2007-12-18 01:43:19 +00:00
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#ifndef _AL_AUXEFFECTSLOT_H_
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#define _AL_AUXEFFECTSLOT_H_
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#include "AL/al.h"
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2008-07-26 02:31:12 +00:00
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#include "alEffect.h"
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#include "alFilter.h"
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2007-12-18 01:43:19 +00:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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2009-05-29 20:30:50 +00:00
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typedef struct ALeffectState ALeffectState;
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2008-01-16 00:01:27 +00:00
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typedef struct ALeffectslot
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2007-12-18 01:43:19 +00:00
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{
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2007-12-18 22:22:59 +00:00
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ALeffect effect;
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2007-12-18 23:47:24 +00:00
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ALfloat Gain;
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2007-12-19 01:41:44 +00:00
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ALboolean AuxSendAuto;
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2007-12-18 23:47:24 +00:00
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2009-05-29 20:30:50 +00:00
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ALeffectState *EffectState;
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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. :)
2008-01-19 05:25:40 +00:00
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2009-04-12 00:04:55 +00:00
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ALfloat WetBuffer[BUFFERSIZE];
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2010-08-15 21:52:12 +00:00
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ALfloat ClickRemoval[1];
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2010-08-16 21:53:21 +00:00
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ALfloat PendingClicks[1];
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2010-08-15 21:52:12 +00:00
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2008-01-16 21:20:09 +00:00
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ALuint refcount;
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2007-12-18 01:43:19 +00:00
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// Index to itself
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ALuint effectslot;
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2008-01-16 00:01:27 +00:00
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struct ALeffectslot *next;
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2007-12-18 01:43:19 +00:00
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} ALeffectslot;
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2008-01-16 00:22:39 +00:00
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ALvoid ReleaseALAuxiliaryEffectSlots(ALCcontext *Context);
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2007-12-18 01:43:19 +00:00
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2009-05-29 20:30:50 +00:00
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struct ALeffectState {
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ALvoid (*Destroy)(ALeffectState *State);
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2009-10-20 15:31:44 +00:00
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ALboolean (*DeviceUpdate)(ALeffectState *State, ALCdevice *Device);
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2009-10-19 14:46:53 +00:00
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ALvoid (*Update)(ALeffectState *State, ALCcontext *Context, const ALeffect *Effect);
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2010-12-02 02:33:17 +00:00
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ALvoid (*Process)(ALeffectState *State, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MAXCHANNELS]);
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2009-05-29 20:30:50 +00:00
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};
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2009-11-06 04:50:56 +00:00
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ALeffectState *NoneCreate(void);
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2009-10-19 14:46:53 +00:00
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ALeffectState *EAXVerbCreate(void);
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ALeffectState *VerbCreate(void);
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ALeffectState *EchoCreate(void);
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2010-04-08 15:54:28 +00:00
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ALeffectState *ModulatorCreate(void);
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2009-05-29 20:30:50 +00:00
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2009-05-29 23:51:00 +00:00
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#define ALEffect_Destroy(a) ((a)->Destroy((a)))
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2009-10-20 15:31:44 +00:00
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#define ALEffect_DeviceUpdate(a,b) ((a)->DeviceUpdate((a),(b)))
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2009-05-29 23:51:00 +00:00
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#define ALEffect_Update(a,b,c) ((a)->Update((a),(b),(c)))
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#define ALEffect_Process(a,b,c,d,e) ((a)->Process((a),(b),(c),(d),(e)))
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2009-05-29 20:30:50 +00:00
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2007-12-18 01:43:19 +00:00
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#ifdef __cplusplus
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}
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#endif
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#endif
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