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19:58:14
SAL9000
"Collision Rate/Material"?
19:58:31
shinmera
That's illustrating how the parameters are changed
19:58:53
SAL9000
I suspect that one's a gain block.
19:59:04
SAL9000
i.e. "how much does that surface deaden sound reflections?"
19:59:50
SAL9000
Delay -> Gain -> Low-Pass Filter -> All-Pass Filter
20:00:05
SAL9000
(tbh I still don't grok what all-pass means and why one wants it)
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?
20:01:15
SAL9000
more rays = louder, stronger deadening = quieter, thus the division
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.
20:07:02
SAL9000
aha, so APF basically rotates the phase of the signal w/o changing the amplitude
20:07:44
shinmera
kinda. I'm still struggling to get my head around the concept of 'phase' for PCM.