tynet-lichat/shirakumo - IRC Chatlog
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19:49:03
shinmera
I'm also intending on adjusting the reverb parameters at runtime. Wonder if that's feasible, too.
19:50:34
SAL9000
if you apply volume adjustments at anything other than a zero-crossing point, you risk creating an audible discontinuity if the slew rate is high enough
19:51:26
SAL9000
delaying the input adjustments is "enough" for simple stuff like gain or eq -- not sure how to "de-zipper" something like a reverb, though.
19:52:03
shinmera
using something like https://www.musicdsp.org/en/latest/Filters/257-1-pole-lpf-for-smooth-parameter-changes.html
19:53:41
shinmera
I'm quite sure this implementation is overkill and I could get away with something much simpler.
19:54:26
shinmera
I want reverb that changes depending on how "tight" the environment is based on raycasts.
19:55:51
SAL9000
It's more suitable for a small set of environments (small space, large space, outdoors), but it could work if you generate new IR's based on raycast data?
19:56:24
SAL9000
Smoothing between different IR curves could be done as a crossfade between 2 different convolving filters
19:57:34
shinmera
The only thing i'm unsure about aside from the exact parameters is that one triangle thing in the diagram.
20:00:50
SAL9000
"Collision Rate / Material"... as in, the combination of "how many rays hit this surface" and "what kind of surface is it", perhaps?
20:02:00
shinmera
As for why all-pass, this article explains a bit https://www.earlevel.com/main/1997/01/19/a-bit-about-reverb/
20:03:09
shinmera
Anyway, I /am/ going to port that crazy reverb implementation, and will then prob do something custom for kandria.