Merge pull request #215 from TwilitRealm/reverb-wip

Audio FX reverb proof of concept
This commit is contained in:
TakaRikka
2026-04-04 21:38:01 -07:00
committed by GitHub
17 changed files with 723 additions and 37 deletions
+5 -3
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@@ -17,6 +17,8 @@ set(AURORA_ENABLE_DVD ON CACHE BOOL "Enable DVD API support" FORCE)
set(AURORA_ENABLE_CARD ON CACHE BOOL "Enable CARD API support" FORCE)
add_subdirectory(extern/aurora EXCLUDE_FROM_ALL)
add_subdirectory(libs/freeverb)
option(DUSK_BUILD_WARNINGS "If off, compiler warnings will be suppressed")
option(DUSK_SELECTED_OPT "If on, selected parts of the project will be compiled with optimizations on Debug, intending to make the game run at 30 FPS. Note for MSVC: you will need to remove '/RTC1' from your debug flags in CMake.")
option(DUSK_MOVIE_SUPPORT "If on, compile against libjpeg-turbo to enable THP file decoding" ON)
@@ -108,14 +110,14 @@ target_include_directories(game_debug PUBLIC
extern
${CMAKE_SOURCE_DIR}/build/${DUSK_TP_VERSION}/include
build/${DUSK_TP_VERSION}/include)
target_link_libraries(game_debug PUBLIC aurora::core aurora::gx aurora::gd aurora::si aurora::vi aurora::pad aurora::mtx aurora::os aurora::dvd aurora::card)
target_link_libraries(game_debug PUBLIC aurora::core aurora::gx aurora::gd aurora::si aurora::vi aurora::pad aurora::mtx aurora::os aurora::dvd aurora::card freeverb)
set(CMAKE_WINDOWS_EXPORT_ALL_SYMBOLS ON)
add_library(game SHARED ${DOLZEL_FILES} ${Z2AUDIOLIB_FILES} ${SSYSTEM_FILES} ${JSYSTEM_FILES} ${REL_FILES} ${DUSK_FILES} ${DOLPHIN_FILES}
src/dusk/imgui/ImGuiStubLog.cpp
src/dusk/imgui/ImGuiAudio.cpp)
target_link_libraries(game PRIVATE game_debug cxxopts::cxxopts absl::flat_hash_map)
target_link_libraries(game PRIVATE game_debug cxxopts::cxxopts absl::flat_hash_map freeverb)
if (DUSK_MOVIE_SUPPORT_REAL)
if (TARGET libjpeg-turbo::turbojpeg-static)
message(STATUS "dusk: Linking against libjpeg-turbo static library")
@@ -132,7 +134,7 @@ target_precompile_headers(game PRIVATE "$<$<COMPILE_LANGUAGE:CXX>:${CMAKE_SOURCE
add_executable(dusk src/dusk/main.cpp)
target_compile_definitions(dusk PRIVATE TARGET_PC AVOID_UB=1 VERSION=0)
target_include_directories(dusk PRIVATE include)
target_link_libraries(dusk PRIVATE game aurora::main)
target_link_libraries(dusk PRIVATE game aurora::main freeverb)
add_custom_command(TARGET dusk POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
+1 -1
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@@ -20,6 +20,7 @@ struct UserSettings {
float subMusicVolume;
float soundEffectsVolume;
float fanfareVolume;
bool enableReverb;
} audio;
// Game settings
@@ -83,4 +84,3 @@ TransientSettings& getTransientSettings();
}
#endif // DUSK_CONFIG_H
+13
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@@ -0,0 +1,13 @@
cmake_minimum_required(VERSION 3.10)
project(freeverb LANGUAGES CXX)
add_library(freeverb
comb.cpp
allpass.cpp
revmodel.cpp
)
target_include_directories(freeverb PUBLIC
${CMAKE_CURRENT_SOURCE_DIR}
)
+36
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@@ -0,0 +1,36 @@
// Allpass filter implementation
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// This code is public domain
#include "allpass.hpp"
allpass::allpass()
{
bufidx = 0;
}
void allpass::setbuffer(float *buf, int size)
{
buffer = buf;
bufsize = size;
}
void allpass::mute()
{
for (int i=0; i<bufsize; i++)
buffer[i]=0;
}
void allpass::setfeedback(float val)
{
feedback = val;
}
float allpass::getfeedback()
{
return feedback;
}
//ends
+48
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@@ -0,0 +1,48 @@
// Allpass filter declaration
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// This code is public domain
#ifndef _allpass_
#define _allpass_
#include "denormals.h"
class allpass
{
public:
allpass();
void setbuffer(float *buf, int size);
inline float process(float inp);
void mute();
void setfeedback(float val);
float getfeedback();
// private:
float feedback;
float *buffer;
int bufsize;
int bufidx;
};
// Big to inline - but crucial for speed
inline float allpass::process(float input)
{
float output;
float bufout;
bufout = buffer[bufidx];
undenormalise(bufout);
output = -input + bufout;
buffer[bufidx] = input + (bufout*feedback);
if(++bufidx>=bufsize) bufidx = 0;
return output;
}
#endif//_allpass
//ends
+48
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@@ -0,0 +1,48 @@
// Comb filter implementation
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// This code is public domain
#include "comb.hpp"
comb::comb()
{
filterstore = 0;
bufidx = 0;
}
void comb::setbuffer(float *buf, int size)
{
buffer = buf;
bufsize = size;
}
void comb::mute()
{
for (int i=0; i<bufsize; i++)
buffer[i]=0;
}
void comb::setdamp(float val)
{
damp1 = val;
damp2 = 1-val;
}
float comb::getdamp()
{
return damp1;
}
void comb::setfeedback(float val)
{
feedback = val;
}
float comb::getfeedback()
{
return feedback;
}
// ends
+55
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@@ -0,0 +1,55 @@
// Comb filter class declaration
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// This code is public domain
#ifndef _comb_
#define _comb_
#include "denormals.h"
class comb
{
public:
comb();
void setbuffer(float *buf, int size);
inline float process(float inp);
void mute();
void setdamp(float val);
float getdamp();
void setfeedback(float val);
float getfeedback();
private:
float feedback;
float filterstore;
float damp1;
float damp2;
float *buffer;
int bufsize;
int bufidx;
};
// Big to inline - but crucial for speed
inline float comb::process(float input)
{
float output;
output = buffer[bufidx];
undenormalise(output);
filterstore = (output*damp2) + (filterstore*damp1);
undenormalise(filterstore);
buffer[bufidx] = input + (filterstore*feedback);
if(++bufidx>=bufsize) bufidx = 0;
return output;
}
#endif //_comb_
//ends
+15
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@@ -0,0 +1,15 @@
// Macro for killing denormalled numbers
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// Based on IS_DENORMAL macro by Jon Watte
// This code is public domain
#ifndef _denormals_
#define _denormals_
#define undenormalise(sample) if(((*(unsigned int*)&sample)&0x7f800000)==0) sample=0.0f
#endif//_denormals_
//ends
+252
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@@ -0,0 +1,252 @@
// Reverb model implementation
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// This code is public domain
#include "revmodel.hpp"
revmodel::revmodel()
{
// Tie the components to their buffers
combL[0].setbuffer(bufcombL1,combtuningL1);
combR[0].setbuffer(bufcombR1,combtuningR1);
combL[1].setbuffer(bufcombL2,combtuningL2);
combR[1].setbuffer(bufcombR2,combtuningR2);
combL[2].setbuffer(bufcombL3,combtuningL3);
combR[2].setbuffer(bufcombR3,combtuningR3);
combL[3].setbuffer(bufcombL4,combtuningL4);
combR[3].setbuffer(bufcombR4,combtuningR4);
combL[4].setbuffer(bufcombL5,combtuningL5);
combR[4].setbuffer(bufcombR5,combtuningR5);
combL[5].setbuffer(bufcombL6,combtuningL6);
combR[5].setbuffer(bufcombR6,combtuningR6);
combL[6].setbuffer(bufcombL7,combtuningL7);
combR[6].setbuffer(bufcombR7,combtuningR7);
combL[7].setbuffer(bufcombL8,combtuningL8);
combR[7].setbuffer(bufcombR8,combtuningR8);
allpassL[0].setbuffer(bufallpassL1,allpasstuningL1);
allpassR[0].setbuffer(bufallpassR1,allpasstuningR1);
allpassL[1].setbuffer(bufallpassL2,allpasstuningL2);
allpassR[1].setbuffer(bufallpassR2,allpasstuningR2);
allpassL[2].setbuffer(bufallpassL3,allpasstuningL3);
allpassR[2].setbuffer(bufallpassR3,allpasstuningR3);
allpassL[3].setbuffer(bufallpassL4,allpasstuningL4);
allpassR[3].setbuffer(bufallpassR4,allpasstuningR4);
// Set default values
allpassL[0].setfeedback(0.5f);
allpassR[0].setfeedback(0.5f);
allpassL[1].setfeedback(0.5f);
allpassR[1].setfeedback(0.5f);
allpassL[2].setfeedback(0.5f);
allpassR[2].setfeedback(0.5f);
allpassL[3].setfeedback(0.5f);
allpassR[3].setfeedback(0.5f);
setwet(initialwet);
setroomsize(initialroom);
setdry(initialdry);
setdamp(initialdamp);
setwidth(initialwidth);
setmode(initialmode);
// Buffer will be full of rubbish - so we MUST mute them
mute();
}
void revmodel::mute()
{
if (getmode() >= freezemode)
return;
for (int i=0;i<numcombs;i++)
{
combL[i].mute();
combR[i].mute();
}
for (int i=0;i<numallpasses;i++)
{
allpassL[i].mute();
allpassR[i].mute();
}
}
void revmodel::processreplace(float *inputL, float *inputR, float *outputL, float *outputR, long numsamples, int skip)
{
float outL,outR,input;
while(numsamples-- > 0)
{
outL = outR = 0;
input = (*inputL + *inputR) * gain;
// Accumulate comb filters in parallel
for(int i=0; i<numcombs; i++)
{
outL += combL[i].process(input);
outR += combR[i].process(input);
}
// Feed through allpasses in series
for(int i=0; i<numallpasses; i++)
{
outL = allpassL[i].process(outL);
outR = allpassR[i].process(outR);
}
// Calculate output REPLACING anything already there
*outputL = outL*wet1 + outR*wet2 + *inputL*dry;
*outputR = outR*wet1 + outL*wet2 + *inputR*dry;
// Increment sample pointers, allowing for interleave (if any)
inputL += skip;
inputR += skip;
outputL += skip;
outputR += skip;
}
}
void revmodel::processmix(float *inputL, float *inputR, float *outputL, float *outputR, long numsamples, int skip)
{
float outL,outR,input;
while(numsamples-- > 0)
{
outL = outR = 0;
input = (*inputL + *inputR) * gain;
// Accumulate comb filters in parallel
for(int i=0; i<numcombs; i++)
{
outL += combL[i].process(input);
outR += combR[i].process(input);
}
// Feed through allpasses in series
for(int i=0; i<numallpasses; i++)
{
outL = allpassL[i].process(outL);
outR = allpassR[i].process(outR);
}
// Calculate output MIXING with anything already there
*outputL += outL*wet1 + outR*wet2 + *inputL*dry;
*outputR += outR*wet1 + outL*wet2 + *inputR*dry;
// Increment sample pointers, allowing for interleave (if any)
inputL += skip;
inputR += skip;
outputL += skip;
outputR += skip;
}
}
void revmodel::update()
{
// Recalculate internal values after parameter change
int i;
wet1 = wet*(width/2 + 0.5f);
wet2 = wet*((1-width)/2);
if (mode >= freezemode)
{
roomsize1 = 1;
damp1 = 0;
gain = muted;
}
else
{
roomsize1 = roomsize;
damp1 = damp;
gain = fixedgain;
}
for(i=0; i<numcombs; i++)
{
combL[i].setfeedback(roomsize1);
combR[i].setfeedback(roomsize1);
}
for(i=0; i<numcombs; i++)
{
combL[i].setdamp(damp1);
combR[i].setdamp(damp1);
}
}
// The following get/set functions are not inlined, because
// speed is never an issue when calling them, and also
// because as you develop the reverb model, you may
// wish to take dynamic action when they are called.
void revmodel::setroomsize(float value)
{
roomsize = (value*scaleroom) + offsetroom;
update();
}
float revmodel::getroomsize()
{
return (roomsize-offsetroom)/scaleroom;
}
void revmodel::setdamp(float value)
{
damp = value*scaledamp;
update();
}
float revmodel::getdamp()
{
return damp/scaledamp;
}
void revmodel::setwet(float value)
{
wet = value*scalewet;
update();
}
float revmodel::getwet()
{
return wet/scalewet;
}
void revmodel::setdry(float value)
{
dry = value*scaledry;
}
float revmodel::getdry()
{
return dry/scaledry;
}
void revmodel::setwidth(float value)
{
width = value;
update();
}
float revmodel::getwidth()
{
return width;
}
void revmodel::setmode(float value)
{
mode = value;
update();
}
float revmodel::getmode()
{
if (mode >= freezemode)
return 1;
else
return 0;
}
//ends
+87
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@@ -0,0 +1,87 @@
// Reverb model declaration
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// This code is public domain
#ifndef _revmodel_
#define _revmodel_
#include "comb.hpp"
#include "allpass.hpp"
#include "tuning.h"
class revmodel
{
public:
revmodel();
void mute();
void processmix(float *inputL, float *inputR, float *outputL, float *outputR, long numsamples, int skip);
void processreplace(float *inputL, float *inputR, float *outputL, float *outputR, long numsamples, int skip);
void setroomsize(float value);
float getroomsize();
void setdamp(float value);
float getdamp();
void setwet(float value);
float getwet();
void setdry(float value);
float getdry();
void setwidth(float value);
float getwidth();
void setmode(float value);
float getmode();
private:
void update();
private:
float gain;
float roomsize,roomsize1;
float damp,damp1;
float wet,wet1,wet2;
float dry;
float width;
float mode;
// The following are all declared inline
// to remove the need for dynamic allocation
// with its subsequent error-checking messiness
// Comb filters
comb combL[numcombs];
comb combR[numcombs];
// Allpass filters
allpass allpassL[numallpasses];
allpass allpassR[numallpasses];
// Buffers for the combs
float bufcombL1[combtuningL1];
float bufcombR1[combtuningR1];
float bufcombL2[combtuningL2];
float bufcombR2[combtuningR2];
float bufcombL3[combtuningL3];
float bufcombR3[combtuningR3];
float bufcombL4[combtuningL4];
float bufcombR4[combtuningR4];
float bufcombL5[combtuningL5];
float bufcombR5[combtuningR5];
float bufcombL6[combtuningL6];
float bufcombR6[combtuningR6];
float bufcombL7[combtuningL7];
float bufcombR7[combtuningR7];
float bufcombL8[combtuningL8];
float bufcombR8[combtuningR8];
// Buffers for the allpasses
float bufallpassL1[allpasstuningL1];
float bufallpassR1[allpasstuningR1];
float bufallpassL2[allpasstuningL2];
float bufallpassR2[allpasstuningR2];
float bufallpassL3[allpasstuningL3];
float bufallpassR3[allpasstuningR3];
float bufallpassL4[allpasstuningL4];
float bufallpassR4[allpasstuningR4];
};
#endif//_revmodel_
//ends
+60
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@@ -0,0 +1,60 @@
// Reverb model tuning values
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// This code is public domain
#ifndef _tuning_
#define _tuning_
const int numcombs = 8;
const int numallpasses = 4;
const float muted = 0;
const float fixedgain = 0.015f;
const float scalewet = 3;
const float scaledry = 2;
const float scaledamp = 0.4f;
const float scaleroom = 0.28f;
const float offsetroom = 0.7f;
const float initialroom = 0.5f;
const float initialdamp = 0.5f;
const float initialwet = 1/scalewet;
const float initialdry = 0;
const float initialwidth = 1;
const float initialmode = 0;
const float freezemode = 0.5f;
const int stereospread = 23;
// These values assume 44.1KHz sample rate
// they will probably be OK for 48KHz sample rate
// but would need scaling for 96KHz (or other) sample rates.
// The values were obtained by listening tests.
const int combtuningL1 = 1116;
const int combtuningR1 = 1116+stereospread;
const int combtuningL2 = 1188;
const int combtuningR2 = 1188+stereospread;
const int combtuningL3 = 1277;
const int combtuningR3 = 1277+stereospread;
const int combtuningL4 = 1356;
const int combtuningR4 = 1356+stereospread;
const int combtuningL5 = 1422;
const int combtuningR5 = 1422+stereospread;
const int combtuningL6 = 1491;
const int combtuningR6 = 1491+stereospread;
const int combtuningL7 = 1557;
const int combtuningR7 = 1557+stereospread;
const int combtuningL8 = 1617;
const int combtuningR8 = 1617+stereospread;
const int allpasstuningL1 = 556;
const int allpasstuningR1 = 556+stereospread;
const int allpasstuningL2 = 441;
const int allpasstuningR2 = 441+stereospread;
const int allpasstuningL3 = 341;
const int allpasstuningR3 = 341+stereospread;
const int allpasstuningL4 = 225;
const int allpasstuningR4 = 225+stereospread;
#endif//_tuning_
//ends
-16
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@@ -3,8 +3,6 @@
#include <SDL3/SDL_init.h>
#include <array>
#include <cassert>
#include <fstream>
#include <ios>
#include <span>
#include "JSystem/JAudio2/JASAiCtrl.h"
@@ -17,8 +15,6 @@
#include "JSystem/JAudio2/JASAudioThread.h"
#include "JSystem/JAudio2/JASDriverIF.h"
// #define DUSK_DUMP_AUDIO
using namespace dusk::audio;
static OutputSubframe OutBuffer;
@@ -91,10 +87,6 @@ void SDLCALL GetNewAudio(
}
}
#if defined(DUSK_DUMP_AUDIO)
static std::ofstream outRaw("guh.raw", std::ios_base::out | std::ios_base::binary);
#endif
int RenderNewAudioFrame() {
JASCriticalSection section;
const u32 countSubframes = JASDriver::getSubFrames();
@@ -107,10 +99,6 @@ int RenderNewAudioFrame() {
JASAudioThread::snIntCount -= 1;
}
#if defined(DUSK_DUMP_AUDIO)
outRaw.flush();
#endif
return static_cast<u16>(countSubframes) * DSP_SUBFRAME_SIZE;
}
@@ -147,10 +135,6 @@ void RenderAudioSubframe() {
}
}
#if defined(DUSK_DUMP_AUDIO)
outRaw.write((const char*)OutInterleaveBuffer.data(), sizeof(OutInterleaveBuffer));
#endif
SDL_PutAudioStreamData(PlaybackStream, &OutInterleaveBuffer, sizeof(OutInterleaveBuffer));
}
+90 -14
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@@ -5,6 +5,7 @@
#include <algorithm>
#include <cassert>
#include <cstdio>
#include <span>
#include "Adpcm.hpp"
@@ -17,8 +18,30 @@ using namespace dusk::audio;
ChannelAuxData dusk::audio::ChannelAux[DSP_CHANNELS] = {};
static bool sDumpWasActive = false;
static FILE* sChannelDumpFiles[DSP_CHANNELS] = {};
static void OpenChannelDumpFiles() {
char name[32];
for (int i = 0; i < DSP_CHANNELS; i++) {
snprintf(name, sizeof(name), "channel_%02d.raw", i);
sChannelDumpFiles[i] = fopen(name, "wb");
}
}
static void CloseChannelDumpFiles() {
for (int i = 0; i < DSP_CHANNELS; i++) {
if (sChannelDumpFiles[i]) {
fclose(sChannelDumpFiles[i]);
sChannelDumpFiles[i] = nullptr;
}
}
}
f32 dusk::audio::MasterVolume = 1.0f;
f32 dusk::audio::PrevMasterVolume = 1.0f;
bool dusk::audio::EnableReverb = true;
bool dusk::audio::DumpAudio = false;
/**
* Validate that a DSP channel's format is actually something we know how to play.
@@ -106,38 +129,81 @@ static void MixSubframe(DspSubframe& dst, const DspSubframe& src) {
}
void dusk::audio::DspRender(OutputSubframe& subframe) {
if (DumpAudio != sDumpWasActive) {
sDumpWasActive = DumpAudio;
if (DumpAudio) {
OpenChannelDumpFiles();
} else {
CloseChannelDumpFiles();
}
}
std::span channels(JASDsp::CH_BUF, DSP_CHANNELS);
for (int i = 0; i < channels.size(); i++) {
auto& channel = channels[i];
auto& channelAux = ChannelAux[i];
if (!channel.mIsActive) {
continue;
}
bool skipRender = false;
if (channel.mPauseFlag) {
if (!channel.mIsActive) {
skipRender = true;
}
else if (channel.mPauseFlag) {
// Not really sure what the practical difference between pause and
// deactivation is. Either avoids clearing state or allows the DSP to avoid popping?
continue;
skipRender = true;
}
if (channel.mForcedStop) {
else if (channel.mForcedStop) {
channel.mIsFinished = true;
continue;
skipRender = true;
}
if (channel.mWaveAramAddress == 0) {
else if (channel.mWaveAramAddress == 0) {
// I think these are oscillator channels? Not backed by audio.
// No idea how to implement these yet, so skip them.
channel.mIsFinished = true;
continue;
skipRender = true;
}
ValidateChannel(channel);
OutputSubframe channelSubframe = {};
RenderChannel(channel, channelAux, channelSubframe);
if (!skipRender) {
ValidateChannel(channel);
RenderChannel(channel, channelAux, channelSubframe);
}
if (EnableReverb) {
// scale the input to the reverb rather than using wet/dry on the output.
// this way the reverb's internal buffers accumulate energy proportional to mAutoMixerFxMix,
// so any tail always decays at the correct level regardless of mAutoMixerFxMix changes
// prevents transients when the next sound starts playing with a different reverb level
// 700.0f was pulled out of my ass and just sounds good enough for console
f32 inputGain = (!skipRender) ? (channel.mAutoMixerFxMix >> 8) / 700.0f : 0.0f;
OutputSubframe reverbSubframe = {};
for (int j = 0; j < DSP_SUBFRAME_SIZE; j++) {
reverbSubframe.channels[0][j] = channelSubframe.channels[0][j] * inputGain;
reverbSubframe.channels[1][j] = channelSubframe.channels[1][j] * inputGain;
}
channelAux.reverb.processreplace(
reverbSubframe.channels[0].data(), reverbSubframe.channels[1].data(),
reverbSubframe.channels[0].data(), reverbSubframe.channels[1].data(),
DSP_SUBFRAME_SIZE, 1
);
for (int j = 0; j < DSP_SUBFRAME_SIZE; j++) {
channelSubframe.channels[0][j] += reverbSubframe.channels[0][j];
channelSubframe.channels[1][j] += reverbSubframe.channels[1][j];
}
}
if (DumpAudio && sChannelDumpFiles[i]) {
for (int j = 0; j < DSP_SUBFRAME_SIZE; j++) {
fwrite(&channelSubframe.channels[0][j], sizeof(f32), 1, sChannelDumpFiles[i]);
fwrite(&channelSubframe.channels[1][j], sizeof(f32), 1, sChannelDumpFiles[i]);
}
}
for (int o = 0; o < subframe.channels.size(); o++) {
MixSubframe(subframe.channels[o], channelSubframe.channels[o]);
@@ -463,6 +529,16 @@ static void RenderChannel(
}
void dusk::audio::DspInit() {
for (int i = 0; i < DSP_CHANNELS; i++) {
auto& channelAux = ChannelAux[i];
channelAux.reverb.setwet(1.0f);
channelAux.reverb.setdry(0.0f);
channelAux.reverb.setroomsize(0.4f);
channelAux.reverb.setdamp(0.7f);
channelAux.reverb.setwidth(1.0f);
channelAux.reverb.setmode(0.0f);
channelAux.reverb.mute();
}
}
void dusk::audio::ApplyVolume(
+6 -1
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@@ -8,6 +8,8 @@
#include "SDL3/SDL_audio.h"
#include <span>
#include "revmodel.hpp"
// ReSharper disable once CppUnusedIncludeDirective
#include "global.h"
@@ -29,6 +31,7 @@ namespace dusk::audio {
// Used for debugging tools.
u32 resetCount;
revmodel reverb;
/**
* Previous volume values, per output channel.
@@ -51,7 +54,7 @@ namespace dusk::audio {
// basically stores our position between resamplePrev and decodeBuf[0] so we don't lose that fractional resampler position next subframe
f32 resamplePos;
// last consumed sample from decodeBuf
s16 resamplePrev;
s16 resamplePrev;
};
extern ChannelAuxData ChannelAux[DSP_CHANNELS];
@@ -118,4 +121,6 @@ namespace dusk::audio {
extern f32 MasterVolume;
extern f32 PrevMasterVolume;
extern bool EnableReverb;
extern bool DumpAudio;
}
+2
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@@ -8,6 +8,7 @@
#include "JSystem/JAudio2/JASDSPInterface.h"
#include "JSystem/JAudio2/JASTrack.h"
#include "dusk/audio/DuskAudioSystem.h"
#include "dusk/audio/DuskDsp.hpp"
static std::array<u8, DSP_CHANNELS> channelSortIndices = {};
static std::array<u32, DSP_CHANNELS> lastResetCounts = {};
@@ -102,6 +103,7 @@ static void ShowAllDspChannels() {
}
ImGui::Text("Active channels: %d", activeChannels);
ImGui::Checkbox("Dump channels to disk", &dusk::audio::DumpAudio);
ImGui::Checkbox("Sort by update count", &sortUpdateCount);
if (sortUpdateCount) {
+3 -1
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@@ -6,6 +6,7 @@
#include <imgui_internal.h>
#include "JSystem/JUtility/JUTGamePad.h"
#include "dusk/audio/DuskDsp.hpp"
#include "dusk/audio/DuskAudioSystem.h"
#include "dusk/hotkeys.h"
#include "dusk/settings.h"
@@ -34,7 +35,7 @@ namespace dusk {
if (ImGui::BeginMenu("Audio")) {
ImGui::Text("Master Volume");
ImGui::SliderFloat("##masterVolume", &getSettings().audio.masterVolume, 0.0f, 1.0f, "");
ImGui::Checkbox("Enable Reverb", &getSettings().audio.enableReverb);
/*
// TODO: implement additional settings
ImGui::Text("Main Music Volume");
@@ -55,6 +56,7 @@ namespace dusk {
*/
audio::SetMasterVolume(getSettings().audio.masterVolume);
audio::EnableReverb = getSettings().audio.enableReverb;
ImGui::EndMenu();
}
+2 -1
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@@ -12,11 +12,12 @@ UserSettings g_userSettings = {
// Audio
.audio = {
.masterVolume = 1.0f,
.masterVolume = 0.8f,
.mainMusicVolume = 1.0f,
.subMusicVolume = 1.0f,
.soundEffectsVolume = 1.0f,
.fanfareVolume = 1.0f,
.enableReverb = true
},
// Game settings