audren: Implement I3dl2Reverb

Most notable fix is the voices in Fire Emblem Three Houses
This commit is contained in:
Chloe Marcec 2021-02-11 18:46:20 +11:00 committed by bunnei
parent c86d770af9
commit 4a7fd91857
8 changed files with 569 additions and 18 deletions

View file

@ -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 <typename T>
constexpr Fractional ToFractional(T x) {
return static_cast<Fractional>(x * static_cast<T>(0x4000));
}
constexpr Fractional MultiplyFractional(Fractional lhs, Fractional rhs) {
return static_cast<Fractional>(static_cast<s64>(lhs) * rhs >> 14);
}
constexpr s32 FractionalToFixed(Fractional x) {
const auto s = x & (1 << 13);
return static_cast<s32>(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