audren: Implement I3dl2Reverb
Most notable fix is the voices in Fire Emblem Three Houses
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8 changed files with 569 additions and 18 deletions
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@ -33,6 +33,29 @@ constexpr std::size_t TEMP_MIX_BASE_SIZE = 0x3f00; // TODO(ogniK): Work out this
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// and our const ends up being 0x3f04, the 4 bytes are most
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// likely the sample history
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constexpr std::size_t TOTAL_TEMP_MIX_SIZE = TEMP_MIX_BASE_SIZE + AudioCommon::MAX_SAMPLE_HISTORY;
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constexpr f32 I3DL2REVERB_MAX_LEVEL = 5000.0f;
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constexpr f32 I3DL2REVERB_MIN_REFLECTION_DURATION = 0.02f;
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constexpr std::size_t I3DL2REVERB_TAPS = 20;
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constexpr std::size_t I3DL2REVERB_DELAY_LINE_COUNT = 4;
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using Fractional = s32;
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template <typename T>
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constexpr Fractional ToFractional(T x) {
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return static_cast<Fractional>(x * static_cast<T>(0x4000));
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}
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constexpr Fractional MultiplyFractional(Fractional lhs, Fractional rhs) {
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return static_cast<Fractional>(static_cast<s64>(lhs) * rhs >> 14);
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}
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constexpr s32 FractionalToFixed(Fractional x) {
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const auto s = x & (1 << 13);
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return static_cast<s32>(x >> 14) + s;
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}
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constexpr s32 CalculateDelaySamples(s32 sample_rate_khz, float time) {
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return FractionalToFixed(MultiplyFractional(ToFractional(sample_rate_khz), ToFractional(time)));
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}
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static constexpr u32 VersionFromRevision(u32_le rev) {
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// "REV7" -> 7
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