AuroraOpenALSoft/OpenAL32/alEffect.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>
#include <math.h>
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#include <float.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 void InitEffectParams(ALeffect *effect, ALenum type);
AL_API ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects)
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{
ALCcontext *Context;
ALsizei cur = 0;
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Context = GetContextRef();
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if(!Context) return;
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al_try
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{
ALCdevice *device = Context->Device;
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ALenum err;
CHECK_VALUE(Context, n >= 0);
for(cur = 0;cur < n;cur++)
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{
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ALeffect *effect = calloc(1, sizeof(ALeffect));
err = AL_OUT_OF_MEMORY;
if(!effect || (err=InitEffect(effect)) != AL_NO_ERROR)
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{
free(effect);
al_throwerr(Context, err);
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}
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err = NewThunkEntry(&effect->id);
if(err == AL_NO_ERROR)
err = InsertUIntMapEntry(&device->EffectMap, effect->id, effect);
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if(err != AL_NO_ERROR)
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{
FreeThunkEntry(effect->id);
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memset(effect, 0, sizeof(ALeffect));
free(effect);
al_throwerr(Context, err);
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}
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effects[cur] = effect->id;
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}
}
al_catchany()
{
if(cur > 0)
alDeleteEffects(cur, effects);
}
al_endtry;
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ALCcontext_DecRef(Context);
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}
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AL_API ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects)
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{
ALCcontext *Context;
ALeffect *Effect;
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ALsizei i;
Context = GetContextRef();
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if(!Context) return;
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al_try
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{
ALCdevice *device = Context->Device;
CHECK_VALUE(Context, n >= 0);
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for(i = 0;i < n;i++)
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{
if(effects[i] && LookupEffect(device, effects[i]) == NULL)
al_throwerr(Context, AL_INVALID_NAME);
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}
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for(i = 0;i < n;i++)
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{
if((Effect=RemoveEffect(device, effects[i])) == NULL)
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continue;
FreeThunkEntry(Effect->id);
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memset(Effect, 0, sizeof(*Effect));
free(Effect);
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}
}
al_endtry;
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ALCcontext_DecRef(Context);
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}
AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect)
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{
ALCcontext *Context;
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ALboolean result;
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Context = GetContextRef();
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if(!Context) return AL_FALSE;
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result = ((!effect || LookupEffect(Context->Device, effect)) ?
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AL_TRUE : AL_FALSE);
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ALCcontext_DecRef(Context);
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return result;
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}
AL_API ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint value)
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{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
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Context = GetContextRef();
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if(!Context) return;
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Device = Context->Device;
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME);
else
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{
if(param == AL_EFFECT_TYPE)
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{
ALboolean isOk = (value == AL_EFFECT_NULL);
ALint i;
for(i = 0;!isOk && EffectList[i].val;i++)
{
if(value == EffectList[i].val &&
!DisabledEffects[EffectList[i].type])
isOk = AL_TRUE;
}
if(isOk)
InitEffectParams(ALEffect, value);
else
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alSetError(Context, AL_INVALID_VALUE);
}
else
{
/* Call the appropriate handler */
ALeffect_SetParami(ALEffect, Context, param, value);
}
}
ALCcontext_DecRef(Context);
}
AL_API ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, const ALint *values)
{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
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switch(param)
{
case AL_EFFECT_TYPE:
alEffecti(effect, param, values[0]);
return;
}
Context = GetContextRef();
if(!Context) return;
Device = Context->Device;
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME);
else
{
/* Call the appropriate handler */
ALeffect_SetParamiv(ALEffect, Context, param, values);
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}
ALCcontext_DecRef(Context);
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}
AL_API ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat value)
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{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
Context = GetContextRef();
if(!Context) return;
Device = Context->Device;
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME);
else
{
/* Call the appropriate handler */
ALeffect_SetParamf(ALEffect, Context, param, value);
}
ALCcontext_DecRef(Context);
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}
AL_API ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *values)
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{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
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Context = GetContextRef();
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if(!Context) return;
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Device = Context->Device;
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME);
else
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{
/* Call the appropriate handler */
ALeffect_SetParamfv(ALEffect, Context, param, values);
}
ALCcontext_DecRef(Context);
}
AL_API ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *value)
{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
Context = GetContextRef();
if(!Context) return;
Device = Context->Device;
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME);
else
{
if(param == AL_EFFECT_TYPE)
*value = ALEffect->type;
else
{
/* Call the appropriate handler */
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ALeffect_GetParami(ALEffect, Context, param, value);
}
}
ALCcontext_DecRef(Context);
}
AL_API ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *values)
{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
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switch(param)
{
case AL_EFFECT_TYPE:
alGetEffecti(effect, param, values);
return;
}
Context = GetContextRef();
if(!Context) return;
Device = Context->Device;
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME);
else
{
/* Call the appropriate handler */
ALeffect_GetParamiv(ALEffect, Context, param, values);
}
ALCcontext_DecRef(Context);
}
AL_API ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *value)
{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
Context = GetContextRef();
if(!Context) return;
Device = Context->Device;
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME);
else
{
/* Call the appropriate handler */
ALeffect_GetParamf(ALEffect, Context, param, value);
}
ALCcontext_DecRef(Context);
}
AL_API ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *values)
{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
Context = GetContextRef();
if(!Context) return;
Device = Context->Device;
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME);
else
{
/* Call the appropriate handler */
ALeffect_GetParamfv(ALEffect, Context, param, values);
}
ALCcontext_DecRef(Context);
}
ALenum InitEffect(ALeffect *effect)
{
InitEffectParams(effect, AL_EFFECT_NULL);
return AL_NO_ERROR;
}
ALvoid ReleaseALEffects(ALCdevice *device)
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{
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ALsizei i;
for(i = 0;i < device->EffectMap.size;i++)
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{
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ALeffect *temp = device->EffectMap.array[i].value;
device->EffectMap.array[i].value = NULL;
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// Release effect structure
FreeThunkEntry(temp->id);
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memset(temp, 0, sizeof(ALeffect));
free(temp);
}
}
static void InitEffectParams(ALeffect *effect, ALenum type)
{
switch(type)
{
case AL_EFFECT_EAXREVERB:
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;
effect->SetParami = eaxreverb_SetParami;
effect->SetParamiv = eaxreverb_SetParamiv;
effect->SetParamf = eaxreverb_SetParamf;
effect->SetParamfv = eaxreverb_SetParamfv;
effect->GetParami = eaxreverb_GetParami;
effect->GetParamiv = eaxreverb_GetParamiv;
effect->GetParamf = eaxreverb_GetParamf;
effect->GetParamfv = eaxreverb_GetParamfv;
break;
case AL_EFFECT_REVERB:
effect->Reverb.Density = AL_REVERB_DEFAULT_DENSITY;
effect->Reverb.Diffusion = AL_REVERB_DEFAULT_DIFFUSION;
effect->Reverb.Gain = AL_REVERB_DEFAULT_GAIN;
effect->Reverb.GainHF = AL_REVERB_DEFAULT_GAINHF;
effect->Reverb.DecayTime = AL_REVERB_DEFAULT_DECAY_TIME;
effect->Reverb.DecayHFRatio = AL_REVERB_DEFAULT_DECAY_HFRATIO;
effect->Reverb.ReflectionsGain = AL_REVERB_DEFAULT_REFLECTIONS_GAIN;
effect->Reverb.ReflectionsDelay = AL_REVERB_DEFAULT_REFLECTIONS_DELAY;
effect->Reverb.LateReverbGain = AL_REVERB_DEFAULT_LATE_REVERB_GAIN;
effect->Reverb.LateReverbDelay = AL_REVERB_DEFAULT_LATE_REVERB_DELAY;
effect->Reverb.AirAbsorptionGainHF = AL_REVERB_DEFAULT_AIR_ABSORPTION_GAINHF;
effect->Reverb.RoomRolloffFactor = AL_REVERB_DEFAULT_ROOM_ROLLOFF_FACTOR;
effect->Reverb.DecayHFLimit = AL_REVERB_DEFAULT_DECAY_HFLIMIT;
effect->SetParami = reverb_SetParami;
effect->SetParamiv = reverb_SetParamiv;
effect->SetParamf = reverb_SetParamf;
effect->SetParamfv = reverb_SetParamfv;
effect->GetParami = reverb_GetParami;
effect->GetParamiv = reverb_GetParamiv;
effect->GetParamf = reverb_GetParamf;
effect->GetParamfv = reverb_GetParamfv;
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;
effect->SetParami = echo_SetParami;
effect->SetParamiv = echo_SetParamiv;
effect->SetParamf = echo_SetParamf;
effect->SetParamfv = echo_SetParamfv;
effect->GetParami = echo_GetParami;
effect->GetParamiv = echo_GetParamiv;
effect->GetParamf = echo_GetParamf;
effect->GetParamfv = echo_GetParamfv;
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break;
case AL_EFFECT_RING_MODULATOR:
effect->Modulator.Frequency = AL_RING_MODULATOR_DEFAULT_FREQUENCY;
effect->Modulator.HighPassCutoff = AL_RING_MODULATOR_DEFAULT_HIGHPASS_CUTOFF;
effect->Modulator.Waveform = AL_RING_MODULATOR_DEFAULT_WAVEFORM;
effect->SetParami = mod_SetParami;
effect->SetParamiv = mod_SetParamiv;
effect->SetParamf = mod_SetParamf;
effect->SetParamfv = mod_SetParamfv;
effect->GetParami = mod_GetParami;
effect->GetParamiv = mod_GetParamiv;
effect->GetParamf = mod_GetParamf;
effect->GetParamfv = mod_GetParamfv;
break;
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case AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT:
case AL_EFFECT_DEDICATED_DIALOGUE:
effect->Dedicated.Gain = 1.0f;
effect->SetParami = ded_SetParami;
effect->SetParamiv = ded_SetParamiv;
effect->SetParamf = ded_SetParamf;
effect->SetParamfv = ded_SetParamfv;
effect->GetParami = ded_GetParami;
effect->GetParamiv = ded_GetParamiv;
effect->GetParamf = ded_GetParamf;
effect->GetParamfv = ded_GetParamfv;
break;
case AL_EFFECT_CHORUS:
effect->Chorus.Waveform = AL_CHORUS_DEFAULT_WAVEFORM;
effect->Chorus.Phase = AL_CHORUS_DEFAULT_PHASE;
effect->Chorus.Rate = AL_CHORUS_MAX_RATE;
effect->Chorus.Depth = AL_CHORUS_DEFAULT_DEPTH;
effect->Chorus.Feedback = AL_CHORUS_DEFAULT_FEEDBACK;
effect->Chorus.Delay = AL_CHORUS_DEFAULT_DELAY;
effect->SetParami = chorus_SetParami;
effect->SetParamiv = chorus_SetParamiv;
effect->SetParamf = chorus_SetParamf;
effect->SetParamfv = chorus_SetParamfv;
effect->GetParami = chorus_GetParami;
effect->GetParamiv = chorus_GetParamiv;
effect->GetParamf = chorus_GetParamf;
effect->GetParamfv = chorus_GetParamfv;
break;
case AL_EFFECT_FLANGER:
effect->Flanger.Waveform = AL_FLANGER_DEFAULT_WAVEFORM;
effect->Flanger.Phase = AL_FLANGER_DEFAULT_PHASE;
effect->Flanger.Rate = AL_FLANGER_MAX_RATE;
effect->Flanger.Depth = AL_FLANGER_DEFAULT_DEPTH;
effect->Flanger.Feedback = AL_FLANGER_DEFAULT_FEEDBACK;
effect->Flanger.Delay = AL_FLANGER_DEFAULT_DELAY;
effect->SetParami = flanger_SetParami;
effect->SetParamiv = flanger_SetParamiv;
effect->SetParamf = flanger_SetParamf;
effect->SetParamfv = flanger_SetParamfv;
effect->GetParami = flanger_GetParami;
effect->GetParamiv = flanger_GetParamiv;
effect->GetParamf = flanger_GetParamf;
effect->GetParamfv = flanger_GetParamfv;
break;
default:
effect->SetParami = null_SetParami;
effect->SetParamiv = null_SetParamiv;
effect->SetParamf = null_SetParamf;
effect->SetParamfv = null_SetParamfv;
effect->GetParami = null_GetParami;
effect->GetParamiv = null_GetParamiv;
effect->GetParamf = null_GetParamf;
effect->GetParamfv = null_GetParamfv;
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break;
}
effect->type = type;
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}
#include "AL/efx-presets.h"
#define DECL(x) { #x, EFX_REVERB_PRESET_##x }
static const struct {
const char name[32];
EFXEAXREVERBPROPERTIES props;
} reverblist[] = {
DECL(GENERIC),
DECL(PADDEDCELL),
DECL(ROOM),
DECL(BATHROOM),
DECL(LIVINGROOM),
DECL(STONEROOM),
DECL(AUDITORIUM),
DECL(CONCERTHALL),
DECL(CAVE),
DECL(ARENA),
DECL(HANGAR),
DECL(CARPETEDHALLWAY),
DECL(HALLWAY),
DECL(STONECORRIDOR),
DECL(ALLEY),
DECL(FOREST),
DECL(CITY),
DECL(MOUNTAINS),
DECL(QUARRY),
DECL(PLAIN),
DECL(PARKINGLOT),
DECL(SEWERPIPE),
DECL(UNDERWATER),
DECL(DRUGGED),
DECL(DIZZY),
DECL(PSYCHOTIC),
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DECL(CASTLE_SMALLROOM),
DECL(CASTLE_SHORTPASSAGE),
DECL(CASTLE_MEDIUMROOM),
DECL(CASTLE_LARGEROOM),
DECL(CASTLE_LONGPASSAGE),
DECL(CASTLE_HALL),
DECL(CASTLE_CUPBOARD),
DECL(CASTLE_COURTYARD),
DECL(CASTLE_ALCOVE),
DECL(FACTORY_SMALLROOM),
DECL(FACTORY_SHORTPASSAGE),
DECL(FACTORY_MEDIUMROOM),
DECL(FACTORY_LARGEROOM),
DECL(FACTORY_LONGPASSAGE),
DECL(FACTORY_HALL),
DECL(FACTORY_CUPBOARD),
DECL(FACTORY_COURTYARD),
DECL(FACTORY_ALCOVE),
DECL(ICEPALACE_SMALLROOM),
DECL(ICEPALACE_SHORTPASSAGE),
DECL(ICEPALACE_MEDIUMROOM),
DECL(ICEPALACE_LARGEROOM),
DECL(ICEPALACE_LONGPASSAGE),
DECL(ICEPALACE_HALL),
DECL(ICEPALACE_CUPBOARD),
DECL(ICEPALACE_COURTYARD),
DECL(ICEPALACE_ALCOVE),
DECL(SPACESTATION_SMALLROOM),
DECL(SPACESTATION_SHORTPASSAGE),
DECL(SPACESTATION_MEDIUMROOM),
DECL(SPACESTATION_LARGEROOM),
DECL(SPACESTATION_LONGPASSAGE),
DECL(SPACESTATION_HALL),
DECL(SPACESTATION_CUPBOARD),
DECL(SPACESTATION_ALCOVE),
DECL(WOODEN_SMALLROOM),
DECL(WOODEN_SHORTPASSAGE),
DECL(WOODEN_MEDIUMROOM),
DECL(WOODEN_LARGEROOM),
DECL(WOODEN_LONGPASSAGE),
DECL(WOODEN_HALL),
DECL(WOODEN_CUPBOARD),
DECL(WOODEN_COURTYARD),
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DECL(WOODEN_ALCOVE),
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DECL(SPORT_EMPTYSTADIUM),
DECL(SPORT_SQUASHCOURT),
DECL(SPORT_SMALLSWIMMINGPOOL),
DECL(SPORT_LARGESWIMMINGPOOL),
DECL(SPORT_GYMNASIUM),
DECL(SPORT_FULLSTADIUM),
DECL(SPORT_STADIUMTANNOY),
DECL(PREFAB_WORKSHOP),
DECL(PREFAB_SCHOOLROOM),
DECL(PREFAB_PRACTISEROOM),
DECL(PREFAB_OUTHOUSE),
DECL(PREFAB_CARAVAN),
DECL(DOME_TOMB),
DECL(PIPE_SMALL),
DECL(DOME_SAINTPAULS),
DECL(PIPE_LONGTHIN),
DECL(PIPE_LARGE),
DECL(PIPE_RESONANT),
DECL(OUTDOORS_BACKYARD),
DECL(OUTDOORS_ROLLINGPLAINS),
DECL(OUTDOORS_DEEPCANYON),
DECL(OUTDOORS_CREEK),
DECL(OUTDOORS_VALLEY),
DECL(MOOD_HEAVEN),
DECL(MOOD_HELL),
DECL(MOOD_MEMORY),
DECL(DRIVING_COMMENTATOR),
DECL(DRIVING_PITGARAGE),
DECL(DRIVING_INCAR_RACER),
DECL(DRIVING_INCAR_SPORTS),
DECL(DRIVING_INCAR_LUXURY),
DECL(DRIVING_FULLGRANDSTAND),
DECL(DRIVING_EMPTYGRANDSTAND),
DECL(DRIVING_TUNNEL),
DECL(CITY_STREETS),
DECL(CITY_SUBWAY),
DECL(CITY_MUSEUM),
DECL(CITY_LIBRARY),
DECL(CITY_UNDERPASS),
DECL(CITY_ABANDONED),
DECL(DUSTYROOM),
DECL(CHAPEL),
DECL(SMALLWATERROOM),
};
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#undef DECL
static const ALsizei reverblistsize = COUNTOF(reverblist);
ALvoid LoadReverbPreset(const char *name, ALeffect *effect)
{
int i;
if(strcasecmp(name, "NONE") == 0)
{
InitEffectParams(effect, AL_EFFECT_NULL);
TRACE("Loading reverb '%s'\n", "NONE");
return;
}
if(!DisabledEffects[EAXREVERB])
InitEffectParams(effect, AL_EFFECT_EAXREVERB);
else if(!DisabledEffects[REVERB])
InitEffectParams(effect, AL_EFFECT_REVERB);
else
InitEffectParams(effect, AL_EFFECT_NULL);
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for(i = 0;i < reverblistsize;i++)
{
const EFXEAXREVERBPROPERTIES *props;
if(strcasecmp(name, reverblist[i].name) != 0)
continue;
TRACE("Loading reverb '%s'\n", reverblist[i].name);
props = &reverblist[i].props;
effect->Reverb.Density = props->flDensity;
effect->Reverb.Diffusion = props->flDiffusion;
effect->Reverb.Gain = props->flGain;
effect->Reverb.GainHF = props->flGainHF;
effect->Reverb.GainLF = props->flGainLF;
effect->Reverb.DecayTime = props->flDecayTime;
effect->Reverb.DecayHFRatio = props->flDecayHFRatio;
effect->Reverb.DecayLFRatio = props->flDecayLFRatio;
effect->Reverb.ReflectionsGain = props->flReflectionsGain;
effect->Reverb.ReflectionsDelay = props->flReflectionsDelay;
effect->Reverb.ReflectionsPan[0] = props->flReflectionsPan[0];
effect->Reverb.ReflectionsPan[1] = props->flReflectionsPan[1];
effect->Reverb.ReflectionsPan[2] = props->flReflectionsPan[2];
effect->Reverb.LateReverbGain = props->flLateReverbGain;
effect->Reverb.LateReverbDelay = props->flLateReverbDelay;
effect->Reverb.LateReverbPan[0] = props->flLateReverbPan[0];
effect->Reverb.LateReverbPan[1] = props->flLateReverbPan[1];
effect->Reverb.LateReverbPan[2] = props->flLateReverbPan[2];
effect->Reverb.EchoTime = props->flEchoTime;
effect->Reverb.EchoDepth = props->flEchoDepth;
effect->Reverb.ModulationTime = props->flModulationTime;
effect->Reverb.ModulationDepth = props->flModulationDepth;
effect->Reverb.AirAbsorptionGainHF = props->flAirAbsorptionGainHF;
effect->Reverb.HFReference = props->flHFReference;
effect->Reverb.LFReference = props->flLFReference;
effect->Reverb.RoomRolloffFactor = props->flRoomRolloffFactor;
effect->Reverb.DecayHFLimit = props->iDecayHFLimit;
break;
}
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if(i == reverblistsize)
WARN("Reverb preset '%s' not found\n", name);
}