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13<H1 align="left">AXFX_REVERBHI_EXP/AXFX_REVERBHI_EXP_DPL2</H1>
14
15<H2>C Specification</H2>
16<BLOCKQUOTE>
17<PRE><CODE>
18#include &lt;revolution.h&gt;
19#include &lt;revolution/axfx.h&gt;
20
21/*----------------------------------------------*
22  For mono, stereo, surround
23 *----------------------------------------------*/
24
25typedef struct AXFX_BUS
26{
27    s32       *left;
28    s32       *right;
29    s32       *surround;
30
31} AXFX_BUS;
32
33typedef struct AXFX_REVERBHI_EXP
34{
35    // do not touch these!
36    f32       *earlyLine[3];
37
38        (omitted)
39
40    u32        active;
41
42    // user parameters
43    u32        earlyMode;        // early reflection mode
44    f32        preDelayTimeMax;  // max of pre delay time of fused reverb (sec)
45    f32        preDelayTime;     // pre delay time of fused reverb (sec)
46    u32        fusedMode;        // fused reverb mode
47    f32        fusedTime;        // fused reverb time (sec)
48    f32        coloration;       // coloration of all-pass filter (0.f - 1.f)
49    f32        damping;          // damping of timbre  (0.f - 1.f)
50    f32        crosstalk;        // crosstalk of each channels
51    f32        earlyGain;        // output gain of early reflection (0.f - 1.f)
52    f32        fusedGain;        // output gain of fused reverb (0.f - 1.f)
53
54    AXFX_BUS  *busIn;
55    AXFX_BUS  *busOut;
56    f32        outGain;
57    f32        sendGain;
58
59} AXFX_REVERBHI_EXP;
60
61/*----------------------------------------------*
62  For Dolby Pro Logic II
63 *----------------------------------------------*/
64
65typedef struct AXFX_BUS_DPL2
66{
67    s32       *L;
68    s32       *R;
69    s32       *Ls;
70    s32       *Rs;
71
72} AXFX_BUS_DPL2;
73
74typedef struct AXFX_REVERBHI_EXP_DPL2
75{
76    // do not touch these!
77    f32       *earlyLine[4];
78
79        (omitted)
80
81    u32        active;
82
83    // user parameters
84    u32        earlyMode;        // early reflection mode
85    f32        preDelayTimeMax;  // pre-delay max time of fused reverb (sec)
86    f32        preDelayTime;     // pre-delay time of fused reverb (sec)
87    u32        fusedMode;        // fused reverb mode
88    f32        fusedTime;        // fused reverb time (sec)
89    f32        coloration;       // coloration of all-pass filter (0.f -1.f)
90    f32        damping;          // damping of timbre  (0.f -1.f)
91    f32        crosstalk;        // crosstalk of each channels
92    f32        earlyGain;        // output gain of early reflection (0.f -1.f)
93    f32        fusedGain;        // output gain of fused reverb (0.f -1.f)
94
95    AXFX_BUS_DPL2 *busIn;
96    AXFX_BUS_DPL2 *busOut;
97    f32        outGain;
98    f32        sendGain;
99
100} AXFX_REVERBHI_EXP_DPL2;
101</CODE></PRE>
102</BLOCKQUOTE>
103
104<H2>Description</H2>
105<P>When using the High-Quality Reverb Expansion, you must assign appropriate values to the following parameters of the <code>AXFX_REVERBHI_EXP</CODE> or <CODE>AXFX_REVERBHI_EXP_DPL2</code> structure. The <code>AXFX_REVERBHI_EXP</code> structure is used normally, and the <code>AXFX_REVERBHI_EXP_DPL2</code> structure is used with Dolby Pro Logic II.</P>
106
107<table border="1" >
108  <tbody>
109	<tr>
110	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>earlyMode</EM></STRONG></CODE></td>
111<td width="600">Mode of the initial reflected sound (Early Reflection). The modes that can be specified are listed below.
112
113<PRE>
114AXFX_REVERBHI_EXP_EARLY_MODE_5MS
115The initial reflection arrives after an approximately 5-millisecond delay. Subsequently, the sound arrives at intervals of approximately 5 milliseconds.
116
117AXFX_REVERBHI_EXP_EARLY_MODE_10MS
118The initial reflection arrives after an approximately 10-millisecond delay. Subsequently, the sound arrives at intervals of approximately 10 milliseconds.
119
120AXFX_REVERBHI_EXP_EARLY_MODE_15MS
121The initial reflection arrives after an approximately 15-millisecond delay. Subsequently, the sound arrives at intervals of approximately 15 milliseconds.
122
123AXFX_REVERBHI_EXP_EARLY_MODE_20MS
124The initial reflection arrives after an approximately 20-millisecond delay. Subsequently, the sound arrives at intervals of approximately 20 milliseconds.
125
126AXFX_REVERBHI_EXP_EARLY_MODE_25MS
127The initial reflection arrives after an approximately 25-millisecond delay. Subsequently, the sound arrives at intervals of approximately 25 milliseconds.
128
129AXFX_REVERBHI_EXP_EARLY_MODE_30MS
130The initial reflection arrives after an approximately 30-millisecond delay. Subsequently, the sound arrives at intervals of approximately 30 milliseconds.
131
132AXFX_REVERBHI_EXP_EARLY_MODE_35MS
133The initial reflection arrives after an approximately 35-millisecond delay. Subsequently, the sound arrives at intervals of approximately 35 milliseconds.
134
135AXFX_REVERBHI_EXP_EARLY_MODE_40MS
136The initial reflection arrives after an approximately 40-millisecond delay. Subsequently, the sound arrives at intervals of approximately 40 milliseconds.
137</PRE>
138
139      </td>
140	</tr>
141	<tr>
142	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>preDelayTimeMax</EM></STRONG></CODE></td>
143<td width="600">Maximum value of pre-delay for the end of reverberation (= maximum delay time until reflection begins). Specify a value of 0.0 or greater (units of sec). The memory to be used for pre-delay is allocated according to this value.</td>
144	</tr>
145	<tr>
146	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>preDelayTime</EM></STRONG></CODE></td>
147<td width="600">Pre-delay for the end of reverberation (= delay time until reverberation begins). Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= <CODE><STRONG><EM>preDelayTimeMax</EM></STRONG></CODE> (in sec).</td>
148	</tr>
149	<tr>
150	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>fusedMode</EM></STRONG></CODE></td>
151<td width="600">Mode for the end of reverberation. The modes that can be specified are listed below.
152
153<PRE>
154AXFX_REVERBHI_EXP_FUSED_MODE_OLD_AXFX
155The old AXFX Reverb mode.
156
157AXFX_REVERBHI_EXP_FUSED_MODE_METAL_TANK
158Gives the feel of a small, metal-walled space.
159The reverberating echoes interfere with each other, and the flange effect generates some high frequencies.
160
161AXFX_REVERBHI_EXP_FUSED_MODE_SMALL_ROOM
162A suitable mode for simulating a small room (about 10x10m).
163
164AXFX_REVERBHI_EXP_FUSED_MODE_LARGE_ROOM
165A suitable mode for simulating a large room (on the scale of a large conference room).
166
167AXFX_REVERBHI_EXP_FUSED_MODE_HALL
168A suitable mode for simulating concert halls.
169
170AXFX_REVERBHI_EXP_FUSED_MODE_CAVERNOUS
171A suitable mode for simulating caves.
172</PRE>
173
174      </td>
175	</tr>
176	<tr>
177	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>fusedTime</EM></STRONG></CODE></td>
178<td width="600">The reverberation time for the end of reverberation. Specify a value of 0.0 or greater (units of sec).</td>
179	</tr>
180	<tr>
181	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>coloration</EM></STRONG></CODE></td>
182<td width="600">Tunes the coefficients of the all-pass filter. Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= 1.0. This number is used to simulate the acoustic properties of sound-reflective walls. In general, the smaller this value becomes, the coarser the reverberation density. As this value increases, however, the reverberation becomes more dense, but waveform interference may cause the high frequencies to stand out.</td>
183	</tr>
184	<tr>
185	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>damping</EM></STRONG></CODE></td>
186<td width="600">Tunes the filter coefficient of the low-pass filter (LPF). Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= 1.0. As this value approaches 0.0, the signal's low-frequency portion becomes its main content, and reverb begins to stand out. As this value approaches 1.0, however, the high-frequency portion of the signal is passed with less attenuation, and reverb becomes less noticeable.</td>
187	</tr>
188	<tr>
189	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>crosstalk</EM></STRONG></CODE></td>
190<td width="600">Sets the amount of interaction between channels. Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= 1.0. If <CODE><STRONG><EM>crosstalk</EM></STRONG></CODE> is set to 0.0, the reverberation does not seep into other channels at all, and any interaction among the channels is eliminated. Specifying a value larger than 0.0 will cause the reverberation to affect other channels.</td>
191	</tr>
192	<tr>
193	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>earlyGain</EM></STRONG></CODE></td>
194<td width="600">Mix gain of the initial reflected sound. Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= 1.0.</td>
195	</tr>
196	<tr>
197	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>fusedGain</EM></STRONG></CODE></td>
198<td width="600">Mix gain for the end of reverberation. Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= 1.0.</td>
199	</tr>
200	<tr>
201	  <td width="120" align="center" bgcolor="#ffffe8"><STRONG><CODE><EM>busIn</EM></CODE></STRONG></td>
202<td width="480">Specifies the input buffer for effect bus sends.</td>
203	</tr>
204	<tr>
205	  <td width="120" align="center" bgcolor="#ffffe8"><STRONG><CODE><EM>busOut</EM></CODE></STRONG></td>
206<td width="480">Specifies the output buffer for effect bus sends.</td>
207	</tr>
208	<tr>
209	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>outGain</EM></STRONG></CODE></td>
210<td width="480">Output gain. Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= 1.0.</td>
211	</tr>
212	<tr>
213	  <td width="120" align="center" bgcolor="#ffffe8"><STRONG><CODE><EM>sendGain</EM></CODE></STRONG></td>
214<td width="480">Send gain to the next-level effect bus. Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= 1.0.</td>
215	</tr>
216 </tbody>
217</table>
218
219<H2>Revision History</H2>
220<P>
2212007/08/07 Initial version.<br>
222</P>
223
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