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1 /**
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2 * OpenAL cross platform audio library
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3 * Copyright (C) 2009 by Chris Robinson.
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4 * This library is free software; you can redistribute it and/or
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5 * modify it under the terms of the GNU Library General Public
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6 * License as published by the Free Software Foundation; either
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7 * version 2 of the License, or (at your option) any later version.
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8 *
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9 * This library is distributed in the hope that it will be useful,
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10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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12 * Library General Public License for more details.
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13 *
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14 * You should have received a copy of the GNU Library General Public
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15 * License along with this library; if not, write to the
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16 * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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17 * Boston, MA 02111-1307, USA.
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18 * Or go to http://www.gnu.org/copyleft/lgpl.html
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19 */
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20
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21 #include "config.h"
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22
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23 #include <math.h>
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24 #include <stdlib.h>
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25
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26 #include "alMain.h"
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27 #include "alFilter.h"
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28 #include "alAuxEffectSlot.h"
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29 #include "alError.h"
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30 #include "alu.h"
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31
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32
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33 typedef struct ALechoState {
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34 // Must be first in all effects!
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35 ALeffectState state;
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36
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37 ALfloat *SampleBuffer;
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38 ALuint BufferLength;
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39
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40 // The echo is two tap. The delay is the number of samples from before the
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41 // current offset
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42 struct {
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43 ALuint delay;
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44 } Tap[2];
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45 ALuint Offset;
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46 // The LR gains for the first tap. The second tap uses the reverse
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47 ALfloat GainL;
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48 ALfloat GainR;
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49
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50 ALfloat FeedGain;
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51
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52 ALfloat Gain[MAXCHANNELS];
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53
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54 FILTER iirFilter;
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55 ALfloat history[2];
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56 } ALechoState;
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57
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58 static ALvoid EchoDestroy(ALeffectState *effect)
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59 {
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60 ALechoState *state = (ALechoState*)effect;
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61 if(state)
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62 {
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63 free(state->SampleBuffer);
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64 state->SampleBuffer = NULL;
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65 free(state);
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66 }
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67 }
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68
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69 static ALboolean EchoDeviceUpdate(ALeffectState *effect, ALCdevice *Device)
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70 {
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71 ALechoState *state = (ALechoState*)effect;
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72 ALuint maxlen, i;
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73
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74 // Use the next power of 2 for the buffer length, so the tap offsets can be
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75 // wrapped using a mask instead of a modulo
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76 maxlen = (ALuint)(AL_ECHO_MAX_DELAY * Device->Frequency) + 1;
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77 maxlen += (ALuint)(AL_ECHO_MAX_LRDELAY * Device->Frequency) + 1;
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78 maxlen = NextPowerOf2(maxlen);
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79
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80 if(maxlen != state->BufferLength)
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81 {
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82 void *temp;
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83
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84 temp = realloc(state->SampleBuffer, maxlen * sizeof(ALfloat));
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85 if(!temp)
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86 return AL_FALSE;
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87 state->SampleBuffer = temp;
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88 state->BufferLength = maxlen;
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89 }
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90 for(i = 0;i < state->BufferLength;i++)
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91 state->SampleBuffer[i] = 0.0f;
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92
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93 return AL_TRUE;
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94 }
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95
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96 static ALvoid EchoUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot)
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97 {
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98 ALechoState *state = (ALechoState*)effect;
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99 ALCdevice *Device = Context->Device;
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100 ALuint frequency = Device->Frequency;
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101 ALfloat lrpan, cw, g, gain;
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102 ALuint i;
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103
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104 state->Tap[0].delay = (ALuint)(Slot->effect.Params.Echo.Delay * frequency) + 1;
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105 state->Tap[1].delay = (ALuint)(Slot->effect.Params.Echo.LRDelay * frequency);
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106 state->Tap[1].delay += state->Tap[0].delay;
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107
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108 lrpan = Slot->effect.Params.Echo.Spread*0.5f + 0.5f;
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109 state->GainL = aluSqrt( lrpan);
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110 state->GainR = aluSqrt(1.0f-lrpan);
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111
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112 state->FeedGain = Slot->effect.Params.Echo.Feedback;
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113
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114 cw = cos(2.0*M_PI * LOWPASSFREQCUTOFF / frequency);
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115 g = 1.0f - Slot->effect.Params.Echo.Damping;
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116 state->iirFilter.coeff = lpCoeffCalc(g, cw);
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117
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118 gain = Slot->Gain;
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119 for(i = 0;i < MAXCHANNELS;i++)
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120 state->Gain[i] = 0.0f;
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121 for(i = 0;i < Device->NumChan;i++)
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122 {
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123 enum Channel chan = Device->Speaker2Chan[i];
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124 state->Gain[chan] = gain;
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125 }
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126 }
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127
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128 static ALvoid EchoProcess(ALeffectState *effect, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MAXCHANNELS])
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129 {
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130 ALechoState *state = (ALechoState*)effect;
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131 const ALuint mask = state->BufferLength-1;
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132 const ALuint tap1 = state->Tap[0].delay;
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133 const ALuint tap2 = state->Tap[1].delay;
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134 ALuint offset = state->Offset;
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135 ALfloat samp[2], smp;
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136 ALuint i;
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137 (void)Slot;
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138
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139 for(i = 0;i < SamplesToDo;i++,offset++)
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140 {
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141 // Sample first tap
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142 smp = state->SampleBuffer[(offset-tap1) & mask];
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143 samp[0] = smp * state->GainL;
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144 samp[1] = smp * state->GainR;
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145 // Sample second tap. Reverse LR panning
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146 smp = state->SampleBuffer[(offset-tap2) & mask];
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147 samp[0] += smp * state->GainR;
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148 samp[1] += smp * state->GainL;
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149
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150 // Apply damping and feedback gain to the second tap, and mix in the
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151 // new sample
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152 smp = lpFilter2P(&state->iirFilter, 0, smp+SamplesIn[i]);
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153 state->SampleBuffer[offset&mask] = smp * state->FeedGain;
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154
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155 SamplesOut[i][FRONT_LEFT] += state->Gain[FRONT_LEFT] * samp[0];
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156 SamplesOut[i][FRONT_RIGHT] += state->Gain[FRONT_RIGHT] * samp[1];
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157 SamplesOut[i][SIDE_LEFT] += state->Gain[SIDE_LEFT] * samp[0];
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158 SamplesOut[i][SIDE_RIGHT] += state->Gain[SIDE_RIGHT] * samp[1];
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159 SamplesOut[i][BACK_LEFT] += state->Gain[BACK_LEFT] * samp[0];
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160 SamplesOut[i][BACK_RIGHT] += state->Gain[BACK_RIGHT] * samp[1];
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161 }
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162 state->Offset = offset;
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163 }
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164
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165 ALeffectState *EchoCreate(void)
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166 {
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167 ALechoState *state;
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168
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169 state = malloc(sizeof(*state));
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170 if(!state)
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171 return NULL;
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172
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173 state->state.Destroy = EchoDestroy;
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174 state->state.DeviceUpdate = EchoDeviceUpdate;
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175 state->state.Update = EchoUpdate;
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176 state->state.Process = EchoProcess;
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177
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178 state->BufferLength = 0;
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179 state->SampleBuffer = NULL;
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180
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181 state->Tap[0].delay = 0;
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182 state->Tap[1].delay = 0;
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183 state->Offset = 0;
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184 state->GainL = 0.0f;
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185 state->GainR = 0.0f;
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186
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187 state->iirFilter.coeff = 0.0f;
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188 state->iirFilter.history[0] = 0.0f;
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189 state->iirFilter.history[1] = 0.0f;
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190
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191 return &state->state;
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192 }
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