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_REVERBSTD_EXP/AXFX_REVERBSTD_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_REVERBSTD_EXP/AXFX_REVERBSTD_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_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 <= <EM>value</EM> <= <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 <= <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> 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 <= <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> 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 <= <EM>value</EM> <= 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 <= <EM>value</EM> <= 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 <= <EM>value</EM> <= 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 <= <EM>value</EM> <= 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> 219</HTML> 220