all of the changes
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@@ -22,6 +22,8 @@ const char *scene_name(OutdoorScene scene) {
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return "Nearby wall";
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case OutdoorScene::Woodland:
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return "Woodland";
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case OutdoorScene::Tunnel:
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return "Tunnel";
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}
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return "Unknown";
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}
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@@ -35,7 +37,7 @@ float OutdoorAudio::LowPass::process(float x) {
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z2 = 0;
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return y;
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}
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OutdoorAudio::OutdoorAudio(int rate, OutdoorAudioConfig config) : rate_(rate), config_(config) {
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OutdoorAudio::OutdoorAudio(int rate, OutdoorAudioConfig config) : rate_(rate), config_(config), late_reverb_(rate) {
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if (rate < 8000 || !std::isfinite(config.sound_speed) || config.sound_speed <= 0 ||
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!std::isfinite(config.monitor_cutoff_hz) || config.monitor_cutoff_hz <= 0 ||
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!std::isfinite(config.pressure_gain) || config.pressure_gain < 0)
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@@ -48,14 +50,11 @@ OutdoorAudio::OutdoorAudio(int rate, OutdoorAudioConfig config) : rate_(rate), c
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configure_emitter(emitters_[0], config_.intake_position);
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configure_emitter(emitters_[1], config_.exhaust_position);
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if (config_.dual_exhaust) configure_emitter(emitters_[2], config_.second_exhaust_position);
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constexpr std::array<int, 4> lengths{1499, 2111, 2633, 3251};
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for (std::size_t i = 0; i < tail_.size(); ++i) {
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auto &line = tail_[i];
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line.buffer.resize(std::max(1, int(std::lround(lengths[i] * rate_ / 44100.0))));
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line.gain = std::pow(10.0f, -3.0f * (float(line.buffer.size()) / rate_) / 0.35f);
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}
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late_reverb_.dry_mix = 0;
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late_reverb_.early_mix = 0;
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late_reverb_.tail_mix = 1;
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late_reverb_.set_decay_times(.75f, .45f, .22f);
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scene_alpha_ = 1 - std::exp(-1.0f / (rate_ * .02f));
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tail_alpha_ = 1 - std::exp(-2 * pi * 2500 / rate_);
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}
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void OutdoorAudio::configure_emitter(Emitter &emitter, Vec3 source) {
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emitter.filtered.resize(std::bit_ceil(std::size_t(rate_)));
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@@ -78,8 +77,14 @@ void OutdoorAudio::configure_emitter(Emitter &emitter, Vec3 source) {
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p.delay_right = std::size_t(sr);
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p.fraction_left = sl - p.delay_left;
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p.fraction_right = sr - p.delay_right;
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p.gain_left = coefficient / (dl * source_distance);
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p.gain_right = coefficient / (dr * source_distance);
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// A scatterer adds path length before the listener leg. Use spreading
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// over the complete reflected path rather than multiplying two
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// inverse-distance losses, which made the woodland paths nearly
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// inaudible.
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const float path_left = source_distance > 1.0f ? dl + source_distance : dl;
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const float path_right = source_distance > 1.0f ? dr + source_distance : dr;
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p.gain_left = coefficient / path_left;
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p.gain_right = coefficient / path_right;
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p.alpha = cutoff > 0 ? 1 - std::exp(-2 * pi * cutoff / rate_) : 1;
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emitter.paths.push_back(p);
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};
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@@ -92,6 +97,21 @@ void OutdoorAudio::configure_emitter(Emitter &emitter, Vec3 source) {
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const float first = std::max(distance(source, tree), .1f);
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path(tree, .35f, 3, 2400, first, first);
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}
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// Image sources for an approximate 6 m wide, 4 m high hard-surfaced
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// tunnel. Single and combined ceiling/side-wall bounces make the profile
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// distinct before the diffuse FDN tail builds up.
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constexpr float tunnel_width = 6.0f;
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constexpr float tunnel_height = 4.0f;
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const Vec3 ceiling{source.x, 2 * tunnel_height - source.y, source.z};
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const Vec3 left_wall{source.x, source.y, -tunnel_width - source.z};
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const Vec3 right_wall{source.x, source.y, tunnel_width - source.z};
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path(ceiling, .82f, 4, 7200);
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path(left_wall, .82f, 4, 6200);
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path(right_wall, .82f, 4, 6200);
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path({ceiling.x, ceiling.y, left_wall.z}, .68f, 4, 5600);
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path({ceiling.x, ceiling.y, right_wall.z}, .68f, 4, 5600);
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path({source.x, source.y, -2 * tunnel_width + source.z}, .56f, 4, 4800);
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path({source.x, source.y, 2 * tunnel_width + source.z}, .56f, 4, 4800);
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const float cutoff = std::min(config_.monitor_cutoff_hz, rate_ * .45f);
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const float w = 2 * pi * cutoff / rate_, cs = std::cos(w), alpha = std::sin(w) / std::sqrt(2.0f),
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a0 = 1 + alpha;
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@@ -101,9 +121,8 @@ void OutdoorAudio::configure_emitter(Emitter &emitter, Vec3 source) {
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AudioFrame OutdoorAudio::render(Emitter &e, float flow, AudioFrame &dry, AudioFrame &raw) {
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const float pressure = (flow - e.previous_flow) * rate_ * config_.pressure_gain / (4 * pi);
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e.previous_flow = flow;
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const float filtered = e.filter.process(pressure);
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e.raw[e.position] = pressure;
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e.filtered[e.position] = monitor_filter_ ? filtered : pressure;
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e.filtered[e.position] = monitor_filter_ ? e.filter.process(pressure) : pressure;
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const auto read = [&](const std::vector<float> &data, std::size_t delay, float fraction) {
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const auto i = (e.position + data.size() - delay) & (data.size() - 1);
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const auto j = (i + data.size() - 1) & (data.size() - 1);
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@@ -130,44 +149,52 @@ AudioFrame OutdoorAudio::render(Emitter &e, float flow, AudioFrame &dry, AudioFr
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e.position = (e.position + 1) & (e.filtered.size() - 1);
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return result;
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}
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AudioFrame OutdoorAudio::diffuse(float input) {
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std::array<float, 4> values{};
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float sum = 0;
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for (std::size_t i = 0; i < 4; ++i) {
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auto &line = tail_[i];
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values[i] = line.buffer[line.position];
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sum += values[i];
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}
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for (std::size_t i = 0; i < 4; ++i) {
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auto &line = tail_[i];
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const float scattered = values[i] - .5f * sum;
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line.state += tail_alpha_ * (scattered - line.state);
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if (std::abs(line.state) < 1e-25f)
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line.state = 0;
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line.buffer[line.position] = line.gain * line.state + .5f * input;
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line.position = (line.position + 1) % line.buffer.size();
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}
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return {(values[0] + values[2]) * .35f, (values[1] + values[3]) * .35f};
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}
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AudioFrame OutdoorAudio::process(float intake, float exhaust, float second_exhaust) {
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if (!std::isfinite(intake) || !std::isfinite(exhaust) || !std::isfinite(second_exhaust))
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throw std::runtime_error("nonfinite acoustic source flow");
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const bool wet = scene_ != OutdoorScene::Dry;
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const std::array<float, 4> target{1, wet ? 1.f : 0.f, scene_ == OutdoorScene::Wall ? 1.f : 0.f,
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scene_ == OutdoorScene::Woodland ? 1.f : 0.f};
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for (std::size_t i = 0; i < 4; ++i)
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const OutdoorScene scene = requested_scene_.load(std::memory_order_relaxed);
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if (scene != active_scene_) {
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active_scene_ = scene;
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switch (scene) {
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case OutdoorScene::Dry:
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late_reverb_.set_decay_times(.20f, .12f, .06f);
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break;
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case OutdoorScene::Field:
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late_reverb_.set_decay_times(.28f, .17f, .08f);
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break;
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case OutdoorScene::Wall:
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late_reverb_.set_decay_times(.75f, .45f, .22f);
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break;
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case OutdoorScene::Woodland:
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late_reverb_.set_decay_times(.42f, .22f, .09f);
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break;
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case OutdoorScene::Tunnel:
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late_reverb_.set_decay_times(1.8f, 1.35f, .75f);
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break;
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}
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}
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const bool wet = scene != OutdoorScene::Dry;
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const std::array<float, 5> target{1, wet && scene != OutdoorScene::Tunnel ? 1.f : 0.f,
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scene == OutdoorScene::Wall ? 1.f : 0.f,
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scene == OutdoorScene::Woodland ? 1.f : 0.f,
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scene == OutdoorScene::Tunnel ? 1.f : 0.f};
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for (std::size_t i = 0; i < weights_.size(); ++i)
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weights_[i] += (target[i] - weights_[i]) * scene_alpha_;
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const float target_tail =
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scene_ == OutdoorScene::Wall
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? .14f
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: (scene_ == OutdoorScene::Woodland ? .25f : (scene_ == OutdoorScene::Field ? .025f : 0));
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// Keep the diffuse tail present between sharp events; the prior mix values
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// made it perceptible mainly after large transients.
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const float target_tail = scene == OutdoorScene::Wall ? .75f
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: scene == OutdoorScene::Woodland ? 1.0f
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: scene == OutdoorScene::Tunnel ? 1.15f
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: scene == OutdoorScene::Field ? .30f : 0.f;
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tail_mix_ += (target_tail - tail_mix_) * scene_alpha_;
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last_dry_ = {};
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last_raw_ = {};
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const auto a = render(emitters_[0], intake, last_dry_, last_raw_);
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const auto b = render(emitters_[1], exhaust, last_dry_, last_raw_);
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const auto c = config_.dual_exhaust ? render(emitters_[2], second_exhaust, last_dry_, last_raw_) : AudioFrame{};
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const auto tail = diffuse((last_dry_.left + last_dry_.right) * .5f);
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const auto c = config_.dual_exhaust
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? render(emitters_[2], second_exhaust, last_dry_, last_raw_)
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: AudioFrame{};
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const auto tail = late_reverb_.process_stereo((last_dry_.left + last_dry_.right) * .5f);
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return {a.left + b.left + c.left + tail.left * tail_mix_, a.right + b.right + c.right + tail.right * tail_mix_};
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}
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} // namespace fluidsim::port
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