AXFX_REVERBHI/AXFX_REVERBHI_DPL2

Syntax

#include <cafe.h>
#include <cafe/axfx.h>

/*----------------------------------------------*
    For mono, stereo, surround
 *----------------------------------------------*/

typedef struct AXFX_REVERBHI
{
    // do not write to these
    AXFX_REVERBHI_EXP  reverbInner;
    
    // user parameters
    f32        coloration;
    f32        mix;
    f32        time;
    f32        damping;
    f32        preDelay;
    f32        crosstalk;

} AXFX_REVERBHI;

/*----------------------------------------------*
    For Dolby Pro Logic II
 *----------------------------------------------*/

typedef struct AXFX_REVERBHI_DPL2
{
    // do not write to these
    AXFX_REVERBHI_EXP_DPL2  reverbInner;
    
    // user parameters
    f32        coloration;
    f32        mix;
    f32        time;
    f32        damping;
    f32        preDelay;
    f32        crosstalk;

} AXFX_REVERBHI_DPL2;

Elements

coloration Tunes the coefficients of the all-pass filter. Specify a value as 0.0 <= value <= 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.
mix Output gain for reverb. Specify a value as 0.0 <= value <= 1.0.
time Time until reverb attenuates. Specify a value of 0.0 or greater (units of sec). Specifying 0.01 seconds for time can achieve simulation of an extremely small room. If time is set as 10.0 seconds, the simulation is that of a cathedral or stadium.
damping Tunes the filter coefficient of the low-pass filter (LPF). Specify a value as 0.0 <= value <= 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.
preDelay Time until reverb begins. Specify a value of 0.0 or greater (units of sec). When simulating a large room, specify a large value for preDelay. This increases the distance between the sound source and the sound-reflecting walls.
crosstalk Sets the amount of interaction between channels. Specify a value as 0.0 <= value <= 1.0. If crosstalk is set to 0.0, the reverberation does not seep into other channels, and any interaction among the channels is eliminated. If set to a value larger than 0.0, the reverberation will seep into other channels.
NOTE:
When Dolby Pro Logic II is selected for the output, sounds can seep between channels due to processing by the AX of the output received from the AXFX. This is true even when the value for crosstalk is set to 0 and, as far as the AXFX is concerned, there is no interaction between channels.

Description

When using High-Quality Reverb, assign appropriate values to the parameters of the AXFX_REVERBHI or AXFX_REVERBHI_DPL2 structure. In general, use the AXFX_REVERBHI structure. Use the AXFX_REVERBHI_DPL2 structure with Dolby Pro Logic II.

Revision History

2013/05/08 Automated cleanup pass.
2009/04/02 Added a note about using Dolby Pro Logic II to the explanation about crosstalk.
2007/08/08 Initial version.


CONFIDENTIAL