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>Syntax</H2> 16<dl><dd><pre class="construction"> 17#include <revolution.h> 18#include <revolution/axfx.h> 19 20/*----------------------------------------------* 21 For mono, stereo, surround 22 *----------------------------------------------*/ 23 24typedef struct AXFX_BUS 25{ 26 s32 *left; 27 s32 *right; 28 s32 *surround; 29 30} AXFX_BUS; 31 32typedef struct AXFX_REVERBSTD_EXP 33{ 34 // do not touch these! 35 f32 *earlyLine[3]; 36 37 (omitted) 38 39 u32 active; 40 41 // user parameters 42 u32 earlyMode; // early reflection mode 43 f32 preDelayTimeMax; // pre-delay max time of fused reverb (sec) 44 f32 preDelayTime; // pre-delay time of fused reverb (sec) 45 u32 fusedMode; // fused reverb mode 46 f32 fusedTime; // fused reverb time (sec) 47 f32 coloration; // coloration of all-pass filter (0.f - 1.f) 48 f32 damping; // damping of timbre (0.f - 1.f) 49 f32 earlyGain; // output gain of early reflection (0.f - 1.f) 50 f32 fusedGain; // output gain of fused reverb (0.f - 1.f) 51 52 AXFX_BUS *busIn; 53 AXFX_BUS *busOut; 54 f32 outGain; 55 f32 sendGain; 56 57} AXFX_REVERBSTD_EXP; 58 59/*----------------------------------------------* 60 For Dolby Pro Logic II 61 *----------------------------------------------*/ 62 63typedef struct AXFX_BUS_DPL2 64{ 65 s32 *L; 66 s32 *R; 67 s32 *Ls; 68 s32 *Rs; 69 70} AXFX_BUS_DPL2; 71 72typedef struct AXFX_REVERBSTD_EXP_DPL2 73{ 74 // do not touch these! 75 f32 *earlyLine[4]; 76 77 (omitted) 78 79 u32 active; 80 81 // user parameters 82 u32 earlyMode; // early reflection mode 83 f32 preDelayTimeMax;// pre-delay max time of fused reverb(sec) 84 f32 preDelayTime; // pre-delay time of fused reverb (sec) 85 u32 fusedMode; // fused reverb mode 86 f32 fusedTime; // fused reverb time (sec) 87 f32 coloration; // coloration of all-pass filter (0.f-1.f) 88 f32 damping; // damping of timbre (0.f-1.f) 89 f32 earlyGain; // output gain of early reflection(0.f-1.f) 90 f32 fusedGain; // output gain of fused reverb (0.f-1.f) 91 92 AXFX_BUS_DPL2 *busIn; 93 AXFX_BUS_DPL2 *busOut; 94 f32 outGain; 95 f32 sendGain; 96 97} AXFX_REVERBSTD_EXP_DPL2; 98</pre></dd></dl> 99 100<h2>Elements</h2> 101<TABLE class="arguments" border="1" > 102 <tr> 103<TH><CODE><STRONG><EM>earlyMode</EM></STRONG></CODE></TH> 104<TD>Mode of the initial reflected sound (Early Reflection). The modes that can be specified are listed below. 105 <TABLE class="arguments" border="1" > 106 <TR> 107<TH>AXFX_REVERBSTD_EXP_EARLY_MODE_5MS</TH> 108<TD>The initial reflection arrives after an approximately 5-millisecond delay. Subsequently, the sound arrives at intervals of approximately 5 milliseconds.</TD> 109 </TR> 110 <TR> 111<TH>AXFX_REVERBSTD_EXP_EARLY_MODE_10MS</TH> 112<TD>The initial reflection arrives after an approximately 10-millisecond delay. Subsequently, the sound arrives at intervals of approximately 10 milliseconds.</TD> 113 </TR> 114 <TR> 115<TH>AXFX_REVERBSTD_EXP_EARLY_MODE_15MS</TH> 116<TD>The initial reflection arrives after an approximately 15-millisecond delay. Subsequently, the sound arrives at intervals of approximately 15 milliseconds.</TD> 117 </TR> 118 <TR> 119<TH>AXFX_REVERBSTD_EXP_EARLY_MODE_20MS</TH> 120<TD>The initial reflection arrives after an approximately 20-millisecond delay. Subsequently, the sound arrives at intervals of approximately 20 milliseconds.</TD> 121 </TR> 122 <TR> 123<TH>AXFX_REVERBSTD_EXP_EARLY_MODE_25MS</TH> 124<TD>The initial reflection arrives after an approximately 25-millisecond delay. Subsequently, the sound arrives at intervals of approximately 25 milliseconds.</TD> 125 </TR> 126 <TR> 127<TH>AXFX_REVERBSTD_EXP_EARLY_MODE_30MS</TH> 128<TD>The initial reflection arrives after an approximately 30-millisecond delay. Subsequently, the sound arrives at intervals of approximately 30 milliseconds.</TD> 129 </TR> 130 <TR> 131<TH>AXFX_REVERBSTD_EXP_EARLY_MODE_35MS</TH> 132<TD>The initial reflection arrives after an approximately 35-millisecond delay. Subsequently, the sound arrives at intervals of approximately 35 milliseconds.</TD> 133 </TR> 134 <TR> 135<TH>AXFX_REVERBSTD_EXP_EARLY_MODE_40MS</TH> 136<TD>The initial reflection arrives after an approximately 40-millisecond delay. Subsequently, the sound arrives at intervals of approximately 40 milliseconds.</TD> 137 </TR> 138 </TABLE> 139 </TD> 140 </tr> 141 <tr> 142<TH><CODE><STRONG><EM>preDelayTimeMax</EM></STRONG></CODE></TH> 143<TD>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<TH><CODE><STRONG><EM>preDelayTime</EM></STRONG></CODE></TH> 147<TD>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<TH><CODE><STRONG><EM>fusedMode</EM></STRONG></CODE></TH> 151<TD>Mode for the end of reverberation. The modes that can be specified are listed below. 152 <TABLE class="arguments" border="1" > 153 <TR> 154<TH>AXFX_REVERBSTD_EXP_FUSED_MODE_OLD_AXFX</TH> 155<TD>The old AXFX Reverb mode.</TD> 156 </TR> 157 <TR> 158<TH>AXFX_REVERBSTD_EXP_FUSED_MODE_METAL_TANK</TH> 159<TD>Gives the feel of a small, metal-walled space. The reverberating echoes interfere with each other, and the flange effect generates some high frequencies.</TD> 160 </TR> 161 <TR> 162<TH>AXFX_REVERBSTD_EXP_FUSED_MODE_SMALL_ROOM</TH> 163<TD>A suitable mode for simulating a small room (about 10x10m).</TD> 164 </TR> 165 <TR> 166<TH>AXFX_REVERBSTD_EXP_FUSED_MODE_LARGE_ROOM</TH> 167<TD>A suitable mode for simulating a large room (on the scale of a large conference room).</TD> 168 </TR> 169 <TR> 170<TH>AXFX_REVERBSTD_EXP_FUSED_MODE_HALL</TH> 171<TD>A suitable mode for simulating concert halls.</TD> 172 </TR> 173 <TR> 174<TH>AXFX_REVERBSTD_EXP_FUSED_MODE_CAVERNOUS</TH> 175<TD>A suitable mode for simulating caves.</TD> 176 </TR> 177 </TABLE> 178 </TD> 179 </tr> 180 <tr> 181<TH><CODE><STRONG><EM>fusedTime</EM></STRONG></CODE></TH> 182<TD>The reverberation time for the end of reverberation. Specify a value of 0.0 or greater (units of sec).</TD> 183 </tr> 184 <tr> 185<TH><CODE><STRONG><EM>coloration</EM></STRONG></CODE></TH> 186<TD>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. In the opposite way, as this value increases the reverberation becomes more dense, but waveform interference may cause the high frequencies to stand out.</TD> 187 </tr> 188 <tr> 189<TH><CODE><STRONG><EM>damping</EM></STRONG></CODE></TH> 190<TD>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. In the opposite way, as this value approaches 1.0, the high-frequency portion of the signal is passed with less attenuation, and reverb becomes less noticeable.</TD> 191 </tr> 192 <tr> 193<TH><CODE><STRONG><EM>earlyGain</EM></STRONG></CODE></TH> 194<TD>Mix gain of the initial reflected sound. Specify a value as 0.0 <= <EM>value</EM> <= 1.0.</TD> 195 </tr> 196 <tr> 197<TH><CODE><STRONG><EM>fusedGain</EM></STRONG></CODE></TH> 198<TD>Mix gain for the end of reverberation. Specify a value as 0.0 <= <EM>value</EM> <= 1.0.</TD> 199 </tr> 200 <tr> 201<TH><STRONG><CODE><EM>busIn</EM></CODE></STRONG></TH> 202<TD>Specifies the input buffer for effect bus sends.</TD> 203 </tr> 204 <tr> 205<TH><STRONG><CODE><EM>busOut</EM></CODE></STRONG></TH> 206<TD>Specifies the output buffer for effect bus sends.</TD> 207 </tr> 208 <tr> 209<TH><CODE><STRONG><EM>outGain</EM></STRONG></CODE></TH> 210<TD>Output gain. Specify a value as 0.0 <= <EM>value</EM> <= 1.0.</TD> 211 </tr> 212 <tr> 213<TH><STRONG><CODE><EM>sendGain</EM></CODE></STRONG></TH> 214<TD>Send gain to the next-level effect bus. Specify a value as 0.0 <= <EM>value</EM> <= 1.0.</TD> 215 </tr> 216</TABLE> 217 218<H2>Description</H2> 219<P>When using the Standard Reverb Expansion, you must assign appropriate values to the various 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> 220 221<H2>See Also</H2> 222<P class="reference"> 223</P> 224 225<H2>Revision History</H2> 226<P> 2272007/08/07 Initial version.<br> 228</P> 229 230<hr><p>CONFIDENTIAL</p></body> 231</HTML> 232