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authorChris Robinson <[email protected]>2022-03-01 15:38:04 -0800
committerChris Robinson <[email protected]>2022-03-01 15:38:04 -0800
commitfbac67a6a0f297ca69c9b61da85e90f5c13663ae (patch)
treeeb8ddca54554b2b2e3df855b0cb5fb9343e0e702 /core
parentd86f1ab4768ce9fdb3480a9d2a81d8f8e9293e0e (diff)
Rework the initial reverb decay
The idea here is that the initial reverb decay can't become less than the dry path distance attenuation, as the dry attenuation represents the audio that has not yet had a chance to start reflecting in the environment. As well, the reference distance indicates where there is no distance attenuation, with any initial attenuation set by the environment itself. So what we do is use the dry path attenuation as the baseline for what's mixed to the reverb, with the decay rate indicating how much of the remaining room (non-direct) energy attenuates with distance. This may be over-complicating it. Other sources hint at a more typical XdB per doubling of distance, with X varying depending on environment properties (room size, absorbancy, etc). This could be handled by applying a normal inverse distance attenuation model, with a rolloff factor generated from the reverb properties (density, decay rate, etc). Will need more testing and research.
Diffstat (limited to 'core')
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