180 lines
6.2 KiB
C
180 lines
6.2 KiB
C
#ifndef _AL_AUXEFFECTSLOT_H_
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#define _AL_AUXEFFECTSLOT_H_
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#include "alMain.h"
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#include "alEffect.h"
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#include "align.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ALeffectStateVtable;
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struct ALeffectslot;
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typedef struct ALeffectState {
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const struct ALeffectStateVtable *vtbl;
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ALfloat (*OutBuffer)[BUFFERSIZE];
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ALuint OutChannels;
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} ALeffectState;
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void ALeffectState_Destruct(ALeffectState *state);
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struct ALeffectStateVtable {
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void (*const Destruct)(ALeffectState *state);
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ALboolean (*const deviceUpdate)(ALeffectState *state, ALCdevice *device);
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void (*const update)(ALeffectState *state, const ALCdevice *device, const struct ALeffectslot *slot, const union ALeffectProps *props);
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void (*const process)(ALeffectState *state, ALuint samplesToDo, const ALfloat (*restrict samplesIn)[BUFFERSIZE], ALfloat (*restrict samplesOut)[BUFFERSIZE], ALuint numChannels);
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void (*const Delete)(void *ptr);
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};
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#define DEFINE_ALEFFECTSTATE_VTABLE(T) \
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DECLARE_THUNK(T, ALeffectState, void, Destruct) \
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DECLARE_THUNK1(T, ALeffectState, ALboolean, deviceUpdate, ALCdevice*) \
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DECLARE_THUNK3(T, ALeffectState, void, update, const ALCdevice*, const ALeffectslot*, const ALeffectProps*) \
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DECLARE_THUNK4(T, ALeffectState, void, process, ALuint, const ALfloatBUFFERSIZE*restrict, ALfloatBUFFERSIZE*restrict, ALuint) \
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static void T##_ALeffectState_Delete(void *ptr) \
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{ return T##_Delete(STATIC_UPCAST(T, ALeffectState, (ALeffectState*)ptr)); } \
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\
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static const struct ALeffectStateVtable T##_ALeffectState_vtable = { \
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T##_ALeffectState_Destruct, \
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\
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T##_ALeffectState_deviceUpdate, \
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T##_ALeffectState_update, \
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T##_ALeffectState_process, \
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\
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T##_ALeffectState_Delete, \
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}
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struct ALeffectStateFactoryVtable;
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typedef struct ALeffectStateFactory {
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const struct ALeffectStateFactoryVtable *vtbl;
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} ALeffectStateFactory;
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struct ALeffectStateFactoryVtable {
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ALeffectState *(*const create)(ALeffectStateFactory *factory);
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};
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#define DEFINE_ALEFFECTSTATEFACTORY_VTABLE(T) \
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DECLARE_THUNK(T, ALeffectStateFactory, ALeffectState*, create) \
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\
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static const struct ALeffectStateFactoryVtable T##_ALeffectStateFactory_vtable = { \
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T##_ALeffectStateFactory_create, \
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}
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#define MAX_EFFECT_CHANNELS (4)
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struct ALeffectslotProps {
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ATOMIC(ALfloat) Gain;
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ATOMIC(ALboolean) AuxSendAuto;
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ATOMIC(ALenum) Type;
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ALeffectProps Props;
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ATOMIC(ALeffectState*) State;
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ATOMIC(struct ALeffectslotProps*) next;
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};
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typedef struct ALeffectslot {
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volatile ALfloat Gain;
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volatile ALboolean AuxSendAuto;
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struct {
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ALenum Type;
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ALeffectProps Props;
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ALeffectState *State;
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} Effect;
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RefCount ref;
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ATOMIC(struct ALeffectslotProps*) Update;
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ATOMIC(struct ALeffectslotProps*) FreeList;
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struct {
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ALfloat Gain;
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ALboolean AuxSendAuto;
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ALenum EffectType;
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ALeffectState *EffectState;
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ALfloat RoomRolloff; /* Added to the source's room rolloff, not multiplied. */
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ALfloat DecayTime;
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ALfloat AirAbsorptionGainHF;
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} Params;
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/* Self ID */
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ALuint id;
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ALuint NumChannels;
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BFChannelConfig ChanMap[MAX_EFFECT_CHANNELS];
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/* Wet buffer configuration is ACN channel order with N3D scaling:
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* * Channel 0 is the unattenuated mono signal.
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* * Channel 1 is OpenAL -X
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* * Channel 2 is OpenAL Y
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* * Channel 3 is OpenAL -Z
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* Consequently, effects that only want to work with mono input can use
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* channel 0 by itself. Effects that want multichannel can process the
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* ambisonics signal and make a B-Format pan (ComputeFirstOrderGains) for
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* first-order device output (FOAOut).
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*/
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alignas(16) ALfloat WetBuffer[MAX_EFFECT_CHANNELS][BUFFERSIZE];
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ATOMIC(struct ALeffectslot*) next;
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} ALeffectslot;
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inline void LockEffectSlotsRead(ALCcontext *context)
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{ LockUIntMapRead(&context->EffectSlotMap); }
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inline void UnlockEffectSlotsRead(ALCcontext *context)
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{ UnlockUIntMapRead(&context->EffectSlotMap); }
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inline void LockEffectSlotsWrite(ALCcontext *context)
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{ LockUIntMapWrite(&context->EffectSlotMap); }
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inline void UnlockEffectSlotsWrite(ALCcontext *context)
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{ UnlockUIntMapWrite(&context->EffectSlotMap); }
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inline struct ALeffectslot *LookupEffectSlot(ALCcontext *context, ALuint id)
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{ return (struct ALeffectslot*)LookupUIntMapKeyNoLock(&context->EffectSlotMap, id); }
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inline struct ALeffectslot *RemoveEffectSlot(ALCcontext *context, ALuint id)
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{ return (struct ALeffectslot*)RemoveUIntMapKeyNoLock(&context->EffectSlotMap, id); }
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ALenum InitEffectSlot(ALeffectslot *slot);
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void DeinitEffectSlot(ALeffectslot *slot);
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void UpdateEffectSlotProps(ALeffectslot *slot);
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ALvoid ReleaseALAuxiliaryEffectSlots(ALCcontext *Context);
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ALeffectStateFactory *ALnullStateFactory_getFactory(void);
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ALeffectStateFactory *ALreverbStateFactory_getFactory(void);
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ALeffectStateFactory *ALautowahStateFactory_getFactory(void);
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ALeffectStateFactory *ALchorusStateFactory_getFactory(void);
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ALeffectStateFactory *ALcompressorStateFactory_getFactory(void);
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ALeffectStateFactory *ALdistortionStateFactory_getFactory(void);
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ALeffectStateFactory *ALechoStateFactory_getFactory(void);
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ALeffectStateFactory *ALequalizerStateFactory_getFactory(void);
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ALeffectStateFactory *ALflangerStateFactory_getFactory(void);
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ALeffectStateFactory *ALmodulatorStateFactory_getFactory(void);
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ALeffectStateFactory *ALdedicatedStateFactory_getFactory(void);
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ALenum InitializeEffect(ALCdevice *Device, ALeffectslot *EffectSlot, ALeffect *effect);
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void InitEffectFactoryMap(void);
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void DeinitEffectFactoryMap(void);
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#ifdef __cplusplus
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}
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#endif
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#endif
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