annotate src/sexypsf/spu/reverb.c @ 12:3da1b8942b8b trunk

[svn] - remove src/Input src/Output src/Effect src/General src/Visualization src/Container
author nenolod
date Mon, 18 Sep 2006 03:14:20 -0700
parents src/Input/sexypsf/spu/reverb.c@13389e613d67
children
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1 /***************************************************************************
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2 reverb.c - description
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3 -------------------
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4 begin : Wed May 15 2002
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5 copyright : (C) 2002 by Pete Bernert
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6 email : BlackDove@addcom.de
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7 ***************************************************************************/
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8
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9 /***************************************************************************
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10 * *
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11 * This program is free software; you can redistribute it and/or modify *
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12 * it under the terms of the GNU General Public License as published by *
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13 * the Free Software Foundation; either version 2 of the License, or *
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14 * (at your option) any later version. See also the license.txt file for *
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15 * additional informations. *
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16 * *
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17 ***************************************************************************/
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18
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19 //*************************************************************************//
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20 // History of changes:
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21 //
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22 // 2003/03/17 - xodnizel
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23 // - Implemented Neill's 44.1Khz-22050Hz downsampling data
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24 // I also need to check if the ~4 sample delay doesn't screw any sounds
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25 // up by making things too out of phase. It could be fixed easily(elsewhere).
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26 //
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27 // 2003/01/19 - Pete
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28 // - added Neill's reverb (see at the end of file)
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29 //
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30 // 2002/12/26 - Pete
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31 // - adjusted reverb handling
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32 //
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33 // 2002/08/14 - Pete
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34 // - added extra reverb
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35 //
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36 // 2002/05/15 - Pete
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37 // - generic cleanup for the Peops release
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38 //
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39 //*************************************************************************//
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40
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41 #define _IN_REVERB
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42
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43 // will be included from spu.c
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44 #ifdef _IN_SPU
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45
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46 ////////////////////////////////////////////////////////////////////////
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47 // globals
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48 ////////////////////////////////////////////////////////////////////////
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49
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50 // REVERB info and timing vars...
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51
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52 ////////////////////////////////////////////////////////////////////////
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53
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54 static INLINE s64 g_buffer(int iOff) // get_buffer content helper: takes care about wraps
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55 {
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56 s16 * p=(s16 *)spuMem;
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57 iOff=(iOff*4)+rvb.CurrAddr;
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58 while(iOff>0x3FFFF) iOff=rvb.StartAddr+(iOff-0x40000);
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59 while(iOff<rvb.StartAddr) iOff=0x3ffff-(rvb.StartAddr-iOff);
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60 return (int)(s16)BFLIP16(*(p+iOff));
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61 }
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62
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63 ////////////////////////////////////////////////////////////////////////
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64
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65 static INLINE void s_buffer(int iOff,int iVal) // set_buffer content helper: takes care about wraps and clipping
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66 {
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67 s16 * p=(s16 *)spuMem;
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68 iOff=(iOff*4)+rvb.CurrAddr;
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69 while(iOff>0x3FFFF) iOff=rvb.StartAddr+(iOff-0x40000);
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70 while(iOff<rvb.StartAddr) iOff=0x3ffff-(rvb.StartAddr-iOff);
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71 if(iVal<-32768L) iVal=-32768L;
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72 if(iVal>32767L) iVal=32767L;
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73 *(p+iOff)=(s16)BFLIP16((s16)iVal);
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74 }
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75
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76 ////////////////////////////////////////////////////////////////////////
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77
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78 static INLINE void s_buffer1(int iOff,int iVal) // set_buffer (+1 sample) content helper: takes care about wraps and clipping
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79 {
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80 s16 * p=(s16 *)spuMem;
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81 iOff=(iOff*4)+rvb.CurrAddr+1;
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82 while(iOff>0x3FFFF) iOff=rvb.StartAddr+(iOff-0x40000);
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83 while(iOff<rvb.StartAddr) iOff=0x3ffff-(rvb.StartAddr-iOff);
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84 if(iVal<-32768L) iVal=-32768L;if(iVal>32767L) iVal=32767L;
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85 *(p+iOff)=(s16)BFLIP16((s16)iVal);
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86 }
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87
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88 static INLINE void MixREVERBLeftRight(s32 *oleft, s32 *oright, s32 inleft, s32 inright)
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89 {
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90 static s32 downbuf[2][8];
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91 static s32 upbuf[2][8];
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92 static int dbpos=0,ubpos=0;
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93 static s32 downcoeffs[8]={ /* Symmetry is sexy. */
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94 1283,5344,10895,15243,
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95 15243,10895,5344,1283
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96 };
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97 int x;
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98
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99 if(!rvb.StartAddr) // reverb is off
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100 {
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101 rvb.iRVBLeft=rvb.iRVBRight=0;
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102 return;
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103 }
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104
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105 //if(inleft<-32767 || inleft>32767) printf("%d\n",inleft);
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106 //if(inright<-32767 || inright>32767) printf("%d\n",inright);
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107 downbuf[0][dbpos]=inleft;
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108 downbuf[1][dbpos]=inright;
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109 dbpos=(dbpos+1)&7;
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110
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111 if(dbpos&1) // we work on every second left value: downsample to 22 khz
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112 {
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113 if(spuCtrl&0x80) // -> reverb on? oki
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114 {
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115 int ACC0,ACC1,FB_A0,FB_A1,FB_B0,FB_B1;
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116 s32 INPUT_SAMPLE_L=0;
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117 s32 INPUT_SAMPLE_R=0;
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118
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119 for(x=0;x<8;x++)
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120 {
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121 INPUT_SAMPLE_L+=(downbuf[0][(dbpos+x)&7]*downcoeffs[x])>>8; /* Lose insignificant
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122 digits to prevent
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123 overflow(check this) */
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124 INPUT_SAMPLE_R+=(downbuf[1][(dbpos+x)&7]*downcoeffs[x])>>8;
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125 }
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126
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127 INPUT_SAMPLE_L>>=(16-8);
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128 INPUT_SAMPLE_R>>=(16-8);
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129 {
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130 const s64 IIR_INPUT_A0 = ((g_buffer(rvb.IIR_SRC_A0) * rvb.IIR_COEF)>>15) + ((INPUT_SAMPLE_L * rvb.IN_COEF_L)>>15);
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131 const s64 IIR_INPUT_A1 = ((g_buffer(rvb.IIR_SRC_A1) * rvb.IIR_COEF)>>15) + ((INPUT_SAMPLE_R * rvb.IN_COEF_R)>>15);
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132 const s64 IIR_INPUT_B0 = ((g_buffer(rvb.IIR_SRC_B0) * rvb.IIR_COEF)>>15) + ((INPUT_SAMPLE_L * rvb.IN_COEF_L)>>15);
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133 const s64 IIR_INPUT_B1 = ((g_buffer(rvb.IIR_SRC_B1) * rvb.IIR_COEF)>>15) + ((INPUT_SAMPLE_R * rvb.IN_COEF_R)>>15);
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134 const s64 IIR_A0 = ((IIR_INPUT_A0 * rvb.IIR_ALPHA)>>15) + ((g_buffer(rvb.IIR_DEST_A0) * (32768L - rvb.IIR_ALPHA))>>15);
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135 const s64 IIR_A1 = ((IIR_INPUT_A1 * rvb.IIR_ALPHA)>>15) + ((g_buffer(rvb.IIR_DEST_A1) * (32768L - rvb.IIR_ALPHA))>>15);
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136 const s64 IIR_B0 = ((IIR_INPUT_B0 * rvb.IIR_ALPHA)>>15) + ((g_buffer(rvb.IIR_DEST_B0) * (32768L - rvb.IIR_ALPHA))>>15);
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137 const s64 IIR_B1 = ((IIR_INPUT_B1 * rvb.IIR_ALPHA)>>15) + ((g_buffer(rvb.IIR_DEST_B1) * (32768L - rvb.IIR_ALPHA))>>15);
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138
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139 s_buffer1(rvb.IIR_DEST_A0, IIR_A0);
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140 s_buffer1(rvb.IIR_DEST_A1, IIR_A1);
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141 s_buffer1(rvb.IIR_DEST_B0, IIR_B0);
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142 s_buffer1(rvb.IIR_DEST_B1, IIR_B1);
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143
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144 ACC0 = ((g_buffer(rvb.ACC_SRC_A0) * rvb.ACC_COEF_A)>>15) +
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145 ((g_buffer(rvb.ACC_SRC_B0) * rvb.ACC_COEF_B)>>15) +
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146 ((g_buffer(rvb.ACC_SRC_C0) * rvb.ACC_COEF_C)>>15) +
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147 ((g_buffer(rvb.ACC_SRC_D0) * rvb.ACC_COEF_D)>>15);
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148 ACC1 = ((g_buffer(rvb.ACC_SRC_A1) * rvb.ACC_COEF_A)>>15) +
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149 ((g_buffer(rvb.ACC_SRC_B1) * rvb.ACC_COEF_B)>>15) +
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150 ((g_buffer(rvb.ACC_SRC_C1) * rvb.ACC_COEF_C)>>15) +
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151 ((g_buffer(rvb.ACC_SRC_D1) * rvb.ACC_COEF_D)>>15);
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152
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153 FB_A0 = g_buffer(rvb.MIX_DEST_A0 - rvb.FB_SRC_A);
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154 FB_A1 = g_buffer(rvb.MIX_DEST_A1 - rvb.FB_SRC_A);
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155 FB_B0 = g_buffer(rvb.MIX_DEST_B0 - rvb.FB_SRC_B);
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156 FB_B1 = g_buffer(rvb.MIX_DEST_B1 - rvb.FB_SRC_B);
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157
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158 s_buffer(rvb.MIX_DEST_A0, ACC0 - ((FB_A0 * rvb.FB_ALPHA)>>15));
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159 s_buffer(rvb.MIX_DEST_A1, ACC1 - ((FB_A1 * rvb.FB_ALPHA)>>15));
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160
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161 s_buffer(rvb.MIX_DEST_B0, ((rvb.FB_ALPHA * ACC0)>>15) - ((FB_A0 * (int)(rvb.FB_ALPHA^0xFFFF8000))>>15) - ((FB_B0 * rvb.FB_X)>>15));
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162 s_buffer(rvb.MIX_DEST_B1, ((rvb.FB_ALPHA * ACC1)>>15) - ((FB_A1 * (int)(rvb.FB_ALPHA^0xFFFF8000))>>15) - ((FB_B1 * rvb.FB_X)>>15));
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163
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164 rvb.iRVBLeft = (g_buffer(rvb.MIX_DEST_A0)+g_buffer(rvb.MIX_DEST_B0))/3;
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165 rvb.iRVBRight = (g_buffer(rvb.MIX_DEST_A1)+g_buffer(rvb.MIX_DEST_B1))/3;
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166
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167 rvb.iRVBLeft = ((s64)rvb.iRVBLeft * rvb.VolLeft) >> 14;
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168 rvb.iRVBRight = ((s64)rvb.iRVBRight * rvb.VolRight) >> 14;
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169
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170 upbuf[0][ubpos]=rvb.iRVBLeft;
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171 upbuf[1][ubpos]=rvb.iRVBRight;
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172 ubpos=(ubpos+1)&7;
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173 } // Bracket hack(et).
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174 }
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175 else // -> reverb off
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176 {
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177 rvb.iRVBLeft=rvb.iRVBRight=0;
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178 return;
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179 }
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180 rvb.CurrAddr++;
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181 if(rvb.CurrAddr>0x3ffff) rvb.CurrAddr=rvb.StartAddr;
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182 }
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183 else
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184 {
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185 upbuf[0][ubpos]=0;
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186 upbuf[1][ubpos]=0;
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187 ubpos=(ubpos+1)&7;
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188 }
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189 {
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190 s32 retl=0,retr=0;
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191 for(x=0;x<8;x++)
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192 {
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193 retl+=(upbuf[0][(ubpos+x)&7]*downcoeffs[x])>>8;
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194 retr+=(upbuf[1][(ubpos+x)&7]*downcoeffs[x])>>8;
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195 }
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196 retl>>=(16-8-1); /* -1 To adjust for the null padding. */
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197 retr>>=(16-8-1);
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198
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199 *oleft+=retl;
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200 *oright+=retr;
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201 }
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202 }
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203
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204 ////////////////////////////////////////////////////////////////////////
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205
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206 #endif
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207
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208 /*
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209 -----------------------------------------------------------------------------
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210 PSX reverb hardware notes
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211 by Neill Corlett
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212 -----------------------------------------------------------------------------
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213
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214 Yadda yadda disclaimer yadda probably not perfect yadda well it's okay anyway
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215 yadda yadda.
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216
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217 -----------------------------------------------------------------------------
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218
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219 Basics
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220 ------
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221
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222 - The reverb buffer is 22khz 16-bit mono PCM.
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223 - It starts at the reverb address given by 1DA2, extends to
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224 the end of sound RAM, and wraps back to the 1DA2 address.
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225
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226 Setting the address at 1DA2 resets the current reverb work address.
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227
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228 This work address ALWAYS increments every 1/22050 sec., regardless of
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229 whether reverb is enabled (bit 7 of 1DAA set).
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230
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231 And the contents of the reverb buffer ALWAYS play, scaled by the
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232 "reverberation depth left/right" volumes (1D84/1D86).
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233 (which, by the way, appear to be scaled so 3FFF=approx. 1.0, 4000=-1.0)
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234
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235 -----------------------------------------------------------------------------
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236
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237 Register names
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238 --------------
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239
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240 These are probably not their real names.
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241 These are probably not even correct names.
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242 We will use them anyway, because we can.
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243
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244 1DC0: FB_SRC_A (offset)
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245 1DC2: FB_SRC_B (offset)
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246 1DC4: IIR_ALPHA (coef.)
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247 1DC6: ACC_COEF_A (coef.)
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248 1DC8: ACC_COEF_B (coef.)
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249 1DCA: ACC_COEF_C (coef.)
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250 1DCC: ACC_COEF_D (coef.)
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251 1DCE: IIR_COEF (coef.)
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252 1DD0: FB_ALPHA (coef.)
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253 1DD2: FB_X (coef.)
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254 1DD4: IIR_DEST_A0 (offset)
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255 1DD6: IIR_DEST_A1 (offset)
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256 1DD8: ACC_SRC_A0 (offset)
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257 1DDA: ACC_SRC_A1 (offset)
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258 1DDC: ACC_SRC_B0 (offset)
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259 1DDE: ACC_SRC_B1 (offset)
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260 1DE0: IIR_SRC_A0 (offset)
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261 1DE2: IIR_SRC_A1 (offset)
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262 1DE4: IIR_DEST_B0 (offset)
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263 1DE6: IIR_DEST_B1 (offset)
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264 1DE8: ACC_SRC_C0 (offset)
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265 1DEA: ACC_SRC_C1 (offset)
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266 1DEC: ACC_SRC_D0 (offset)
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267 1DEE: ACC_SRC_D1 (offset)
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268 1DF0: IIR_SRC_B1 (offset)
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269 1DF2: IIR_SRC_B0 (offset)
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270 1DF4: MIX_DEST_A0 (offset)
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271 1DF6: MIX_DEST_A1 (offset)
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272 1DF8: MIX_DEST_B0 (offset)
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273 1DFA: MIX_DEST_B1 (offset)
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274 1DFC: IN_COEF_L (coef.)
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275 1DFE: IN_COEF_R (coef.)
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276
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277 The coefficients are signed fractional values.
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278 -32768 would be -1.0
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279 32768 would be 1.0 (if it were possible... the highest is of course 32767)
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280
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281 The offsets are (byte/8) offsets into the reverb buffer.
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282 i.e. you multiply them by 8, you get byte offsets.
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283 You can also think of them as (samples/4) offsets.
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284 They appear to be signed. They can be negative.
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285 None of the documented presets make them negative, though.
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286
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287 Yes, 1DF0 and 1DF2 appear to be backwards. Not a typo.
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288
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289 -----------------------------------------------------------------------------
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290
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291 What it does
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292 ------------
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293
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294 We take all reverb sources:
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295 - regular channels that have the reverb bit on
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296 - cd and external sources, if their reverb bits are on
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297 and mix them into one stereo 44100hz signal.
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298
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299 Lowpass/downsample that to 22050hz. The PSX uses a proper bandlimiting
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300 algorithm here, but I haven't figured out the hysterically exact specifics.
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301 I use an 8-tap filter with these coefficients, which are nice but probably
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302 not the real ones:
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303
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304 0.037828187894
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305 0.157538631280
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306 0.321159685278
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307 0.449322115345
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308 0.449322115345
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309 0.321159685278
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310 0.157538631280
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311 0.037828187894
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312
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313 So we have two input samples (INPUT_SAMPLE_L, INPUT_SAMPLE_R) every 22050hz.
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314
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315 * IN MY EMULATION, I divide these by 2 to make it clip less.
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316 (and of course the L/R output coefficients are adjusted to compensate)
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317 The real thing appears to not do this.
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318
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319 At every 22050hz tick:
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320 - If the reverb bit is enabled (bit 7 of 1DAA), execute the reverb
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321 steady-state algorithm described below
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322 - AFTERWARDS, retrieve the "wet out" L and R samples from the reverb buffer
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323 (This part may not be exactly right and I guessed at the coefs. TODO: check later.)
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324 L is: 0.333 * (buffer[MIX_DEST_A0] + buffer[MIX_DEST_B0])
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325 R is: 0.333 * (buffer[MIX_DEST_A1] + buffer[MIX_DEST_B1])
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326 - Advance the current buffer position by 1 sample
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327
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328 The wet out L and R are then upsampled to 44100hz and played at the
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329 "reverberation depth left/right" (1D84/1D86) volume, independent of the main
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330 volume.
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331
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332 -----------------------------------------------------------------------------
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333
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334 Reverb steady-state
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335 -------------------
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336
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337 The reverb steady-state algorithm is fairly clever, and of course by
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338 "clever" I mean "batshit insane".
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339
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340 buffer[x] is relative to the current buffer position, not the beginning of
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341 the buffer. Note that all buffer offsets must wrap around so they're
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342 contained within the reverb work area.
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343
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344 Clipping is performed at the end... maybe also sooner, but definitely at
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345 the end.
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346
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347 IIR_INPUT_A0 = buffer[IIR_SRC_A0] * IIR_COEF + INPUT_SAMPLE_L * IN_COEF_L;
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348 IIR_INPUT_A1 = buffer[IIR_SRC_A1] * IIR_COEF + INPUT_SAMPLE_R * IN_COEF_R;
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349 IIR_INPUT_B0 = buffer[IIR_SRC_B0] * IIR_COEF + INPUT_SAMPLE_L * IN_COEF_L;
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350 IIR_INPUT_B1 = buffer[IIR_SRC_B1] * IIR_COEF + INPUT_SAMPLE_R * IN_COEF_R;
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351
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352 IIR_A0 = IIR_INPUT_A0 * IIR_ALPHA + buffer[IIR_DEST_A0] * (1.0 - IIR_ALPHA);
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353 IIR_A1 = IIR_INPUT_A1 * IIR_ALPHA + buffer[IIR_DEST_A1] * (1.0 - IIR_ALPHA);
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354 IIR_B0 = IIR_INPUT_B0 * IIR_ALPHA + buffer[IIR_DEST_B0] * (1.0 - IIR_ALPHA);
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355 IIR_B1 = IIR_INPUT_B1 * IIR_ALPHA + buffer[IIR_DEST_B1] * (1.0 - IIR_ALPHA);
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356
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357 buffer[IIR_DEST_A0 + 1sample] = IIR_A0;
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358 buffer[IIR_DEST_A1 + 1sample] = IIR_A1;
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359 buffer[IIR_DEST_B0 + 1sample] = IIR_B0;
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360 buffer[IIR_DEST_B1 + 1sample] = IIR_B1;
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361
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362 ACC0 = buffer[ACC_SRC_A0] * ACC_COEF_A +
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363 buffer[ACC_SRC_B0] * ACC_COEF_B +
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364 buffer[ACC_SRC_C0] * ACC_COEF_C +
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365 buffer[ACC_SRC_D0] * ACC_COEF_D;
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366 ACC1 = buffer[ACC_SRC_A1] * ACC_COEF_A +
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367 buffer[ACC_SRC_B1] * ACC_COEF_B +
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368 buffer[ACC_SRC_C1] * ACC_COEF_C +
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369 buffer[ACC_SRC_D1] * ACC_COEF_D;
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370
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371 FB_A0 = buffer[MIX_DEST_A0 - FB_SRC_A];
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372 FB_A1 = buffer[MIX_DEST_A1 - FB_SRC_A];
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373 FB_B0 = buffer[MIX_DEST_B0 - FB_SRC_B];
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374 FB_B1 = buffer[MIX_DEST_B1 - FB_SRC_B];
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375
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376 buffer[MIX_DEST_A0] = ACC0 - FB_A0 * FB_ALPHA;
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377 buffer[MIX_DEST_A1] = ACC1 - FB_A1 * FB_ALPHA;
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378 buffer[MIX_DEST_B0] = (FB_ALPHA * ACC0) - FB_A0 * (FB_ALPHA^0x8000) - FB_B0 * FB_X;
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379 buffer[MIX_DEST_B1] = (FB_ALPHA * ACC1) - FB_A1 * (FB_ALPHA^0x8000) - FB_B1 * FB_X;
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380
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381 -----------------------------------------------------------------------------
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382 */
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383