem.rtmemory, 512*512 );
156
157 vg_async_item *call = vg_async_alloc(0);
158 vg_async_dispatch( call, async_vg_dsp_alloc_texture );
159
160 /* temporary global design */
161 dsp_init_lpf( &__lpf_mud_free, 125.0f );
162
163 float sizes[] =
164 { 2.0f, 4.0f, 8.0f, 16.0f, 32.0f, 64.0f, 128.0f, 256.0f };
165
166 float reflection_variance = 0.1f;
167
168 for( int i=0; i<8; i++ ){
169 float reflection_time = ((sizes[i])/343.0f) * 1000.0f;
170
171 float var = 1.0f + (vg_randf()*2.0f - 1.0f) * reflection_variance,
172 total = reflection_time * var;
173
174 dsp_init_delay( &__echos[i], total / 1000.0f );
175
176 float freq = vg_lerpf( 800.0f, 350.0f, sizes[i] / 256.0f );
177 dsp_init_lpf( &__echos_lpf[i], freq );
178 }
179
180 float diffusions[] = { 187.0f, 159.0f, 143.0f, 121.0f,
181 79.0f, 57.0f, 27.0f, 11.0f };
182
183 for( int i=0; i<8; i++ ){
184 dsp_init_schroeder( __diffusion_chain+i, diffusions[i]/1000.0f, 0.7f );
185 }
186 }
187
188 static void vg_dsp_process( float *stereo_in, float *stereo_out )
189 {
190 float in_total = (stereo_in[0]+stereo_in[1])*0.5f;
191 float recieved = 0.0f;
192
193 for( int i=0; i<8; i++ ){
194 float echo;
195 dsp_read_delay( __echos+i, &echo );
196 dsp_write_lpf( __echos_lpf+i, &echo );
197 dsp_read_lpf( __echos_lpf+i, &echo );
198
199 recieved += echo * vg_dsp.echo_tunings[i]*0.98;
200 }
201
202 float diffused = recieved;
203
204 for( int i=0; i<8; i++ ){
205 dsp_process_schroeder( __diffusion_chain+i, &diffused, &diffused );
206 }
207
208 float diffuse_mix = vg_dsp.reverb_wet_mix;
209 diffuse_mix = vg_lerpf( recieved, diffused, diffuse_mix );
210 float total = in_total + diffuse_mix;
211
212 float low_mud;
213 dsp_write_lpf( &__lpf_mud_free, &total );
214 dsp_read_lpf( &__lpf_mud_free, &low_mud );
215
216 total -= low_mud;
217
218 for( int i=0; i<8; i++ )
219 dsp_write_delay( __echos+i, &total );
220
221 stereo_out[0] = stereo_in[0]*vg_dsp.reverb_dry_mix;
222 stereo_out[1] = stereo_in[1]*vg_dsp.reverb_dry_mix;
223 stereo_out[0] += diffuse_mix*2.0f*vg_dsp.reverb_wet_mix;
224 stereo_out[1] += diffuse_mix*2.0f*vg_dsp.reverb_wet_mix;
225 }
226
227 static void dsp_update_tunings(void)
228 {
229 float sizes[] =
230 { 2.0f, 4.0f, 8.0f, 16.0f, 32.0f, 64.0f, 128.0f, 256.0f };
231 float volumes[] =
232 { 0.2f, 0.3f, 0.5f, 0.7f, 0.8f, 0.9f, 1.0f, 1.0f };
233
234 float avg_distance = 0.0f;
235
236 for( int i=0; i<8; i++ )
237 vg_dsp.echo_tunings[i] = 0.5f;
238
239 for( int j=0; j<14; j++ ){
240 float d = vg_dsp.echo_distances[j];
241
242 for( int i=0; i<7; i++ ){
243 if( d < sizes[i+1] ){
244 float range = sizes[i+1]-sizes[i];
245 float t = vg_clampf( (d - sizes[i])/range, 0.0f, 1.0f );
246
247 vg_dsp.echo_tunings[i ] += 1.0f-t;
248 vg_dsp.echo_tunings[i+1] += t;
249
250 break;
251 }
252 }
253
254 avg_distance += d;
255 }
256 avg_distance /= 14.0f;
257
258
259 vg_dsp.reverb_wet_mix =1.0f-vg_clampf((avg_distance-30.0f)/200.0f,0.0f,1.0f);
260 vg_dsp.reverb_dry_mix =1.0f-vg_dsp.reverb_wet_mix*0.4f;
261
262 float total = 0.0f;
263 for( int i=0; i<8; i++ )
264 total += vg_dsp.echo_tunings[i];
265
266 if( total > 0.0f ){
267 float inverse = 1.0f/total;
268
269 for( int i=0;i<8; i++ ){
270 vg_dsp.echo_tunings[i] *= inverse;
271 }
272 }
273
274 for( int i=0; i<8; i++ ){
275 float freq = vg_lerpf( 200.0f, 500.0f, vg_dsp.echo_tunings[i] );
276 dsp_update_lpf( &__echos_lpf[i], freq );
277 }
278
279 for( int i=0;i<8; i++ ){
280 vg_dsp.echo_tunings[i] *= volumes[i];
281 }
282 }
283
284 static void vg_dsp_free( void )
285 {
286 glDeleteTextures( 1, &vg_dsp.view_texture );
287 }
288
289 static void vg_dsp_update_texture( void )
290 {
291 for( int i=0; i<512*512; i++ ){
292 float v = vg_clampf( vg_dsp.buffer[i] * 0.5f + 0.5f, 0.0f, 1.0f );
293 vg_dsp.view_texture_buffer[i] = v * 255.0f;
294 }
295 }
296
297 #endif /* VG_AUDIO_DSP_H */