AuroraOpenALSoft/OpenAL32/Include/alAuxEffectSlot.h
2016-05-29 02:47:54 -07:00

180 lines
6.2 KiB
C

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