AuroraOpenALSoft/OpenAL32/alAuxEffectSlot.c

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/**
* 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>
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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#include <math.h>
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#include "AL/al.h"
#include "AL/alc.h"
#include "alMain.h"
#include "alAuxEffectSlot.h"
#include "alThunk.h"
#include "alError.h"
#include "alSource.h"
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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static ALvoid InitializeEffect(ALCcontext *Context, ALeffectslot *ALEffectSlot, ALeffect *effect);
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DECL_VERIFIER(EffectSlot, ALeffectslot, effectslot)
DECL_VERIFIER(Effect, ALeffect, effect)
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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ALvoid AL_APIENTRY alGenAuxiliaryEffectSlots(ALsizei n, ALuint *effectslots)
{
ALCcontext *Context;
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ALsizei i=0, j;
Context = GetContextSuspended();
if(!Context) return;
if (n > 0)
{
ALCdevice *Device = Context->Device;
if(Context->EffectSlotCount+n <= Device->AuxiliaryEffectSlotMax)
{
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// Check that enough memory has been allocted in the 'effectslots' array for n Effect Slots
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if (!IsBadWritePtr((void*)effectslots, n * sizeof(ALuint)))
{
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ALeffectslot *end;
ALeffectslot **list = &Context->EffectSlotList;
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while(*list)
list = &(*list)->next;
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end = *list;
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while(i < n)
{
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*list = calloc(1, sizeof(ALeffectslot));
if(!(*list) || !((*list)->EffectState=NoneCreate()))
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{
// We must have run out or memory
free(*list); *list = NULL;
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while(end->next)
{
ALeffectslot *temp = end->next;
end->next = temp->next;
ALEffect_Destroy(temp->EffectState);
ALTHUNK_REMOVEENTRY(temp->effectslot);
Context->EffectSlotCount--;
free(temp);
}
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alSetError(Context, AL_OUT_OF_MEMORY);
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break;
}
(*list)->Gain = 1.0;
(*list)->AuxSendAuto = AL_TRUE;
for(j = 0;j < BUFFERSIZE;j++)
(*list)->WetBuffer[j] = 0.0f;
(*list)->refcount = 0;
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effectslots[i] = (ALuint)ALTHUNK_ADDENTRY(*list);
(*list)->effectslot = effectslots[i];
Context->EffectSlotCount++;
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i++;
list = &(*list)->next;
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}
}
}
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else
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alSetError(Context, AL_INVALID_OPERATION);
}
ProcessContext(Context);
}
ALvoid AL_APIENTRY alDeleteAuxiliaryEffectSlots(ALsizei n, ALuint *effectslots)
{
ALCcontext *Context;
ALeffectslot *ALAuxiliaryEffectSlot;
ALsizei i;
Context = GetContextSuspended();
if(!Context) return;
if (n >= 0)
{
// Check that all effectslots are valid
for (i = 0; i < n; i++)
{
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if((ALAuxiliaryEffectSlot=VerifyEffectSlot(Context->EffectSlotList, effectslots[i])) == NULL)
{
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alSetError(Context, AL_INVALID_NAME);
break;
}
else
{
if(ALAuxiliaryEffectSlot->refcount > 0)
{
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alSetError(Context, AL_INVALID_NAME);
break;
}
}
}
if (i == n)
{
// All effectslots are valid
for (i = 0; i < n; i++)
{
// Recheck that the effectslot is valid, because there could be duplicated names
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if((ALAuxiliaryEffectSlot=VerifyEffectSlot(Context->EffectSlotList, effectslots[i])) != NULL)
{
ALeffectslot **list;
// Remove Source from list of Sources
list = &Context->EffectSlotList;
while(*list && *list != ALAuxiliaryEffectSlot)
list = &(*list)->next;
if(*list)
*list = (*list)->next;
ALTHUNK_REMOVEENTRY(ALAuxiliaryEffectSlot->effectslot);
if(ALAuxiliaryEffectSlot->EffectState)
ALEffect_Destroy(ALAuxiliaryEffectSlot->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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memset(ALAuxiliaryEffectSlot, 0, sizeof(ALeffectslot));
free(ALAuxiliaryEffectSlot);
Context->EffectSlotCount--;
}
}
}
}
else
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alSetError(Context, AL_INVALID_VALUE);
ProcessContext(Context);
}
ALboolean AL_APIENTRY alIsAuxiliaryEffectSlot(ALuint effectslot)
{
ALCcontext *Context;
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ALboolean result;
Context = GetContextSuspended();
if(!Context) return AL_FALSE;
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result = (VerifyEffectSlot(Context->EffectSlotList, effectslot) ?
AL_TRUE : AL_FALSE);
ProcessContext(Context);
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return result;
}
ALvoid AL_APIENTRY alAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint iValue)
{
ALCcontext *Context;
ALboolean updateSources = AL_FALSE;
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ALeffectslot *ALEffectSlot;
Context = GetContextSuspended();
if(!Context) return;
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if((ALEffectSlot=VerifyEffectSlot(Context->EffectSlotList, effectslot)) != NULL)
{
switch(param)
{
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case AL_EFFECTSLOT_EFFECT: {
ALeffect *effect = NULL;
if(iValue == 0 ||
(effect=VerifyEffect(Context->Device->EffectList, iValue)) != NULL)
{
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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InitializeEffect(Context, ALEffectSlot, effect);
updateSources = AL_TRUE;
}
else
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alSetError(Context, AL_INVALID_VALUE);
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} break;
case AL_EFFECTSLOT_AUXILIARY_SEND_AUTO:
if(iValue == AL_TRUE || iValue == AL_FALSE)
{
ALEffectSlot->AuxSendAuto = iValue;
updateSources = AL_TRUE;
}
else
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alSetError(Context, AL_INVALID_VALUE);
break;
default:
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alSetError(Context, AL_INVALID_ENUM);
break;
}
}
else
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alSetError(Context, AL_INVALID_NAME);
// Force updating the sources that use this slot, since it affects the
// sending parameters
if(updateSources)
{
ALsource *source = Context->SourceList;
while(source)
{
ALuint i;
for(i = 0;i < MAX_SENDS;i++)
{
if(!source->Send[i].Slot ||
source->Send[i].Slot->effectslot != effectslot)
continue;
source->NeedsUpdate = AL_TRUE;
break;
}
source = source->next;
}
}
ProcessContext(Context);
}
ALvoid AL_APIENTRY alAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, ALint *piValues)
{
ALCcontext *Context;
Context = GetContextSuspended();
if(!Context) return;
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if(VerifyEffectSlot(Context->EffectSlotList, effectslot) != NULL)
{
switch(param)
{
case AL_EFFECTSLOT_EFFECT:
case AL_EFFECTSLOT_AUXILIARY_SEND_AUTO:
alAuxiliaryEffectSloti(effectslot, param, piValues[0]);
break;
default:
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alSetError(Context, AL_INVALID_ENUM);
break;
}
}
else
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alSetError(Context, AL_INVALID_NAME);
ProcessContext(Context);
}
ALvoid AL_APIENTRY alAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat flValue)
{
ALCcontext *Context;
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ALeffectslot *ALEffectSlot;
Context = GetContextSuspended();
if(!Context) return;
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if((ALEffectSlot=VerifyEffectSlot(Context->EffectSlotList, effectslot)) != NULL)
{
switch(param)
{
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case AL_EFFECTSLOT_GAIN:
if(flValue >= 0.0f && flValue <= 1.0f)
ALEffectSlot->Gain = flValue;
else
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alSetError(Context, AL_INVALID_VALUE);
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break;
default:
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alSetError(Context, AL_INVALID_ENUM);
break;
}
}
else
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alSetError(Context, AL_INVALID_NAME);
ProcessContext(Context);
}
ALvoid AL_APIENTRY alAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, ALfloat *pflValues)
{
ALCcontext *Context;
Context = GetContextSuspended();
if(!Context) return;
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if(VerifyEffectSlot(Context->EffectSlotList, effectslot) != NULL)
{
switch(param)
{
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case AL_EFFECTSLOT_GAIN:
alAuxiliaryEffectSlotf(effectslot, param, pflValues[0]);
break;
default:
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alSetError(Context, AL_INVALID_ENUM);
break;
}
}
else
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alSetError(Context, AL_INVALID_NAME);
ProcessContext(Context);
}
ALvoid AL_APIENTRY alGetAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint *piValue)
{
ALCcontext *Context;
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ALeffectslot *ALEffectSlot;
Context = GetContextSuspended();
if(!Context) return;
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if((ALEffectSlot=VerifyEffectSlot(Context->EffectSlotList, effectslot)) != NULL)
{
switch(param)
{
case AL_EFFECTSLOT_EFFECT:
*piValue = ALEffectSlot->effect.effect;
break;
case AL_EFFECTSLOT_AUXILIARY_SEND_AUTO:
*piValue = ALEffectSlot->AuxSendAuto;
break;
default:
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alSetError(Context, AL_INVALID_ENUM);
break;
}
}
else
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alSetError(Context, AL_INVALID_NAME);
ProcessContext(Context);
}
ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, ALint *piValues)
{
ALCcontext *Context;
Context = GetContextSuspended();
if(!Context) return;
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if(VerifyEffectSlot(Context->EffectSlotList, effectslot) != NULL)
{
switch(param)
{
case AL_EFFECTSLOT_EFFECT:
case AL_EFFECTSLOT_AUXILIARY_SEND_AUTO:
alGetAuxiliaryEffectSloti(effectslot, param, piValues);
break;
default:
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alSetError(Context, AL_INVALID_ENUM);
break;
}
}
else
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alSetError(Context, AL_INVALID_NAME);
ProcessContext(Context);
}
ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat *pflValue)
{
ALCcontext *Context;
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ALeffectslot *ALEffectSlot;
Context = GetContextSuspended();
if(!Context) return;
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if((ALEffectSlot=VerifyEffectSlot(Context->EffectSlotList, effectslot)) != NULL)
{
switch(param)
{
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case AL_EFFECTSLOT_GAIN:
*pflValue = ALEffectSlot->Gain;
break;
default:
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alSetError(Context, AL_INVALID_ENUM);
break;
}
}
else
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alSetError(Context, AL_INVALID_NAME);
ProcessContext(Context);
}
ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, ALfloat *pflValues)
{
ALCcontext *Context;
Context = GetContextSuspended();
if(!Context) return;
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if(VerifyEffectSlot(Context->EffectSlotList, effectslot) != NULL)
{
switch(param)
{
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case AL_EFFECTSLOT_GAIN:
alGetAuxiliaryEffectSlotf(effectslot, param, pflValues);
break;
default:
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alSetError(Context, AL_INVALID_ENUM);
break;
}
}
else
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alSetError(Context, AL_INVALID_NAME);
ProcessContext(Context);
}
static ALvoid NoneDestroy(ALeffectState *State)
{ free(State); }
static ALboolean NoneDeviceUpdate(ALeffectState *State, ALCdevice *Device)
{
return AL_TRUE;
(void)State;
(void)Device;
}
static ALvoid NoneUpdate(ALeffectState *State, ALCcontext *Context, const ALeffect *Effect)
{
(void)State;
(void)Context;
(void)Effect;
}
static ALvoid NoneProcess(ALeffectState *State, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS])
{
(void)State;
(void)Slot;
(void)SamplesToDo;
(void)SamplesIn;
(void)SamplesOut;
}
ALeffectState *NoneCreate(void)
{
ALeffectState *state;
state = calloc(1, sizeof(*state));
if(!state)
return NULL;
state->Destroy = NoneDestroy;
state->DeviceUpdate = NoneDeviceUpdate;
state->Update = NoneUpdate;
state->Process = NoneProcess;
return state;
}
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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static ALvoid InitializeEffect(ALCcontext *Context, ALeffectslot *ALEffectSlot, ALeffect *effect)
{
if(ALEffectSlot->effect.type != (effect?effect->type:AL_EFFECT_NULL))
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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{
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ALeffectState *NewState = NULL;
if(!effect || effect->type == AL_EFFECT_NULL)
NewState = NoneCreate();
else if(effect->type == AL_EFFECT_EAXREVERB)
NewState = EAXVerbCreate();
else if(effect->type == AL_EFFECT_REVERB)
NewState = VerbCreate();
else if(effect->type == AL_EFFECT_ECHO)
NewState = EchoCreate();
/* No new state? An error occured.. */
if(NewState == NULL ||
ALEffect_DeviceUpdate(NewState, Context->Device) == AL_FALSE)
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{
if(NewState)
ALEffect_Destroy(NewState);
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alSetError(Context, AL_OUT_OF_MEMORY);
return;
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}
if(ALEffectSlot->EffectState)
ALEffect_Destroy(ALEffectSlot->EffectState);
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ALEffectSlot->EffectState = NewState;
}
if(!effect)
memset(&ALEffectSlot->effect, 0, sizeof(ALEffectSlot->effect));
else
memcpy(&ALEffectSlot->effect, effect, sizeof(*effect));
ALEffect_Update(ALEffectSlot->EffectState, Context, effect);
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
}
2008-01-16 00:22:39 +00:00
ALvoid ReleaseALAuxiliaryEffectSlots(ALCcontext *Context)
{
while(Context->EffectSlotList)
{
ALeffectslot *temp = Context->EffectSlotList;
Context->EffectSlotList = temp->next;
// Release effectslot structure
if(temp->EffectState)
ALEffect_Destroy(temp->EffectState);
ALTHUNK_REMOVEENTRY(temp->effectslot);
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
memset(temp, 0, sizeof(ALeffectslot));
free(temp);
}
Context->EffectSlotCount = 0;
}