AuroraOpenALSoft/OpenAL32/Include/alAuxEffectSlot.h

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#ifndef _AL_AUXEFFECTSLOT_H_
#define _AL_AUXEFFECTSLOT_H_
#include "AL/al.h"
#include "alEffect.h"
#include "alFilter.h"
#ifdef __cplusplus
extern "C" {
#endif
#define AL_EFFECTSLOT_EFFECT 0x0001
#define AL_EFFECTSLOT_GAIN 0x0002
#define AL_EFFECTSLOT_AUXILIARY_SEND_AUTO 0x0003
#define AL_EFFECTSLOT_NULL 0x0000
typedef struct ALeffectState ALeffectState;
typedef struct ALeffectslot
{
ALeffect effect;
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ALfloat Gain;
ALboolean AuxSendAuto;
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ALeffectState *EffectState;
Implement AL_EFFECT_REVERB Here is a quick description of how the reverb effect works: +--->---+*(4) | V new sample +-----+---+---+ | |extra|ltr|ref| <- +*(1) +-----+---+---+ (3,5)*| |*(2) +-->| V out sample 1) Apply master reverb gain to incoming sample and place it at the head of the buffer. The master reverb gainhf was already applied when the source was initially mixed. 2) Copy the delayed reflection sample to an output sample and apply the reflection gain. 3) Apply the late reverb gain to the late reverb sample 4) Copy the end of the buffer, applying a decay gain and the decay hf ratio, and add to the late reverb. 5) Copy the late reverb sample, adding to the output sample. Then the head and sampling points are shifted forward, and done again for each new sample. The extra buffer length is determined by the Reverb Density property. A value of 0 gives a length of 0.1 seconds (long, with fairly distinct echos) , and 1 gives 0.075 seconds (short, indistinct echos). The decay gain is calculated such that after a number of loops to satisfy the Decay Time, a sample will be 1/32768th as powerful (virtually insignificant to the resulting output, and only getting further reduced). It is calculated as: DecayGain = pow(1.0f/32768.0f, 1.0/(DecayTime/ExtraLength)); Things to note: Reverb Diffusion is not currently handled, nor is Decay HF Limit. Decay HF Ratios above 1 probably give incorrect results. Also, this method likely sucks, but it's the best I can come up with before release. :)
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ALfloat WetBuffer[BUFFERSIZE];
ALuint refcount;
// Index to itself
ALuint effectslot;
struct ALeffectslot *next;
} ALeffectslot;
ALvoid AL_APIENTRY alGenAuxiliaryEffectSlots(ALsizei n, ALuint *effectslots);
ALvoid AL_APIENTRY alDeleteAuxiliaryEffectSlots(ALsizei n, ALuint *effectslots);
ALboolean AL_APIENTRY alIsAuxiliaryEffectSlot(ALuint effectslot);
ALvoid AL_APIENTRY alAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint iValue);
ALvoid AL_APIENTRY alAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, ALint *piValues);
ALvoid AL_APIENTRY alAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat flValue);
ALvoid AL_APIENTRY alAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, ALfloat *pflValues);
ALvoid AL_APIENTRY alGetAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint *piValue);
ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, ALint *piValues);
ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat *pflValue);
ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, ALfloat *pflValues);
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ALvoid ReleaseALAuxiliaryEffectSlots(ALCcontext *Context);
struct ALeffectState {
ALvoid (*Destroy)(ALeffectState *State);
ALvoid (*Update)(ALeffectState *State, ALCcontext *Context, const ALeffect *Effect);
ALvoid (*Process)(ALeffectState *State, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS]);
};
ALeffectState *EAXVerbCreate(void);
ALeffectState *VerbCreate(void);
ALeffectState *EchoCreate(void);
#define ALEffect_Destroy(a) ((a)->Destroy((a)))
#define ALEffect_Update(a,b,c) ((a)->Update((a),(b),(c)))
#define ALEffect_Process(a,b,c,d,e) ((a)->Process((a),(b),(c),(d),(e)))
#ifdef __cplusplus
}
#endif
#endif