k_audio_format_none4 = 0xE00u,
k_audio_format_bird = 0x1000u,
- k_audio_format_none5 = 0x1200u,
+ k_audio_format_gen = 0x1200u,
k_audio_format_none6 = 0x1400u,
k_audio_format_none7 = 0x1600u,
k_audio_format_none8 = 0x1800u,
union { /* TODO oof.. */
u64 _p64_;
const char *path;
+ void *func;
};
u32 flags;
#define AUDIO_EDIT_OWNERSHIP 0x40
#define AUDIO_EDIT_SAMPLING_RATE 0x80
-static void audio_channel_init( audio_channel *ch, audio_clip *clip, u32 flags )
-{
+static void audio_channel_init( audio_channel *ch, audio_clip *clip,
+ u32 flags ){
audio_require_lock();
ch->group = 0;
ch->world_id = 0;
if( (ch->source->flags & AUDIO_FLAG_FORMAT) == k_audio_format_bird )
strcpy( ch->name, "[array]" );
+ else if( (ch->source->flags & AUDIO_FLAG_FORMAT) == k_audio_format_gen )
+ strcpy( ch->name, "[program]" );
else
vg_strncpy( clip->path, ch->name, 32, k_strncpy_always_add_null );
else if( format == k_audio_format_stereo ){
ch->source_length = ch->source->size / 2;
}
+ else if( format == k_audio_format_gen ){
+ ch->source_length = 0xffffffff;
+ }
else{
ch->source_length = ch->source->size;
}
else if( format == k_audio_format_bird ){
synth_bird_generate_samples( ch->bird_handle, dst, samples_this_run );
}
+ else if( format == k_audio_format_gen ){
+ void (*fn)( void *data, f32 *buf, u32 count ) = ch->source->func;
+ fn( ch->source->data, dst, samples_this_run );
+ }
else{
i16 *src_buffer = ch->source->data,
*src = &src_buffer[ch->cursor];
#define VG_GAME
#include "vg/vg.h"
-static struct vg_dsp
-{
+static struct vg_dsp{
float *buffer;
u32 allocations;
echo_tunings[8],
reverb_wet_mix,
reverb_dry_mix;
+
+ vg_rand rand;
}
vg_dsp;
float gain;
};
-static inline void dsp_read_delay( struct dsp_delay *delay, float *s )
-{
- u32 index = delay->cur+1;
+struct dsp_biquad {
+ f32 a0, a1, a2, b1, b2, c0, d0,
+ xnz1, xnz2, ynz1, ynz2, offset;
+};
+
+static f32 dsp_biquad_process( struct dsp_biquad *bq, f32 xn ){
+ f32 yn = + bq->a0*xn + bq->a1*bq->xnz1 + bq->a2*bq->xnz2
+ - bq->b1*bq->ynz1 - bq->b2*bq->ynz2;
+ bq->xnz2 = bq->xnz1;
+ bq->xnz1 = xn;
+ bq->ynz2 = bq->ynz1;
+ bq->ynz1 = yn;
+ return yn + bq->offset;
+}
+
+static void dsp_init_biquad_butterworth_lpf( struct dsp_biquad *bq, f32 fc ){
+ f32 c = 1.0f/tanf(VG_PIf*fc / 44100.0f);
+ bq->a0 = 1.0f / (1.0f + sqrtf(2.0f)*c + powf(c, 2.0f) );
+ bq->a1 = 2.0f * bq->a0;
+ bq->a2 = bq->a0;
+ bq->b1 = 2.0f * bq->a0*(1.0f - powf(c, 2.0f));
+ bq->b2 = bq->a0 * (1.0f - sqrtf(2.0f)*c + powf(c, 2.0f) );
+}
+
+static inline void dsp_read_delay( struct dsp_delay *delay, float *s, u32 t ){
+ u32 index = delay->cur+t;
if( index >= delay->length )
- index = 0;
+ index -= delay->length;
*s = delay->buffer[ index ];
}
float dry = *input;
float delay_output;
- dsp_read_delay( &sch->M, &delay_output );
+ dsp_read_delay( &sch->M, &delay_output, 1 );
float feedback_attenuated = delay_output * sch->gain,
input_feedback_sum = dry + feedback_attenuated;
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
}
-static void vg_dsp_init( void )
-{
+static void vg_dsp_init( void ){
+ vg_rand_seed( &vg_dsp.rand, 461 );
vg_dsp.buffer = vg_linear_alloc( vg_mem.rtmemory, 1024*1024*1 );
vg_dsp.view_texture_buffer = vg_linear_alloc( vg_mem.rtmemory, 512*512 );
float sizes[] =
{ 2.0f, 4.0f, 8.0f, 16.0f, 32.0f, 64.0f, 128.0f, 256.0f };
- float reflection_variance = 0.1f;
+ float variance = 0.1f;
for( int i=0; i<8; i++ ){
float reflection_time = ((sizes[i])/343.0f) * 1000.0f;
- float var = 1.0f + (vg_randf64()*2.0f - 1.0f) * reflection_variance,
+ float var = 1.0f + (vg_randf64(&vg_dsp.rand)*2.0f - 1.0f) * variance,
total = reflection_time * var;
dsp_init_delay( &__echos[i], total / 1000.0f );
for( int i=0; i<8; i++ ){
float echo;
- dsp_read_delay( __echos+i, &echo );
+ dsp_read_delay( __echos+i, &echo, 1 );
dsp_write_lpf( __echos_lpf+i, &echo );
dsp_read_lpf( __echos_lpf+i, &echo );