mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-08-19 21:11:59 -04:00
reverb proof of concept
This commit is contained in:
+40
-14
@@ -19,6 +19,7 @@ ChannelAuxData dusk::audio::ChannelAux[DSP_CHANNELS] = {};
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f32 dusk::audio::MasterVolume = 1.0f;
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f32 dusk::audio::PrevMasterVolume = 1.0f;
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bool dusk::audio::EnableReverb = true;
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/**
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* Validate that a DSP channel's format is actually something we know how to play.
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@@ -112,32 +113,47 @@ void dusk::audio::DspRender(OutputSubframe& subframe) {
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auto& channel = channels[i];
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auto& channelAux = ChannelAux[i];
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if (!channel.mIsActive) {
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continue;
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}
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bool skipRender = false;
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if (channel.mPauseFlag) {
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if (!channel.mIsActive) {
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skipRender = true;
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}
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else if (channel.mPauseFlag) {
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// Not really sure what the practical difference between pause and
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// deactivation is. Either avoids clearing state or allows the DSP to avoid popping?
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continue;
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skipRender = true;
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}
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if (channel.mForcedStop) {
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else if (channel.mForcedStop) {
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channel.mIsFinished = true;
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continue;
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skipRender = true;
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}
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if (channel.mWaveAramAddress == 0) {
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else if (channel.mWaveAramAddress == 0) {
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// I think these are oscillator channels? Not backed by audio.
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// No idea how to implement these yet, so skip them.
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channel.mIsFinished = true;
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continue;
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skipRender = true;
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}
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ValidateChannel(channel);
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OutputSubframe channelSubframe = {};
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RenderChannel(channel, channelAux, channelSubframe);
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if (!skipRender) {
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ValidateChannel(channel);
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RenderChannel(channel, channelAux, channelSubframe);
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// todo figure out an actual way to convert this accurately to dry/wet
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channelAux.reverb.setwet(((channel.mAutoMixerFxMix >> 8) / 255.0f));
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channelAux.reverb.setdry(1.0f - channelAux.reverb.getwet());
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}
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if (EnableReverb) {
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channelAux.reverb.processreplace(
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channelSubframe.channels[0].data(),
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channelSubframe.channels[1].data(),
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channelSubframe.channels[0].data(),
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channelSubframe.channels[1].data(),
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DSP_SUBFRAME_SIZE,
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1
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);
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}
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for (int o = 0; o < subframe.channels.size(); o++) {
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MixSubframe(subframe.channels[o], channelSubframe.channels[o]);
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@@ -463,6 +479,16 @@ static void RenderChannel(
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}
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void dusk::audio::DspInit() {
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for (int i = 0; i < DSP_CHANNELS; i++) {
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auto& channelAux = ChannelAux[i];
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channelAux.reverb.setwet(0.0f);
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channelAux.reverb.setdry(1.0f);
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channelAux.reverb.setroomsize(0.2f);
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channelAux.reverb.setdamp(0.3f);
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channelAux.reverb.setwidth(1.0f);
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channelAux.reverb.setmode(0.0f);
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channelAux.reverb.mute();
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}
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}
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void dusk::audio::ApplyVolume(
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@@ -8,6 +8,8 @@
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#include "SDL3/SDL_audio.h"
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#include <span>
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#include "revmodel.hpp"
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// ReSharper disable once CppUnusedIncludeDirective
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#include "global.h"
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@@ -29,6 +31,7 @@ namespace dusk::audio {
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// Used for debugging tools.
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u32 resetCount;
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revmodel reverb;
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/**
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* Previous volume values, per output channel.
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@@ -118,4 +121,5 @@ namespace dusk::audio {
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extern f32 MasterVolume;
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extern f32 PrevMasterVolume;
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extern bool EnableReverb;
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}
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@@ -6,6 +6,7 @@
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#include <imgui_internal.h>
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#include "JSystem/JUtility/JUTGamePad.h"
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#include "dusk/audio/DuskDsp.hpp"
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#include "dusk/audio/DuskAudioSystem.h"
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#include "dusk/hotkeys.h"
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#include "dusk/settings.h"
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@@ -34,7 +35,7 @@ namespace dusk {
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if (ImGui::BeginMenu("Audio")) {
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ImGui::Text("Master Volume");
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ImGui::SliderFloat("##masterVolume", &getSettings().audio.masterVolume, 0.0f, 1.0f, "");
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ImGui::Checkbox("Enable Reverb", &getSettings().audio.enableReverb);
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/*
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// TODO: implement additional settings
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ImGui::Text("Main Music Volume");
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@@ -55,6 +56,7 @@ namespace dusk {
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*/
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audio::SetMasterVolume(getSettings().audio.masterVolume);
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audio::EnableReverb = getSettings().audio.enableReverb;
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ImGui::EndMenu();
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}
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@@ -17,6 +17,7 @@ UserSettings g_userSettings = {
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.subMusicVolume = 1.0f,
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.soundEffectsVolume = 1.0f,
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.fanfareVolume = 1.0f,
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.enableReverb = true
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},
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// Game settings
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