104 lines
2.9 KiB
C
104 lines
2.9 KiB
C
/**
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* OpenAL cross platform audio library
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* Copyright (C) 2011 by Chris Robinson.
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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* Or go to http://www.gnu.org/copyleft/lgpl.html
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*/
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#include "config.h"
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#include <stdlib.h>
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#include "alMain.h"
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#include "alFilter.h"
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#include "alAuxEffectSlot.h"
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#include "alError.h"
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#include "alu.h"
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typedef struct ALdedicatedState {
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// Must be first in all effects!
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ALeffectState state;
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ALfloat gains[MaxChannels];
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} ALdedicatedState;
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static ALvoid DedicatedDestroy(ALeffectState *effect)
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{
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ALdedicatedState *state = (ALdedicatedState*)effect;
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free(state);
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}
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static ALboolean DedicatedDeviceUpdate(ALeffectState *effect, ALCdevice *Device)
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{
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(void)effect;
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(void)Device;
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return AL_TRUE;
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}
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static ALvoid DedicatedUpdate(ALeffectState *effect, ALCdevice *device, const ALeffectslot *Slot)
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{
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ALdedicatedState *state = (ALdedicatedState*)effect;
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ALfloat Gain;
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ALsizei s;
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Gain = Slot->Gain * Slot->effect.Dedicated.Gain;
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for(s = 0;s < MaxChannels;s++)
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state->gains[s] = 0.0f;
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if(Slot->effect.type == AL_EFFECT_DEDICATED_DIALOGUE)
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ComputeAngleGains(device, atan2f(0.0f, 1.0f), 0.0f, Gain, state->gains);
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else if(Slot->effect.type == AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT)
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state->gains[LFE] = Gain;
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}
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static ALvoid DedicatedProcess(ALeffectState *effect, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MaxChannels])
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{
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ALdedicatedState *state = (ALdedicatedState*)effect;
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const ALfloat *gains = state->gains;
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ALuint i, s;
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for(i = 0;i < SamplesToDo;i++)
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{
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ALfloat sample;
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sample = SamplesIn[i];
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for(s = 0;s < MaxChannels;s++)
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SamplesOut[i][s] = sample * gains[s];
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}
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}
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ALeffectState *DedicatedCreate(void)
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{
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ALdedicatedState *state;
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ALsizei s;
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state = malloc(sizeof(*state));
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if(!state)
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return NULL;
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state->state.Destroy = DedicatedDestroy;
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state->state.DeviceUpdate = DedicatedDeviceUpdate;
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state->state.Update = DedicatedUpdate;
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state->state.Process = DedicatedProcess;
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for(s = 0;s < MaxChannels;s++)
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state->gains[s] = 0.0f;
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return &state->state;
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}
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