AuroraOpenALSoft/Alc/alcDedicated.c
2012-06-28 18:49:49 -07:00

104 lines
2.9 KiB
C

/**
* OpenAL cross platform audio library
* Copyright (C) 2011 by Chris Robinson.
* 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 <stdlib.h>
#include "alMain.h"
#include "alFilter.h"
#include "alAuxEffectSlot.h"
#include "alError.h"
#include "alu.h"
typedef struct ALdedicatedState {
// Must be first in all effects!
ALeffectState state;
ALfloat gains[MaxChannels];
} ALdedicatedState;
static ALvoid DedicatedDestroy(ALeffectState *effect)
{
ALdedicatedState *state = (ALdedicatedState*)effect;
free(state);
}
static ALboolean DedicatedDeviceUpdate(ALeffectState *effect, ALCdevice *Device)
{
(void)effect;
(void)Device;
return AL_TRUE;
}
static ALvoid DedicatedUpdate(ALeffectState *effect, ALCdevice *device, const ALeffectslot *Slot)
{
ALdedicatedState *state = (ALdedicatedState*)effect;
ALfloat Gain;
ALsizei s;
Gain = Slot->Gain * Slot->effect.Dedicated.Gain;
for(s = 0;s < MaxChannels;s++)
state->gains[s] = 0.0f;
if(Slot->effect.type == AL_EFFECT_DEDICATED_DIALOGUE)
ComputeAngleGains(device, aluAtan2(0.0f, 1.0f), 0.0f, Gain, state->gains);
else if(Slot->effect.type == AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT)
state->gains[LFE] = Gain;
}
static ALvoid DedicatedProcess(ALeffectState *effect, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MaxChannels])
{
ALdedicatedState *state = (ALdedicatedState*)effect;
const ALfloat *gains = state->gains;
ALuint i, s;
for(i = 0;i < SamplesToDo;i++)
{
ALfloat sample;
sample = SamplesIn[i];
for(s = 0;s < MaxChannels;s++)
SamplesOut[i][s] = sample * gains[s];
}
}
ALeffectState *DedicatedCreate(void)
{
ALdedicatedState *state;
ALsizei s;
state = malloc(sizeof(*state));
if(!state)
return NULL;
state->state.Destroy = DedicatedDestroy;
state->state.DeviceUpdate = DedicatedDeviceUpdate;
state->state.Update = DedicatedUpdate;
state->state.Process = DedicatedProcess;
for(s = 0;s < MaxChannels;s++)
state->gains[s] = 0.0f;
return &state->state;
}