AuroraOpenALSoft/OpenAL32/alEffect.c

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2007-12-18 01:20:11 +00:00
/**
* OpenAL cross platform audio library
* Copyright (C) 1999-2007 by authors.
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
* Or go to http://www.gnu.org/copyleft/lgpl.html
*/
#include "config.h"
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#include <stdlib.h>
#include <math.h>
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#include "AL/al.h"
#include "AL/alc.h"
#include "alMain.h"
#include "alEffect.h"
#include "alThunk.h"
#include "alError.h"
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ALboolean DisabledEffects[MAX_EFFECTS];
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static ALeffect *g_EffectList;
static ALuint g_EffectCount;
static void InitEffectParams(ALeffect *effect, ALenum type);
ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects)
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{
ALCcontext *Context;
ALsizei i;
Context = alcGetCurrentContext();
SuspendContext(Context);
if (n > 0)
{
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// Check that enough memory has been allocted in the 'effects' array for n Effects
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if (!IsBadWritePtr((void*)effects, n * sizeof(ALuint)))
{
ALeffect **list = &g_EffectList;
while(*list)
list = &(*list)->next;
i = 0;
while(i < n)
{
*list = calloc(1, sizeof(ALeffect));
if(!(*list))
{
// We must have run out or memory
alDeleteEffects(i, effects);
alSetError(AL_OUT_OF_MEMORY);
break;
}
effects[i] = (ALuint)ALTHUNK_ADDENTRY(*list);
(*list)->effect = effects[i];
InitEffectParams(*list, AL_EFFECT_NULL);
g_EffectCount++;
i++;
list = &(*list)->next;
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}
}
}
ProcessContext(Context);
}
ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, ALuint *effects)
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{
ALCcontext *Context;
ALeffect *ALEffect;
ALsizei i;
Context = alcGetCurrentContext();
SuspendContext(Context);
if (n >= 0)
{
// Check that all effects are valid
for (i = 0; i < n; i++)
{
if (!alIsEffect(effects[i]))
{
alSetError(AL_INVALID_NAME);
break;
}
}
if (i == n)
{
// All effects are valid
for (i = 0; i < n; i++)
{
// Recheck that the effect is valid, because there could be duplicated names
if (effects[i] && alIsEffect(effects[i]))
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{
ALeffect **list;
ALEffect = ((ALeffect*)ALTHUNK_LOOKUPENTRY(effects[i]));
// Remove Source from list of Sources
list = &g_EffectList;
while(*list && *list != ALEffect)
list = &(*list)->next;
if(*list)
*list = (*list)->next;
ALTHUNK_REMOVEENTRY(ALEffect->effect);
memset(ALEffect, 0, sizeof(ALeffect));
free(ALEffect);
g_EffectCount--;
}
}
}
}
else
alSetError(AL_INVALID_VALUE);
ProcessContext(Context);
}
ALboolean AL_APIENTRY alIsEffect(ALuint effect)
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{
ALCcontext *Context;
ALeffect **list;
Context = alcGetCurrentContext();
SuspendContext(Context);
list = &g_EffectList;
while(*list && (*list)->effect != effect)
list = &(*list)->next;
ProcessContext(Context);
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return ((*list || !effect) ? AL_TRUE : AL_FALSE);
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}
ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint iValue)
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{
ALCcontext *Context;
Context = alcGetCurrentContext();
SuspendContext(Context);
if (effect && alIsEffect(effect))
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{
ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect);
if(param == AL_EFFECT_TYPE)
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{
ALboolean isOk = (iValue == AL_EFFECT_NULL ||
(iValue == AL_EFFECT_EAXREVERB && !DisabledEffects[EAXREVERB]) ||
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(iValue == AL_EFFECT_REVERB && !DisabledEffects[REVERB]) ||
(iValue == AL_EFFECT_ECHO && !DisabledEffects[ECHO]));
if(isOk)
InitEffectParams(ALEffect, iValue);
else
alSetError(AL_INVALID_VALUE);
}
else if(ALEffect->type == AL_EFFECT_EAXREVERB)
{
switch(param)
{
case AL_EAXREVERB_DECAY_HFLIMIT:
if(iValue >= AL_EAXREVERB_MIN_DECAY_HFLIMIT &&
iValue <= AL_EAXREVERB_MAX_DECAY_HFLIMIT)
ALEffect->Reverb.DecayHFLimit = iValue;
else
alSetError(AL_INVALID_VALUE);
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else if(ALEffect->type == AL_EFFECT_REVERB)
{
switch(param)
{
case AL_REVERB_DECAY_HFLIMIT:
if(iValue >= AL_REVERB_MIN_DECAY_HFLIMIT &&
iValue <= AL_REVERB_MAX_DECAY_HFLIMIT)
ALEffect->Reverb.DecayHFLimit = iValue;
else
alSetError(AL_INVALID_VALUE);
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
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}
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else if(ALEffect->type == AL_EFFECT_ECHO)
{
switch(param)
{
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else
alSetError(AL_INVALID_ENUM);
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}
else
alSetError(AL_INVALID_NAME);
ProcessContext(Context);
}
ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, ALint *piValues)
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{
ALCcontext *Context;
Context = alcGetCurrentContext();
SuspendContext(Context);
if (effect && alIsEffect(effect))
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{
ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect);
if(param == AL_EFFECT_TYPE)
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{
alEffecti(effect, param, piValues[0]);
}
else if(ALEffect->type == AL_EFFECT_EAXREVERB)
{
switch(param)
{
case AL_EAXREVERB_DECAY_HFLIMIT:
alEffecti(effect, param, piValues[0]);
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else if(ALEffect->type == AL_EFFECT_REVERB)
{
switch(param)
{
case AL_REVERB_DECAY_HFLIMIT:
alEffecti(effect, param, piValues[0]);
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
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}
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else if(ALEffect->type == AL_EFFECT_ECHO)
{
switch(param)
{
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else
alSetError(AL_INVALID_ENUM);
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}
else
alSetError(AL_INVALID_NAME);
ProcessContext(Context);
}
ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat flValue)
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{
ALCcontext *Context;
Context = alcGetCurrentContext();
SuspendContext(Context);
if (effect && alIsEffect(effect))
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{
ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect);
if(ALEffect->type == AL_EFFECT_EAXREVERB)
{
switch(param)
{
case AL_EAXREVERB_DENSITY:
if(flValue >= AL_EAXREVERB_MIN_DENSITY &&
flValue <= AL_EAXREVERB_MAX_DENSITY)
ALEffect->Reverb.Density = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_DIFFUSION:
if(flValue >= AL_EAXREVERB_MIN_DIFFUSION &&
flValue <= AL_EAXREVERB_MAX_DIFFUSION)
ALEffect->Reverb.Diffusion = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_GAIN:
if(flValue >= AL_EAXREVERB_MIN_GAIN &&
flValue <= AL_EAXREVERB_MAX_GAIN)
ALEffect->Reverb.Gain = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_GAINHF:
if(flValue >= AL_EAXREVERB_MIN_GAINHF &&
flValue <= AL_EAXREVERB_MAX_GAIN)
ALEffect->Reverb.GainHF = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_GAINLF:
if(flValue >= AL_EAXREVERB_MIN_GAINLF &&
flValue <= AL_EAXREVERB_MAX_GAINLF)
ALEffect->Reverb.GainLF = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_DECAY_TIME:
if(flValue >= AL_EAXREVERB_MIN_DECAY_TIME &&
flValue <= AL_EAXREVERB_MAX_DECAY_TIME)
ALEffect->Reverb.DecayTime = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_DECAY_HFRATIO:
if(flValue >= AL_EAXREVERB_MIN_DECAY_HFRATIO &&
flValue <= AL_EAXREVERB_MAX_DECAY_HFRATIO)
ALEffect->Reverb.DecayHFRatio = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_DECAY_LFRATIO:
if(flValue >= AL_EAXREVERB_MIN_DECAY_LFRATIO &&
flValue <= AL_EAXREVERB_MAX_DECAY_LFRATIO)
ALEffect->Reverb.DecayLFRatio = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_REFLECTIONS_GAIN:
if(flValue >= AL_EAXREVERB_MIN_REFLECTIONS_GAIN &&
flValue <= AL_EAXREVERB_MAX_REFLECTIONS_GAIN)
ALEffect->Reverb.ReflectionsGain = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_REFLECTIONS_DELAY:
if(flValue >= AL_EAXREVERB_MIN_REFLECTIONS_DELAY &&
flValue <= AL_EAXREVERB_MAX_REFLECTIONS_DELAY)
ALEffect->Reverb.ReflectionsDelay = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_LATE_REVERB_GAIN:
if(flValue >= AL_EAXREVERB_MIN_LATE_REVERB_GAIN &&
flValue <= AL_EAXREVERB_MAX_LATE_REVERB_GAIN)
ALEffect->Reverb.LateReverbGain = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_LATE_REVERB_DELAY:
if(flValue >= AL_EAXREVERB_MIN_LATE_REVERB_DELAY &&
flValue <= AL_EAXREVERB_MAX_LATE_REVERB_DELAY)
ALEffect->Reverb.LateReverbDelay = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_AIR_ABSORPTION_GAINHF:
if(flValue >= AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF &&
flValue <= AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF)
ALEffect->Reverb.AirAbsorptionGainHF = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_ECHO_TIME:
if(flValue >= AL_EAXREVERB_MIN_ECHO_TIME &&
flValue <= AL_EAXREVERB_MAX_ECHO_TIME)
ALEffect->Reverb.EchoTime = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_ECHO_DEPTH:
if(flValue >= AL_EAXREVERB_MIN_ECHO_DEPTH &&
flValue <= AL_EAXREVERB_MAX_ECHO_DEPTH)
ALEffect->Reverb.EchoDepth = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_MODULATION_TIME:
if(flValue >= AL_EAXREVERB_MIN_MODULATION_TIME &&
flValue <= AL_EAXREVERB_MAX_MODULATION_TIME)
ALEffect->Reverb.ModulationTime = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_MODULATION_DEPTH:
if(flValue >= AL_EAXREVERB_MIN_MODULATION_DEPTH &&
flValue <= AL_EAXREVERB_MAX_MODULATION_DEPTH)
ALEffect->Reverb.ModulationDepth = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_HFREFERENCE:
if(flValue >= AL_EAXREVERB_MIN_HFREFERENCE &&
flValue <= AL_EAXREVERB_MAX_HFREFERENCE)
ALEffect->Reverb.HFReference = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_LFREFERENCE:
if(flValue >= AL_EAXREVERB_MIN_LFREFERENCE &&
flValue <= AL_EAXREVERB_MAX_LFREFERENCE)
ALEffect->Reverb.LFReference = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_ROOM_ROLLOFF_FACTOR:
if(flValue >= 0.0f && flValue <= 10.0f)
ALEffect->Reverb.RoomRolloffFactor = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else if(ALEffect->type == AL_EFFECT_REVERB)
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{
switch(param)
{
case AL_REVERB_DENSITY:
if(flValue >= AL_REVERB_MIN_DENSITY &&
flValue <= AL_REVERB_MAX_DENSITY)
ALEffect->Reverb.Density = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_REVERB_DIFFUSION:
if(flValue >= AL_REVERB_MIN_DIFFUSION &&
flValue <= AL_REVERB_MAX_DIFFUSION)
ALEffect->Reverb.Diffusion = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_REVERB_GAIN:
if(flValue >= AL_REVERB_MIN_GAIN &&
flValue <= AL_REVERB_MAX_GAIN)
ALEffect->Reverb.Gain = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_REVERB_GAINHF:
if(flValue >= AL_REVERB_MIN_GAINHF &&
flValue <= AL_REVERB_MAX_GAINHF)
ALEffect->Reverb.GainHF = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_REVERB_DECAY_TIME:
if(flValue >= AL_REVERB_MIN_DECAY_TIME &&
flValue <= AL_REVERB_MAX_DECAY_TIME)
ALEffect->Reverb.DecayTime = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_REVERB_DECAY_HFRATIO:
if(flValue >= AL_REVERB_MIN_DECAY_HFRATIO &&
flValue <= AL_REVERB_MAX_DECAY_HFRATIO)
ALEffect->Reverb.DecayHFRatio = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_REVERB_REFLECTIONS_GAIN:
if(flValue >= AL_REVERB_MIN_REFLECTIONS_GAIN &&
flValue <= AL_REVERB_MAX_REFLECTIONS_GAIN)
ALEffect->Reverb.ReflectionsGain = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_REVERB_REFLECTIONS_DELAY:
if(flValue >= AL_REVERB_MIN_REFLECTIONS_DELAY &&
flValue <= AL_REVERB_MAX_REFLECTIONS_DELAY)
ALEffect->Reverb.ReflectionsDelay = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_REVERB_LATE_REVERB_GAIN:
if(flValue >= AL_REVERB_MIN_LATE_REVERB_GAIN &&
flValue <= AL_REVERB_MAX_LATE_REVERB_GAIN)
ALEffect->Reverb.LateReverbGain = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_REVERB_LATE_REVERB_DELAY:
if(flValue >= AL_REVERB_MIN_LATE_REVERB_DELAY &&
flValue <= AL_REVERB_MAX_LATE_REVERB_DELAY)
ALEffect->Reverb.LateReverbDelay = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_REVERB_AIR_ABSORPTION_GAINHF:
if(flValue >= AL_REVERB_MIN_AIR_ABSORPTION_GAINHF &&
flValue <= AL_REVERB_MAX_AIR_ABSORPTION_GAINHF)
ALEffect->Reverb.AirAbsorptionGainHF = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_REVERB_ROOM_ROLLOFF_FACTOR:
if(flValue >= AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR &&
flValue <= AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR)
ALEffect->Reverb.RoomRolloffFactor = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
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}
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else if(ALEffect->type == AL_EFFECT_ECHO)
{
switch(param)
{
case AL_ECHO_DELAY:
if(flValue >= AL_ECHO_MIN_DELAY && flValue <= AL_ECHO_MAX_DELAY)
ALEffect->Echo.Delay = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_ECHO_LRDELAY:
if(flValue >= AL_ECHO_MIN_LRDELAY && flValue <= AL_ECHO_MAX_LRDELAY)
ALEffect->Echo.LRDelay = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_ECHO_DAMPING:
if(flValue >= AL_ECHO_MIN_DAMPING && flValue <= AL_ECHO_MAX_DAMPING)
ALEffect->Echo.Damping = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_ECHO_FEEDBACK:
if(flValue >= AL_ECHO_MIN_FEEDBACK && flValue <= AL_ECHO_MAX_FEEDBACK)
ALEffect->Echo.Feedback = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
case AL_ECHO_SPREAD:
if(flValue >= AL_ECHO_MIN_SPREAD && flValue <= AL_ECHO_MAX_SPREAD)
ALEffect->Echo.Spread = flValue;
else
alSetError(AL_INVALID_VALUE);
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else
alSetError(AL_INVALID_ENUM);
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}
else
alSetError(AL_INVALID_NAME);
ProcessContext(Context);
}
ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, ALfloat *pflValues)
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{
ALCcontext *Context;
Context = alcGetCurrentContext();
SuspendContext(Context);
if (effect && alIsEffect(effect))
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{
ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect);
if(ALEffect->type == AL_EFFECT_EAXREVERB)
{
switch(param)
{
case AL_EAXREVERB_DENSITY:
case AL_EAXREVERB_DIFFUSION:
case AL_EAXREVERB_GAIN:
case AL_EAXREVERB_GAINHF:
case AL_EAXREVERB_GAINLF:
case AL_EAXREVERB_DECAY_TIME:
case AL_EAXREVERB_DECAY_HFRATIO:
case AL_EAXREVERB_DECAY_LFRATIO:
case AL_EAXREVERB_REFLECTIONS_GAIN:
case AL_EAXREVERB_REFLECTIONS_DELAY:
case AL_EAXREVERB_LATE_REVERB_GAIN:
case AL_EAXREVERB_LATE_REVERB_DELAY:
case AL_EAXREVERB_AIR_ABSORPTION_GAINHF:
case AL_EAXREVERB_ECHO_TIME:
case AL_EAXREVERB_ECHO_DEPTH:
case AL_EAXREVERB_MODULATION_TIME:
case AL_EAXREVERB_MODULATION_DEPTH:
case AL_EAXREVERB_HFREFERENCE:
case AL_EAXREVERB_LFREFERENCE:
case AL_EAXREVERB_ROOM_ROLLOFF_FACTOR:
alEffectf(effect, param, pflValues[0]);
break;
case AL_EAXREVERB_REFLECTIONS_PAN:
if(!isnan(pflValues[0]) && !isnan(pflValues[1]) && !isnan(pflValues[2]))
{
ALEffect->Reverb.ReflectionsPan[0] = pflValues[0];
ALEffect->Reverb.ReflectionsPan[1] = pflValues[1];
ALEffect->Reverb.ReflectionsPan[2] = pflValues[2];
}
else
alSetError(AL_INVALID_VALUE);
break;
case AL_EAXREVERB_LATE_REVERB_PAN:
if(!isnan(pflValues[0]) && !isnan(pflValues[1]) && !isnan(pflValues[2]))
{
ALEffect->Reverb.LateReverbPan[0] = pflValues[0];
ALEffect->Reverb.LateReverbPan[1] = pflValues[1];
ALEffect->Reverb.LateReverbPan[2] = pflValues[2];
}
else
alSetError(AL_INVALID_VALUE);
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else if(ALEffect->type == AL_EFFECT_REVERB)
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{
switch(param)
{
case AL_REVERB_DENSITY:
case AL_REVERB_DIFFUSION:
case AL_REVERB_GAIN:
case AL_REVERB_GAINHF:
case AL_REVERB_DECAY_TIME:
case AL_REVERB_DECAY_HFRATIO:
case AL_REVERB_REFLECTIONS_GAIN:
case AL_REVERB_REFLECTIONS_DELAY:
case AL_REVERB_LATE_REVERB_GAIN:
case AL_REVERB_LATE_REVERB_DELAY:
case AL_REVERB_AIR_ABSORPTION_GAINHF:
case AL_REVERB_ROOM_ROLLOFF_FACTOR:
alEffectf(effect, param, pflValues[0]);
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
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}
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else if(ALEffect->type == AL_EFFECT_ECHO)
{
switch(param)
{
case AL_ECHO_DELAY:
case AL_ECHO_LRDELAY:
case AL_ECHO_DAMPING:
case AL_ECHO_FEEDBACK:
case AL_ECHO_SPREAD:
alEffectf(effect, param, pflValues[0]);
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else
alSetError(AL_INVALID_ENUM);
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}
else
alSetError(AL_INVALID_NAME);
ProcessContext(Context);
}
ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *piValue)
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{
ALCcontext *Context;
Context = alcGetCurrentContext();
SuspendContext(Context);
if (effect && alIsEffect(effect))
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{
ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect);
if(param == AL_EFFECT_TYPE)
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{
*piValue = ALEffect->type;
}
else if(ALEffect->type == AL_EFFECT_EAXREVERB)
{
switch(param)
{
case AL_EAXREVERB_DECAY_HFLIMIT:
*piValue = ALEffect->Reverb.DecayHFLimit;
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else if(ALEffect->type == AL_EFFECT_REVERB)
{
switch(param)
{
case AL_REVERB_DECAY_HFLIMIT:
*piValue = ALEffect->Reverb.DecayHFLimit;
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
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}
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else if(ALEffect->type == AL_EFFECT_ECHO)
{
switch(param)
{
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else
alSetError(AL_INVALID_ENUM);
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}
else
alSetError(AL_INVALID_NAME);
ProcessContext(Context);
}
ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *piValues)
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{
ALCcontext *Context;
Context = alcGetCurrentContext();
SuspendContext(Context);
if (effect && alIsEffect(effect))
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{
ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect);
if(param == AL_EFFECT_TYPE)
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{
alGetEffecti(effect, param, piValues);
}
else if(ALEffect->type == AL_EFFECT_EAXREVERB)
{
switch(param)
{
case AL_EAXREVERB_DECAY_HFLIMIT:
alGetEffecti(effect, param, piValues);
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else if(ALEffect->type == AL_EFFECT_REVERB)
{
switch(param)
{
case AL_REVERB_DECAY_HFLIMIT:
alGetEffecti(effect, param, piValues);
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
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}
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else if(ALEffect->type == AL_EFFECT_ECHO)
{
switch(param)
{
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else
alSetError(AL_INVALID_ENUM);
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}
else
alSetError(AL_INVALID_NAME);
ProcessContext(Context);
}
ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *pflValue)
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{
ALCcontext *Context;
Context = alcGetCurrentContext();
SuspendContext(Context);
if (effect && alIsEffect(effect))
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{
ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect);
if(ALEffect->type == AL_EFFECT_EAXREVERB)
{
switch(param)
{
case AL_EAXREVERB_DENSITY:
*pflValue = ALEffect->Reverb.Density;
break;
case AL_EAXREVERB_DIFFUSION:
*pflValue = ALEffect->Reverb.Diffusion;
break;
case AL_EAXREVERB_GAIN:
*pflValue = ALEffect->Reverb.Gain;
break;
case AL_EAXREVERB_GAINHF:
*pflValue = ALEffect->Reverb.GainHF;
break;
case AL_EAXREVERB_GAINLF:
*pflValue = ALEffect->Reverb.GainLF;
break;
case AL_EAXREVERB_DECAY_TIME:
*pflValue = ALEffect->Reverb.DecayTime;
break;
case AL_EAXREVERB_DECAY_HFRATIO:
*pflValue = ALEffect->Reverb.DecayHFRatio;
break;
case AL_EAXREVERB_DECAY_LFRATIO:
*pflValue = ALEffect->Reverb.DecayLFRatio;
break;
case AL_EAXREVERB_REFLECTIONS_GAIN:
*pflValue = ALEffect->Reverb.ReflectionsGain;
break;
case AL_EAXREVERB_REFLECTIONS_DELAY:
*pflValue = ALEffect->Reverb.ReflectionsDelay;
break;
case AL_EAXREVERB_LATE_REVERB_GAIN:
*pflValue = ALEffect->Reverb.LateReverbGain;
break;
case AL_EAXREVERB_LATE_REVERB_DELAY:
*pflValue = ALEffect->Reverb.LateReverbDelay;
break;
case AL_EAXREVERB_AIR_ABSORPTION_GAINHF:
*pflValue = ALEffect->Reverb.AirAbsorptionGainHF;
break;
case AL_EAXREVERB_ECHO_TIME:
*pflValue = ALEffect->Reverb.EchoTime;
break;
case AL_EAXREVERB_ECHO_DEPTH:
*pflValue = ALEffect->Reverb.EchoDepth;
break;
case AL_EAXREVERB_MODULATION_TIME:
*pflValue = ALEffect->Reverb.ModulationTime;
break;
case AL_EAXREVERB_MODULATION_DEPTH:
*pflValue = ALEffect->Reverb.ModulationDepth;
break;
case AL_EAXREVERB_HFREFERENCE:
*pflValue = ALEffect->Reverb.HFReference;
break;
case AL_EAXREVERB_LFREFERENCE:
*pflValue = ALEffect->Reverb.LFReference;
break;
case AL_EAXREVERB_ROOM_ROLLOFF_FACTOR:
*pflValue = ALEffect->Reverb.RoomRolloffFactor;
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else if(ALEffect->type == AL_EFFECT_REVERB)
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{
switch(param)
{
case AL_REVERB_DENSITY:
*pflValue = ALEffect->Reverb.Density;
break;
case AL_REVERB_DIFFUSION:
*pflValue = ALEffect->Reverb.Diffusion;
break;
case AL_REVERB_GAIN:
*pflValue = ALEffect->Reverb.Gain;
break;
case AL_REVERB_GAINHF:
*pflValue = ALEffect->Reverb.GainHF;
break;
case AL_REVERB_DECAY_TIME:
*pflValue = ALEffect->Reverb.DecayTime;
break;
case AL_REVERB_DECAY_HFRATIO:
*pflValue = ALEffect->Reverb.DecayHFRatio;
break;
case AL_REVERB_REFLECTIONS_GAIN:
*pflValue = ALEffect->Reverb.ReflectionsGain;
break;
case AL_REVERB_REFLECTIONS_DELAY:
*pflValue = ALEffect->Reverb.ReflectionsDelay;
break;
case AL_REVERB_LATE_REVERB_GAIN:
*pflValue = ALEffect->Reverb.LateReverbGain;
break;
case AL_REVERB_LATE_REVERB_DELAY:
*pflValue = ALEffect->Reverb.LateReverbDelay;
break;
case AL_REVERB_AIR_ABSORPTION_GAINHF:
*pflValue = ALEffect->Reverb.AirAbsorptionGainHF;
break;
case AL_REVERB_ROOM_ROLLOFF_FACTOR:
*pflValue = ALEffect->Reverb.RoomRolloffFactor;
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
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}
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else if(ALEffect->type == AL_EFFECT_ECHO)
{
switch(param)
{
case AL_ECHO_DELAY:
*pflValue = ALEffect->Echo.Delay;
break;
case AL_ECHO_LRDELAY:
*pflValue = ALEffect->Echo.LRDelay;
break;
case AL_ECHO_DAMPING:
*pflValue = ALEffect->Echo.Damping;
break;
case AL_ECHO_FEEDBACK:
*pflValue = ALEffect->Echo.Feedback;
break;
case AL_ECHO_SPREAD:
*pflValue = ALEffect->Echo.Spread;
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else
alSetError(AL_INVALID_ENUM);
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}
else
alSetError(AL_INVALID_NAME);
ProcessContext(Context);
}
ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *pflValues)
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{
ALCcontext *Context;
Context = alcGetCurrentContext();
SuspendContext(Context);
if (effect && alIsEffect(effect))
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{
ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect);
if(ALEffect->type == AL_EFFECT_EAXREVERB)
{
switch(param)
{
case AL_EAXREVERB_DENSITY:
case AL_EAXREVERB_DIFFUSION:
case AL_EAXREVERB_GAIN:
case AL_EAXREVERB_GAINHF:
case AL_EAXREVERB_GAINLF:
case AL_EAXREVERB_DECAY_TIME:
case AL_EAXREVERB_DECAY_HFRATIO:
case AL_EAXREVERB_DECAY_LFRATIO:
case AL_EAXREVERB_REFLECTIONS_GAIN:
case AL_EAXREVERB_REFLECTIONS_DELAY:
case AL_EAXREVERB_LATE_REVERB_GAIN:
case AL_EAXREVERB_LATE_REVERB_DELAY:
case AL_EAXREVERB_AIR_ABSORPTION_GAINHF:
case AL_EAXREVERB_ECHO_TIME:
case AL_EAXREVERB_ECHO_DEPTH:
case AL_EAXREVERB_MODULATION_TIME:
case AL_EAXREVERB_MODULATION_DEPTH:
case AL_EAXREVERB_HFREFERENCE:
case AL_EAXREVERB_LFREFERENCE:
case AL_EAXREVERB_ROOM_ROLLOFF_FACTOR:
alGetEffectf(effect, param, pflValues);
break;
case AL_EAXREVERB_REFLECTIONS_PAN:
pflValues[0] = ALEffect->Reverb.ReflectionsPan[0];
pflValues[1] = ALEffect->Reverb.ReflectionsPan[1];
pflValues[2] = ALEffect->Reverb.ReflectionsPan[2];
break;
case AL_EAXREVERB_LATE_REVERB_PAN:
pflValues[0] = ALEffect->Reverb.LateReverbPan[0];
pflValues[1] = ALEffect->Reverb.LateReverbPan[1];
pflValues[2] = ALEffect->Reverb.LateReverbPan[2];
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else if(ALEffect->type == AL_EFFECT_REVERB)
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{
switch(param)
{
case AL_REVERB_DENSITY:
case AL_REVERB_DIFFUSION:
case AL_REVERB_GAIN:
case AL_REVERB_GAINHF:
case AL_REVERB_DECAY_TIME:
case AL_REVERB_DECAY_HFRATIO:
case AL_REVERB_REFLECTIONS_GAIN:
case AL_REVERB_REFLECTIONS_DELAY:
case AL_REVERB_LATE_REVERB_GAIN:
case AL_REVERB_LATE_REVERB_DELAY:
case AL_REVERB_AIR_ABSORPTION_GAINHF:
case AL_REVERB_ROOM_ROLLOFF_FACTOR:
alGetEffectf(effect, param, pflValues);
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
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}
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else if(ALEffect->type == AL_EFFECT_ECHO)
{
switch(param)
{
case AL_ECHO_DELAY:
case AL_ECHO_LRDELAY:
case AL_ECHO_DAMPING:
case AL_ECHO_FEEDBACK:
case AL_ECHO_SPREAD:
alGetEffectf(effect, param, pflValues);
break;
default:
alSetError(AL_INVALID_ENUM);
break;
}
}
else
alSetError(AL_INVALID_ENUM);
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}
else
alSetError(AL_INVALID_NAME);
ProcessContext(Context);
}
ALvoid ReleaseALEffects(ALvoid)
{
#ifdef _DEBUG
if(g_EffectCount > 0)
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AL_PRINT("exit(): deleting %d Effect(s)\n", g_EffectCount);
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#endif
while(g_EffectList)
{
ALeffect *temp = g_EffectList;
g_EffectList = g_EffectList->next;
// Release effect structure
memset(temp, 0, sizeof(ALeffect));
free(temp);
}
g_EffectCount = 0;
}
static void InitEffectParams(ALeffect *effect, ALenum type)
{
effect->type = type;
switch(type)
{
/* NOTE: Standard reverb and EAX reverb use the same defaults for the
* shared parameters, and EAX's additional parameters default to
* values assumed by standard reverb.
*/
case AL_EFFECT_EAXREVERB:
case AL_EFFECT_REVERB:
effect->Reverb.Density = AL_EAXREVERB_DEFAULT_DENSITY;
effect->Reverb.Diffusion = AL_EAXREVERB_DEFAULT_DIFFUSION;
effect->Reverb.Gain = AL_EAXREVERB_DEFAULT_GAIN;
effect->Reverb.GainHF = AL_EAXREVERB_DEFAULT_GAINHF;
effect->Reverb.GainLF = AL_EAXREVERB_DEFAULT_GAINLF;
effect->Reverb.DecayTime = AL_EAXREVERB_DEFAULT_DECAY_TIME;
effect->Reverb.DecayHFRatio = AL_EAXREVERB_DEFAULT_DECAY_HFRATIO;
effect->Reverb.DecayLFRatio = AL_EAXREVERB_DEFAULT_DECAY_LFRATIO;
effect->Reverb.ReflectionsGain = AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN;
effect->Reverb.ReflectionsDelay = AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY;
effect->Reverb.ReflectionsPan[0] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ;
effect->Reverb.ReflectionsPan[1] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ;
effect->Reverb.ReflectionsPan[2] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ;
effect->Reverb.LateReverbGain = AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN;
effect->Reverb.LateReverbDelay = AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY;
effect->Reverb.LateReverbPan[0] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ;
effect->Reverb.LateReverbPan[1] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ;
effect->Reverb.LateReverbPan[2] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ;
effect->Reverb.EchoTime = AL_EAXREVERB_DEFAULT_ECHO_TIME;
effect->Reverb.EchoDepth = AL_EAXREVERB_DEFAULT_ECHO_DEPTH;
effect->Reverb.ModulationTime = AL_EAXREVERB_DEFAULT_MODULATION_TIME;
effect->Reverb.ModulationDepth = AL_EAXREVERB_DEFAULT_MODULATION_DEPTH;
effect->Reverb.AirAbsorptionGainHF = AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF;
effect->Reverb.HFReference = AL_EAXREVERB_DEFAULT_HFREFERENCE;
effect->Reverb.LFReference = AL_EAXREVERB_DEFAULT_LFREFERENCE;
effect->Reverb.RoomRolloffFactor = AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR;
effect->Reverb.DecayHFLimit = AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT;
break;
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case AL_EFFECT_ECHO:
effect->Echo.Delay = AL_ECHO_DEFAULT_DELAY;
effect->Echo.LRDelay = AL_ECHO_DEFAULT_LRDELAY;
effect->Echo.Damping = AL_ECHO_DEFAULT_DAMPING;
effect->Echo.Feedback = AL_ECHO_DEFAULT_FEEDBACK;
effect->Echo.Spread = AL_ECHO_DEFAULT_SPREAD;
break;
}
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}