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