using System; namespace FluidSim.Core { public class OutdoorExhaustReverb { // ========== Early reflection delays (stereo: left/right) ========== private readonly DelayLine groundL, groundR; private readonly DelayLine wall1L, wall1R; private readonly DelayLine wall2L, wall2R; // ========== Diffuse tail FDNs (left/right each with 8 channels) ========== private const int FDN_CHANNELS = 8; private readonly DelayLine[] fdnL, fdnR; private readonly float[] stateL, stateR; private readonly OrthonormalMixer mixerL, mixerR; private readonly LowPassFilter[] filterL, filterR; public float DryMix { get; set; } = 1.0f; public float EarlyMix { get; set; } = 0.5f; public float TailMix { get; set; } = 0.9f; public float Feedback { get; set; } = 0.75f; // safe range 0.7‑0.9 public float DampingFreq { get; set; } = 6000f; // Hz public OutdoorExhaustReverb(int sampleRate) { // Early reflections – left/right offset by ~1‑2 ms for stereo width groundL = new DelayLine((int)(sampleRate * 0.008)); // 8 ms groundR = new DelayLine((int)(sampleRate * 0.010)); // 10 ms wall1L = new DelayLine((int)(sampleRate * 0.045)); wall1R = new DelayLine((int)(sampleRate * 0.047)); wall2L = new DelayLine((int)(sampleRate * 0.080)); wall2R = new DelayLine((int)(sampleRate * 0.082)); // FDN delay lengths – prime numbers, offset between L/R int[] lengthsL = { 3203, 4027, 5521, 7027, 8521, 10007, 11503, 13009 }; int[] lengthsR = { 3217, 4049, 5531, 7043, 8537, 10037, 11519, 13033 }; fdnL = new DelayLine[FDN_CHANNELS]; fdnR = new DelayLine[FDN_CHANNELS]; for (int i = 0; i < FDN_CHANNELS; i++) { int lenL = Math.Min(lengthsL[i], (int)(sampleRate * 0.25)); int lenR = Math.Min(lengthsR[i], (int)(sampleRate * 0.25)); fdnL[i] = new DelayLine(lenL); fdnR[i] = new DelayLine(lenR); } stateL = new float[FDN_CHANNELS]; stateR = new float[FDN_CHANNELS]; mixerL = new OrthonormalMixer(FDN_CHANNELS); mixerR = new OrthonormalMixer(FDN_CHANNELS); filterL = new LowPassFilter[FDN_CHANNELS]; filterR = new LowPassFilter[FDN_CHANNELS]; for (int i = 0; i < FDN_CHANNELS; i++) { filterL[i] = new LowPassFilter(sampleRate, DampingFreq); filterR[i] = new LowPassFilter(sampleRate, DampingFreq); } } /// Stereo reverb – returns (left, right) sample pair. public (float left, float right) ProcessStereo(float drySample) { // ---- Early reflections ---- float gL = groundL.ReadWrite(drySample * 0.8f); float gR = groundR.ReadWrite(drySample * 0.8f); float w1L = wall1L.ReadWrite(drySample * 0.5f); float w1R = wall1R.ReadWrite(drySample * 0.5f); float w2L = wall2L.ReadWrite(drySample * 0.4f); float w2R = wall2R.ReadWrite(drySample * 0.4f); float earlyL = (gL + w1L + w2L) * EarlyMix; float earlyR = (gR + w1R + w2R) * EarlyMix; // ---- Read diffuse tail ---- float[] delOutL = new float[FDN_CHANNELS]; float[] delOutR = new float[FDN_CHANNELS]; for (int i = 0; i < FDN_CHANNELS; i++) { delOutL[i] = fdnL[i].Read(); delOutR[i] = fdnR[i].Read(); } // Mix via orthonormal matrix float[] mixL = new float[FDN_CHANNELS]; float[] mixR = new float[FDN_CHANNELS]; mixerL.Process(delOutL, mixL); mixerR.Process(delOutR, mixR); // Feedback + air absorption for (int i = 0; i < FDN_CHANNELS; i++) { stateL[i] = drySample * 0.15f + Feedback * mixL[i]; stateL[i] = filterL[i].Process(stateL[i]); fdnL[i].Write(stateL[i]); stateR[i] = drySample * 0.15f + Feedback * mixR[i]; stateR[i] = filterR[i].Process(stateR[i]); fdnR[i].Write(stateR[i]); } float tailL = 0.0f, tailR = 0.0f; for (int i = 0; i < FDN_CHANNELS; i++) { tailL += delOutL[i]; tailR += delOutR[i]; } tailL *= TailMix; tailR *= TailMix; float left = drySample * DryMix + earlyL + tailL; float right = drySample * DryMix + earlyR + tailR; return (left, right); } /// Mono fallback – sums left+right / 2. public float Process(float drySample) { var (l, r) = ProcessStereo(drySample); return (l + r) * 0.5f; } // ========== Helper classes ========== private class DelayLine { private float[] buffer; private int writePos; public DelayLine(int length) { buffer = new float[Math.Max(length, 1)]; } public float Read() => buffer[writePos]; public void Write(float value) { buffer[writePos] = value; writePos = (writePos + 1) % buffer.Length; } public float ReadWrite(float value) { float outVal = buffer[writePos]; buffer[writePos] = value; writePos = (writePos + 1) % buffer.Length; return outVal; } } private class LowPassFilter { private float b0, a1, y1; private float sampleRate; public LowPassFilter(int sampleRate, float cutoff) { this.sampleRate = sampleRate; SetCutoff(cutoff); } public void SetCutoff(float cutoff) { float w = 2 * (float)Math.PI * cutoff / sampleRate; float a0 = 1 + w; b0 = w / a0; a1 = (1 - w) / a0; } public float Process(float x) { float y = b0 * x - a1 * y1; y1 = y; return y; } } private class OrthonormalMixer { private int size; public OrthonormalMixer(int size) => this.size = size; public void Process(float[] input, float[] output) { float sum = 0; for (int i = 0; i < size; i++) sum += input[i]; float factor = 2.0f / size; for (int i = 0; i < size; i++) output[i] = factor * sum - input[i]; } } } }