/** * 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" #include #include #include #include "AL/al.h" #include "AL/alc.h" #include "alMain.h" #include "alEffect.h" #include "alThunk.h" #include "alError.h" ALboolean DisabledEffects[MAX_EFFECTS]; extern inline struct ALeffect *LookupEffect(ALCdevice *device, ALuint id); extern inline struct ALeffect *RemoveEffect(ALCdevice *device, ALuint id); extern inline ALboolean IsReverbEffect(ALenum type); static void InitEffectParams(ALeffect *effect, ALenum type); AL_API ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects) { ALCdevice *device; ALCcontext *context; ALsizei cur; context = GetContextRef(); if(!context) return; if(!(n >= 0)) SET_ERROR_AND_GOTO(context, AL_INVALID_VALUE, done); device = context->Device; for(cur = 0;cur < n;cur++) { ALeffect *effect = calloc(1, sizeof(ALeffect)); ALenum err = AL_OUT_OF_MEMORY; if(!effect || (err=InitEffect(effect)) != AL_NO_ERROR) { free(effect); alDeleteEffects(cur, effects); SET_ERROR_AND_GOTO(context, err, done); } err = NewThunkEntry(&effect->id); if(err == AL_NO_ERROR) err = InsertUIntMapEntry(&device->EffectMap, effect->id, effect); if(err != AL_NO_ERROR) { FreeThunkEntry(effect->id); memset(effect, 0, sizeof(ALeffect)); free(effect); alDeleteEffects(cur, effects); SET_ERROR_AND_GOTO(context, err, done); } effects[cur] = effect->id; } done: ALCcontext_DecRef(context); } AL_API ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects) { ALCdevice *device; ALCcontext *context; ALeffect *effect; ALsizei i; context = GetContextRef(); if(!context) return; if(!(n >= 0)) SET_ERROR_AND_GOTO(context, AL_INVALID_VALUE, done); device = context->Device; for(i = 0;i < n;i++) { if(effects[i] && LookupEffect(device, effects[i]) == NULL) SET_ERROR_AND_GOTO(context, AL_INVALID_NAME, done); } for(i = 0;i < n;i++) { if((effect=RemoveEffect(device, effects[i])) == NULL) continue; FreeThunkEntry(effect->id); memset(effect, 0, sizeof(*effect)); free(effect); } done: ALCcontext_DecRef(context); } AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect) { ALCcontext *Context; ALboolean result; Context = GetContextRef(); if(!Context) return AL_FALSE; result = ((!effect || LookupEffect(Context->Device, effect)) ? AL_TRUE : AL_FALSE); ALCcontext_DecRef(Context); return result; } AL_API ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint value) { ALCcontext *Context; ALCdevice *Device; ALeffect *ALEffect; Context = GetContextRef(); if(!Context) return; Device = Context->Device; if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME); else { if(param == AL_EFFECT_TYPE) { 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 alSetError(Context, AL_INVALID_VALUE); } else { /* Call the appropriate handler */ V(ALEffect,setParami)(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; switch(param) { case AL_EFFECT_TYPE: alEffecti(effect, param, values[0]); return; } Context = GetContextRef(); if(!Context) return; Device = Context->Device; if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME); else { /* Call the appropriate handler */ V(ALEffect,setParamiv)(Context, param, values); } ALCcontext_DecRef(Context); } AL_API ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat value) { ALCcontext *Context; ALCdevice *Device; ALeffect *ALEffect; Context = GetContextRef(); if(!Context) return; Device = Context->Device; if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME); else { /* Call the appropriate handler */ V(ALEffect,setParamf)(Context, param, value); } ALCcontext_DecRef(Context); } AL_API ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *values) { ALCcontext *Context; ALCdevice *Device; ALeffect *ALEffect; Context = GetContextRef(); if(!Context) return; Device = Context->Device; if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME); else { /* Call the appropriate handler */ V(ALEffect,setParamfv)(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; 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 */ V(ALEffect,getParami)(Context, param, value); } } ALCcontext_DecRef(Context); } AL_API ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *values) { ALCcontext *Context; ALCdevice *Device; ALeffect *ALEffect; switch(param) { case AL_EFFECT_TYPE: alGetEffecti(effect, param, values); return; } Context = GetContextRef(); if(!Context) return; Device = Context->Device; if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME); else { /* Call the appropriate handler */ V(ALEffect,getParamiv)(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; if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME); else { /* Call the appropriate handler */ V(ALEffect,getParamf)(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; if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME); else { /* Call the appropriate handler */ V(ALEffect,getParamfv)(Context, param, values); } ALCcontext_DecRef(Context); } ALenum InitEffect(ALeffect *effect) { InitEffectParams(effect, AL_EFFECT_NULL); return AL_NO_ERROR; } ALvoid ReleaseALEffects(ALCdevice *device) { ALsizei i; for(i = 0;i < device->EffectMap.size;i++) { ALeffect *temp = device->EffectMap.array[i].value; device->EffectMap.array[i].value = NULL; // Release effect structure FreeThunkEntry(temp->id); memset(temp, 0, sizeof(ALeffect)); free(temp); } } static void InitEffectParams(ALeffect *effect, ALenum type) { switch(type) { case AL_EFFECT_EAXREVERB: effect->Props.Reverb.Density = AL_EAXREVERB_DEFAULT_DENSITY; effect->Props.Reverb.Diffusion = AL_EAXREVERB_DEFAULT_DIFFUSION; effect->Props.Reverb.Gain = AL_EAXREVERB_DEFAULT_GAIN; effect->Props.Reverb.GainHF = AL_EAXREVERB_DEFAULT_GAINHF; effect->Props.Reverb.GainLF = AL_EAXREVERB_DEFAULT_GAINLF; effect->Props.Reverb.DecayTime = AL_EAXREVERB_DEFAULT_DECAY_TIME; effect->Props.Reverb.DecayHFRatio = AL_EAXREVERB_DEFAULT_DECAY_HFRATIO; effect->Props.Reverb.DecayLFRatio = AL_EAXREVERB_DEFAULT_DECAY_LFRATIO; effect->Props.Reverb.ReflectionsGain = AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN; effect->Props.Reverb.ReflectionsDelay = AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY; effect->Props.Reverb.ReflectionsPan[0] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; effect->Props.Reverb.ReflectionsPan[1] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; effect->Props.Reverb.ReflectionsPan[2] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; effect->Props.Reverb.LateReverbGain = AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN; effect->Props.Reverb.LateReverbDelay = AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY; effect->Props.Reverb.LateReverbPan[0] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; effect->Props.Reverb.LateReverbPan[1] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; effect->Props.Reverb.LateReverbPan[2] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; effect->Props.Reverb.EchoTime = AL_EAXREVERB_DEFAULT_ECHO_TIME; effect->Props.Reverb.EchoDepth = AL_EAXREVERB_DEFAULT_ECHO_DEPTH; effect->Props.Reverb.ModulationTime = AL_EAXREVERB_DEFAULT_MODULATION_TIME; effect->Props.Reverb.ModulationDepth = AL_EAXREVERB_DEFAULT_MODULATION_DEPTH; effect->Props.Reverb.AirAbsorptionGainHF = AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF; effect->Props.Reverb.HFReference = AL_EAXREVERB_DEFAULT_HFREFERENCE; effect->Props.Reverb.LFReference = AL_EAXREVERB_DEFAULT_LFREFERENCE; effect->Props.Reverb.RoomRolloffFactor = AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR; effect->Props.Reverb.DecayHFLimit = AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT; SET_VTABLE1(ALeaxreverb, effect); break; case AL_EFFECT_REVERB: effect->Props.Reverb.Density = AL_REVERB_DEFAULT_DENSITY; effect->Props.Reverb.Diffusion = AL_REVERB_DEFAULT_DIFFUSION; effect->Props.Reverb.Gain = AL_REVERB_DEFAULT_GAIN; effect->Props.Reverb.GainHF = AL_REVERB_DEFAULT_GAINHF; effect->Props.Reverb.DecayTime = AL_REVERB_DEFAULT_DECAY_TIME; effect->Props.Reverb.DecayHFRatio = AL_REVERB_DEFAULT_DECAY_HFRATIO; effect->Props.Reverb.ReflectionsGain = AL_REVERB_DEFAULT_REFLECTIONS_GAIN; effect->Props.Reverb.ReflectionsDelay = AL_REVERB_DEFAULT_REFLECTIONS_DELAY; effect->Props.Reverb.LateReverbGain = AL_REVERB_DEFAULT_LATE_REVERB_GAIN; effect->Props.Reverb.LateReverbDelay = AL_REVERB_DEFAULT_LATE_REVERB_DELAY; effect->Props.Reverb.AirAbsorptionGainHF = AL_REVERB_DEFAULT_AIR_ABSORPTION_GAINHF; effect->Props.Reverb.RoomRolloffFactor = AL_REVERB_DEFAULT_ROOM_ROLLOFF_FACTOR; effect->Props.Reverb.DecayHFLimit = AL_REVERB_DEFAULT_DECAY_HFLIMIT; SET_VTABLE1(ALreverb, effect); break; case AL_EFFECT_AUTOWAH: effect->Props.Autowah.AttackTime = AL_AUTOWAH_DEFAULT_ATTACK_TIME; effect->Props.Autowah.PeakGain = AL_AUTOWAH_DEFAULT_PEAK_GAIN; effect->Props.Autowah.ReleaseTime = AL_AUTOWAH_DEFAULT_RELEASE_TIME; effect->Props.Autowah.Resonance = AL_AUTOWAH_DEFAULT_RESONANCE; SET_VTABLE1(ALautowah, effect); break; case AL_EFFECT_CHORUS: effect->Props.Chorus.Waveform = AL_CHORUS_DEFAULT_WAVEFORM; effect->Props.Chorus.Phase = AL_CHORUS_DEFAULT_PHASE; effect->Props.Chorus.Rate = AL_CHORUS_DEFAULT_RATE; effect->Props.Chorus.Depth = AL_CHORUS_DEFAULT_DEPTH; effect->Props.Chorus.Feedback = AL_CHORUS_DEFAULT_FEEDBACK; effect->Props.Chorus.Delay = AL_CHORUS_DEFAULT_DELAY; SET_VTABLE1(ALchorus, effect); break; case AL_EFFECT_COMPRESSOR: effect->Props.Compressor.OnOff = AL_COMPRESSOR_DEFAULT_ONOFF; SET_VTABLE1(ALcompressor, effect); break; case AL_EFFECT_DISTORTION: effect->Props.Distortion.Edge = AL_DISTORTION_DEFAULT_EDGE; effect->Props.Distortion.Gain = AL_DISTORTION_DEFAULT_GAIN; effect->Props.Distortion.LowpassCutoff = AL_DISTORTION_DEFAULT_LOWPASS_CUTOFF; effect->Props.Distortion.EQCenter = AL_DISTORTION_DEFAULT_EQCENTER; effect->Props.Distortion.EQBandwidth = AL_DISTORTION_DEFAULT_EQBANDWIDTH; SET_VTABLE1(ALdistortion, effect); break; case AL_EFFECT_ECHO: effect->Props.Echo.Delay = AL_ECHO_DEFAULT_DELAY; effect->Props.Echo.LRDelay = AL_ECHO_DEFAULT_LRDELAY; effect->Props.Echo.Damping = AL_ECHO_DEFAULT_DAMPING; effect->Props.Echo.Feedback = AL_ECHO_DEFAULT_FEEDBACK; effect->Props.Echo.Spread = AL_ECHO_DEFAULT_SPREAD; SET_VTABLE1(ALecho, effect); break; case AL_EFFECT_EQUALIZER: effect->Props.Equalizer.LowCutoff = AL_EQUALIZER_DEFAULT_LOW_CUTOFF; effect->Props.Equalizer.LowGain = AL_EQUALIZER_DEFAULT_LOW_GAIN; effect->Props.Equalizer.Mid1Center = AL_EQUALIZER_DEFAULT_MID1_CENTER; effect->Props.Equalizer.Mid1Gain = AL_EQUALIZER_DEFAULT_MID1_GAIN; effect->Props.Equalizer.Mid1Width = AL_EQUALIZER_DEFAULT_MID1_WIDTH; effect->Props.Equalizer.Mid2Center = AL_EQUALIZER_DEFAULT_MID2_CENTER; effect->Props.Equalizer.Mid2Gain = AL_EQUALIZER_DEFAULT_MID2_GAIN; effect->Props.Equalizer.Mid2Width = AL_EQUALIZER_DEFAULT_MID2_WIDTH; effect->Props.Equalizer.HighCutoff = AL_EQUALIZER_DEFAULT_HIGH_CUTOFF; effect->Props.Equalizer.HighGain = AL_EQUALIZER_DEFAULT_HIGH_GAIN; SET_VTABLE1(ALequalizer, effect); break; case AL_EFFECT_FLANGER: effect->Props.Flanger.Waveform = AL_FLANGER_DEFAULT_WAVEFORM; effect->Props.Flanger.Phase = AL_FLANGER_DEFAULT_PHASE; effect->Props.Flanger.Rate = AL_FLANGER_DEFAULT_RATE; effect->Props.Flanger.Depth = AL_FLANGER_DEFAULT_DEPTH; effect->Props.Flanger.Feedback = AL_FLANGER_DEFAULT_FEEDBACK; effect->Props.Flanger.Delay = AL_FLANGER_DEFAULT_DELAY; SET_VTABLE1(ALflanger, effect); break; case AL_EFFECT_RING_MODULATOR: effect->Props.Modulator.Frequency = AL_RING_MODULATOR_DEFAULT_FREQUENCY; effect->Props.Modulator.HighPassCutoff = AL_RING_MODULATOR_DEFAULT_HIGHPASS_CUTOFF; effect->Props.Modulator.Waveform = AL_RING_MODULATOR_DEFAULT_WAVEFORM; SET_VTABLE1(ALmodulator, effect); break; case AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT: case AL_EFFECT_DEDICATED_DIALOGUE: effect->Props.Dedicated.Gain = 1.0f; SET_VTABLE1(ALdedicated, effect); break; default: SET_VTABLE1(ALnull, effect); break; } effect->type = type; } #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), 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), DECL(WOODEN_ALCOVE), 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), }; #undef DECL ALvoid LoadReverbPreset(const char *name, ALeffect *effect) { size_t 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); for(i = 0;i < COUNTOF(reverblist);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->Props.Reverb.Density = props->flDensity; effect->Props.Reverb.Diffusion = props->flDiffusion; effect->Props.Reverb.Gain = props->flGain; effect->Props.Reverb.GainHF = props->flGainHF; effect->Props.Reverb.GainLF = props->flGainLF; effect->Props.Reverb.DecayTime = props->flDecayTime; effect->Props.Reverb.DecayHFRatio = props->flDecayHFRatio; effect->Props.Reverb.DecayLFRatio = props->flDecayLFRatio; effect->Props.Reverb.ReflectionsGain = props->flReflectionsGain; effect->Props.Reverb.ReflectionsDelay = props->flReflectionsDelay; effect->Props.Reverb.ReflectionsPan[0] = props->flReflectionsPan[0]; effect->Props.Reverb.ReflectionsPan[1] = props->flReflectionsPan[1]; effect->Props.Reverb.ReflectionsPan[2] = props->flReflectionsPan[2]; effect->Props.Reverb.LateReverbGain = props->flLateReverbGain; effect->Props.Reverb.LateReverbDelay = props->flLateReverbDelay; effect->Props.Reverb.LateReverbPan[0] = props->flLateReverbPan[0]; effect->Props.Reverb.LateReverbPan[1] = props->flLateReverbPan[1]; effect->Props.Reverb.LateReverbPan[2] = props->flLateReverbPan[2]; effect->Props.Reverb.EchoTime = props->flEchoTime; effect->Props.Reverb.EchoDepth = props->flEchoDepth; effect->Props.Reverb.ModulationTime = props->flModulationTime; effect->Props.Reverb.ModulationDepth = props->flModulationDepth; effect->Props.Reverb.AirAbsorptionGainHF = props->flAirAbsorptionGainHF; effect->Props.Reverb.HFReference = props->flHFReference; effect->Props.Reverb.LFReference = props->flLFReference; effect->Props.Reverb.RoomRolloffFactor = props->flRoomRolloffFactor; effect->Props.Reverb.DecayHFLimit = props->iDecayHFLimit; return; } WARN("Reverb preset '%s' not found\n", name); }