1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html> 3 4<head> 5<LINK rel="stylesheet" type="text/css" href="../../CSS/revolution.css"> 6<TITLE>AXFX_REVERBHI_EXP/AXFX_REVERBHI_EXP_DPL2</TITLE> 7<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 8<META http-equiv="Content-Style-Type" content="text/css"> 9</head> 10 11<BODY> 12 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 <revolution.h> 19#include <revolution/axfx.h> 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 <= <EM>value</EM> <= <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 <= <EM>value</EM> <= 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 <= <EM>value</EM> <= 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 <= <EM>value</EM> <= 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 <= <EM>value</EM> <= 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 <= <EM>value</EM> <= 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 <= <EM>value</EM> <= 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 <= <EM>value</EM> <= 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> 223 224<hr><p>CONFIDENTIAL</p></body> 225</HTML> 226