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13<H1 align="left">AXFX_REVERBSTD_EXP/AXFX_REVERBSTD_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_REVERBSTD_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;  // pre-delay max 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        earlyGain;        // output gain of early reflection (0.f - 1.f)
51    f32        fusedGain;        // output gain of fused reverb (0.f - 1.f)
52
53    AXFX_BUS  *busIn;
54    AXFX_BUS  *busOut;
55    f32        outGain;
56    f32        sendGain;
57
58} AXFX_REVERBSTD_EXP;
59
60/*----------------------------------------------*
61  For Dolby Pro Logic II
62 *----------------------------------------------*/
63
64typedef struct AXFX_BUS_DPL2
65{
66    s32       *L;
67    s32       *R;
68    s32       *Ls;
69    s32       *Rs;
70
71} AXFX_BUS_DPL2;
72
73typedef struct AXFX_REVERBSTD_EXP_DPL2
74{
75    // do not touch these!
76    f32       *earlyLine[4];
77
78  (omitted)
79
80    u32        active;
81
82    // user parameters
83    u32        earlyMode;        // early reflection mode
84    f32        preDelayTimeMax;  // pre-delay max time of fused reverb (sec)
85    f32        preDelayTime;     // pre-delay time of fused reverb (sec)
86    u32        fusedMode;        // fused reverb mode
87    f32        fusedTime;        // fused reverb time (sec)
88    f32        coloration;       // coloration of all-pass filter (0.f -1.f)
89    f32        damping;          // damping of timbre  (0.f -1.f)
90    f32        earlyGain;        // output gain of early reflection (0.f -1.f)
91    f32        fusedGain;        // output gain of fused reverb (0.f -1.f)
92
93    AXFX_BUS_DPL2 *busIn;
94    AXFX_BUS_DPL2 *busOut;
95    f32        outGain;
96    f32        sendGain;
97
98} AXFX_REVERBSTD_EXP_DPL2;
99</CODE></PRE>
100</BLOCKQUOTE>
101
102<H2>Description</H2>
103<P>When using the Standard Reverb Expansion, you must assign appropriate values to the following parameters of the <code>AXFX_REVERBSTD_EXP</CODE> or <CODE>AXFX_REVERBSTD_EXP_DPL2</code> structure. Normally, <code>AXFX_REVERBSTD_EXP</code> structure is used; the <code>AXFX_REVERBSTD_EXP_DPL2</code> structure is used with Dolby Pro Logic II.</P>
104
105<table border="1" >
106  <tbody>
107	<tr>
108	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>earlyMode</EM></STRONG></CODE></td>
109<td width="600">Mode of the initial reflected sound (Early Reflection). The modes that can be specified are listed below.
110
111<PRE>
112AXFX_REVERBSTD_EXP_EARLY_MODE_5MS
113The initial reflection arrives after an approximately 5-millisecond delay. Subsequently, the sound arrives at intervals of approximately 5 milliseconds.
114
115AXFX_REVERBSTD_EXP_EARLY_MODE_10MS
116The initial reflection arrives after an approximately 10-millisecond delay. Subsequently, the sound arrives at intervals of approximately 10 milliseconds.
117
118AXFX_REVERBSTD_EXP_EARLY_MODE_15MS
119The initial reflection arrives after an approximately 15-millisecond delay. Subsequently, the sound arrives at intervals of approximately 15 milliseconds.
120
121AXFX_REVERBSTD_EXP_EARLY_MODE_20MS
122The initial reflection arrives after an approximately 20-millisecond delay. Subsequently, the sound arrives at intervals of approximately 20 milliseconds.
123
124AXFX_REVERBSTD_EXP_EARLY_MODE_25MS
125The initial reflection arrives after an approximately 25-millisecond delay. Subsequently, the sound arrives at intervals of approximately 25 milliseconds.
126
127AXFX_REVERBSTD_EXP_EARLY_MODE_30MS
128The initial reflection arrives after an approximately 30-millisecond delay. Subsequently, the sound arrives at intervals of approximately 30 milliseconds.
129
130AXFX_REVERBSTD_EXP_EARLY_MODE_35MS
131The initial reflection arrives after an approximately 35-millisecond delay. Subsequently, the sound arrives at intervals of approximately 35 milliseconds.
132
133AXFX_REVERBSTD_EXP_EARLY_MODE_40MS
134The initial reflection arrives after an approximately 40-millisecond delay. Subsequently, the sound arrives at intervals of approximately 40 milliseconds.
135</PRE>
136
137      </td>
138	</tr>
139	<tr>
140	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>preDelayTimeMax</EM></STRONG></CODE></td>
141<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>
142	</tr>
143	<tr>
144	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>preDelayTime</EM></STRONG></CODE></td>
145<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>
146	</tr>
147	<tr>
148	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>fusedMode</EM></STRONG></CODE></td>
149<td width="600">Mode for the end of reverberation. The modes that can be specified are listed below.
150
151<PRE>
152AXFX_REVERBSTD_EXP_FUSED_MODE_OLD_AXFX
153The old AXFX Reverb mode.
154
155AXFX_REVERBSTD_EXP_FUSED_MODE_METAL_TANK
156Gives the feel of a small, metal-walled space.
157The reverberating echoes interfere with each other, and the flange effect generates some high frequencies.
158
159AXFX_REVERBSTD_EXP_FUSED_MODE_SMALL_ROOM
160A suitable mode for simulating a small room (about 10x10m).
161
162AXFX_REVERBSTD_EXP_FUSED_MODE_LARGE_ROOM
163A suitable mode for simulating a large room (on the scale of a large conference room).
164
165AXFX_REVERBSTD_EXP_FUSED_MODE_HALL
166A suitable mode for simulating concert halls.
167
168AXFX_REVERBSTD_EXP_FUSED_MODE_CAVERNOUS
169A suitable mode for simulating caves.
170</PRE>
171
172      </td>
173	</tr>
174	<tr>
175	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>fusedTime</EM></STRONG></CODE></td>
176<td width="600">The reverberation time for the end of reverberation. Specify a value of 0.0 or greater (units of sec).</td>
177	</tr>
178	<tr>
179	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>coloration</EM></STRONG></CODE></td>
180<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>
181	</tr>
182	<tr>
183	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>damping</EM></STRONG></CODE></td>
184<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>
185	</tr>
186	<tr>
187	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>earlyGain</EM></STRONG></CODE></td>
188<td width="600">Mix gain of the initial reflected sound. Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= 1.0.</td>
189	</tr>
190	<tr>
191	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>fusedGain</EM></STRONG></CODE></td>
192<td width="600">Mix gain for the end of reverberation. Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= 1.0.</td>
193	</tr>
194	<tr>
195	  <td width="120" align="center" bgcolor="#ffffe8"><STRONG><CODE><EM>busIn</EM></CODE></STRONG></td>
196<td width="600">Specifies the input buffer for effect bus sends.</td>
197	</tr>
198	<tr>
199	  <td width="120" align="center" bgcolor="#ffffe8"><STRONG><CODE><EM>busOut</EM></CODE></STRONG></td>
200<td width="600">Specifies the output buffer for effect bus sends.</td>
201	</tr>
202	<tr>
203	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>outGain</EM></STRONG></CODE></td>
204<td width="600">Output gain. Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= 1.0.</td>
205	</tr>
206	<tr>
207	  <td width="120" align="center" bgcolor="#ffffe8"><STRONG><CODE><EM>sendGain</EM></CODE></STRONG></td>
208<td width="600">Send gain to the next-level effect bus. Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= 1.0.</td>
209	</tr>
210  </tbody>
211</table>
212
213<H2>Revision History</H2>
214<P>
2152007/08/07 Initial version.<br>
216</P>
217
218<hr><p>CONFIDENTIAL</p></body>
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