812 lines
27 KiB
C++
812 lines
27 KiB
C++
/**
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* OpenAL cross platform audio library
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* Copyright (C) 1999-2007 by authors.
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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.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 <math.h>
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#include <float.h>
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#include <algorithm>
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#include "AL/al.h"
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#include "AL/alc.h"
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#include "alMain.h"
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#include "alcontext.h"
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#include "alEffect.h"
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#include "alError.h"
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const struct EffectList EffectList[EFFECTLIST_SIZE] = {
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{ "eaxreverb", EAXREVERB_EFFECT, AL_EFFECT_EAXREVERB },
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{ "reverb", REVERB_EFFECT, AL_EFFECT_REVERB },
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{ "autowah", AUTOWAH_EFFECT, AL_EFFECT_AUTOWAH },
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{ "chorus", CHORUS_EFFECT, AL_EFFECT_CHORUS },
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{ "compressor", COMPRESSOR_EFFECT, AL_EFFECT_COMPRESSOR },
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{ "distortion", DISTORTION_EFFECT, AL_EFFECT_DISTORTION },
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{ "echo", ECHO_EFFECT, AL_EFFECT_ECHO },
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{ "equalizer", EQUALIZER_EFFECT, AL_EFFECT_EQUALIZER },
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{ "flanger", FLANGER_EFFECT, AL_EFFECT_FLANGER },
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{ "fshifter", FSHIFTER_EFFECT, AL_EFFECT_FREQUENCY_SHIFTER },
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{ "modulator", MODULATOR_EFFECT, AL_EFFECT_RING_MODULATOR },
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{ "pshifter", PSHIFTER_EFFECT, AL_EFFECT_PITCH_SHIFTER },
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{ "dedicated", DEDICATED_EFFECT, AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT },
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{ "dedicated", DEDICATED_EFFECT, AL_EFFECT_DEDICATED_DIALOGUE },
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};
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ALboolean DisabledEffects[MAX_EFFECTS];
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static ALeffect *AllocEffect(ALCcontext *context);
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static void FreeEffect(ALCdevice *device, ALeffect *effect);
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static void InitEffectParams(ALeffect *effect, ALenum type);
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static inline ALeffect *LookupEffect(ALCdevice *device, ALuint id)
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{
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ALuint lidx = (id-1) >> 6;
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ALsizei slidx = (id-1) & 0x3f;
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if(UNLIKELY(lidx >= device->EffectList.size()))
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return nullptr;
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EffectSubList &sublist = device->EffectList[lidx];
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if(UNLIKELY(sublist.FreeMask & (U64(1)<<slidx)))
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return nullptr;
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return sublist.Effects + slidx;
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}
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AL_API ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects)
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{
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ALCcontext *context;
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ALsizei cur;
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context = GetContextRef();
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if(!context) return;
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if(n < 0)
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alSetError(context, AL_INVALID_VALUE, "Generating %d effects", n);
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else for(cur = 0;cur < n;cur++)
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{
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ALeffect *effect = AllocEffect(context);
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if(!effect)
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{
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alDeleteEffects(cur, effects);
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break;
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}
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effects[cur] = effect->id;
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}
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ALCcontext_DecRef(context);
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}
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AL_API ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects)
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{
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ALCdevice *device;
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ALCcontext *context;
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ALeffect *effect;
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ALsizei i;
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context = GetContextRef();
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if(!context) return;
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device = context->Device;
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LockEffectList(device);
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if(n < 0)
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SETERR_GOTO(context, AL_INVALID_VALUE, done, "Deleting %d effects", n);
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for(i = 0;i < n;i++)
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{
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if(effects[i] && LookupEffect(device, effects[i]) == NULL)
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SETERR_GOTO(context, AL_INVALID_NAME, done, "Invalid effect ID %u", effects[i]);
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}
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for(i = 0;i < n;i++)
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{
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if((effect=LookupEffect(device, effects[i])) != NULL)
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FreeEffect(device, effect);
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}
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done:
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UnlockEffectList(device);
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ALCcontext_DecRef(context);
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}
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AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect)
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{
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ALCcontext *Context;
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ALboolean result;
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Context = GetContextRef();
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if(!Context) return AL_FALSE;
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LockEffectList(Context->Device);
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result = ((!effect || LookupEffect(Context->Device, effect)) ?
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AL_TRUE : AL_FALSE);
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UnlockEffectList(Context->Device);
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ALCcontext_DecRef(Context);
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return result;
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}
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AL_API ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint value)
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{
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ALCcontext *Context;
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ALCdevice *Device;
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ALeffect *ALEffect;
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Context = GetContextRef();
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if(!Context) return;
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Device = Context->Device;
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LockEffectList(Device);
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
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alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
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else
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{
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if(param == AL_EFFECT_TYPE)
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{
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ALboolean isOk = (value == AL_EFFECT_NULL);
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ALint i;
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for(i = 0;!isOk && i < EFFECTLIST_SIZE;i++)
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{
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if(value == EffectList[i].val &&
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!DisabledEffects[EffectList[i].type])
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isOk = AL_TRUE;
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}
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if(isOk)
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InitEffectParams(ALEffect, value);
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else
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alSetError(Context, AL_INVALID_VALUE, "Effect type 0x%04x not supported", value);
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}
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else
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{
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/* Call the appropriate handler */
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ALeffect_setParami(ALEffect, Context, param, value);
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}
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}
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UnlockEffectList(Device);
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ALCcontext_DecRef(Context);
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}
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AL_API ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, const ALint *values)
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{
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ALCcontext *Context;
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ALCdevice *Device;
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ALeffect *ALEffect;
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switch(param)
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{
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case AL_EFFECT_TYPE:
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alEffecti(effect, param, values[0]);
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return;
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}
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Context = GetContextRef();
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if(!Context) return;
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Device = Context->Device;
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LockEffectList(Device);
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
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alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
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else
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{
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/* Call the appropriate handler */
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ALeffect_setParamiv(ALEffect, Context, param, values);
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}
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UnlockEffectList(Device);
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ALCcontext_DecRef(Context);
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}
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AL_API ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat value)
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{
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ALCcontext *Context;
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ALCdevice *Device;
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ALeffect *ALEffect;
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Context = GetContextRef();
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if(!Context) return;
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Device = Context->Device;
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LockEffectList(Device);
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
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alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
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else
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{
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/* Call the appropriate handler */
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ALeffect_setParamf(ALEffect, Context, param, value);
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}
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UnlockEffectList(Device);
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ALCcontext_DecRef(Context);
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}
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AL_API ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *values)
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{
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ALCcontext *Context;
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ALCdevice *Device;
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ALeffect *ALEffect;
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Context = GetContextRef();
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if(!Context) return;
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Device = Context->Device;
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LockEffectList(Device);
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
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alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
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else
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{
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/* Call the appropriate handler */
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ALeffect_setParamfv(ALEffect, Context, param, values);
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}
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UnlockEffectList(Device);
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ALCcontext_DecRef(Context);
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}
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AL_API ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *value)
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{
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ALCcontext *Context;
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ALCdevice *Device;
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ALeffect *ALEffect;
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Context = GetContextRef();
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if(!Context) return;
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Device = Context->Device;
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LockEffectList(Device);
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
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alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
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else
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{
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if(param == AL_EFFECT_TYPE)
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*value = ALEffect->type;
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else
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{
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/* Call the appropriate handler */
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ALeffect_getParami(ALEffect, Context, param, value);
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}
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}
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UnlockEffectList(Device);
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ALCcontext_DecRef(Context);
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}
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AL_API ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *values)
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{
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ALCcontext *Context;
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ALCdevice *Device;
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ALeffect *ALEffect;
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switch(param)
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{
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case AL_EFFECT_TYPE:
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alGetEffecti(effect, param, values);
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return;
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}
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Context = GetContextRef();
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if(!Context) return;
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Device = Context->Device;
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LockEffectList(Device);
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
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alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
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else
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{
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/* Call the appropriate handler */
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ALeffect_getParamiv(ALEffect, Context, param, values);
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}
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UnlockEffectList(Device);
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ALCcontext_DecRef(Context);
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}
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AL_API ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *value)
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{
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ALCcontext *Context;
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ALCdevice *Device;
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ALeffect *ALEffect;
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Context = GetContextRef();
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if(!Context) return;
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Device = Context->Device;
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LockEffectList(Device);
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
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alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
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else
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{
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/* Call the appropriate handler */
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ALeffect_getParamf(ALEffect, Context, param, value);
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}
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UnlockEffectList(Device);
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ALCcontext_DecRef(Context);
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}
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AL_API ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *values)
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{
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ALCcontext *Context;
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ALCdevice *Device;
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ALeffect *ALEffect;
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Context = GetContextRef();
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if(!Context) return;
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Device = Context->Device;
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LockEffectList(Device);
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if((ALEffect=LookupEffect(Device, effect)) == NULL)
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alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
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else
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{
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/* Call the appropriate handler */
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ALeffect_getParamfv(ALEffect, Context, param, values);
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}
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UnlockEffectList(Device);
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ALCcontext_DecRef(Context);
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}
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void InitEffect(ALeffect *effect)
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{
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InitEffectParams(effect, AL_EFFECT_NULL);
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}
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static ALeffect *AllocEffect(ALCcontext *context)
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{
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ALCdevice *device = context->Device;
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almtx_lock(&device->EffectLock);
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auto sublist = std::find_if(device->EffectList.begin(), device->EffectList.end(),
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[](const EffectSubList &entry) noexcept -> bool
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{ return entry.FreeMask != 0; }
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);
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auto lidx = std::distance(device->EffectList.begin(), sublist);
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ALeffect *effect{nullptr};
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ALsizei slidx{0};
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if(LIKELY(sublist != device->EffectList.end()))
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{
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slidx = CTZ64(sublist->FreeMask);
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effect = sublist->Effects + slidx;
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}
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else
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{
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/* Don't allocate so many list entries that the 32-bit ID could
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* overflow...
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*/
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if(UNLIKELY(device->EffectList.size() >= 1<<25))
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{
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almtx_unlock(&device->EffectLock);
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alSetError(context, AL_OUT_OF_MEMORY, "Too many effects allocated");
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return NULL;
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}
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device->EffectList.emplace_back();
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sublist = device->EffectList.end() - 1;
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sublist->FreeMask = ~U64(0);
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sublist->Effects = static_cast<ALeffect*>(al_calloc(16, sizeof(ALeffect)*64));
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if(UNLIKELY(!sublist->Effects))
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{
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device->EffectList.pop_back();
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almtx_unlock(&device->EffectLock);
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alSetError(context, AL_OUT_OF_MEMORY, "Failed to allocate effect batch");
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return NULL;
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}
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slidx = 0;
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effect = sublist->Effects + slidx;
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}
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effect = new (effect) ALeffect{};
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InitEffectParams(effect, AL_EFFECT_NULL);
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/* Add 1 to avoid effect ID 0. */
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effect->id = ((lidx<<6) | slidx) + 1;
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sublist->FreeMask &= ~(U64(1)<<slidx);
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almtx_unlock(&device->EffectLock);
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return effect;
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}
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static void FreeEffect(ALCdevice *device, ALeffect *effect)
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{
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ALuint id = effect->id - 1;
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ALsizei lidx = id >> 6;
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ALsizei slidx = id & 0x3f;
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effect->~ALeffect();
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device->EffectList[lidx].FreeMask |= U64(1) << slidx;
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}
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void ReleaseALEffects(ALCdevice *device)
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{
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size_t leftover = 0;
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for(auto &sublist : device->EffectList)
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{
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ALuint64 usemask = ~sublist.FreeMask;
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while(usemask)
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{
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ALsizei idx = CTZ64(usemask);
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ALeffect *effect = sublist.Effects + idx;
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effect->~ALeffect();
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++leftover;
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usemask &= ~(U64(1) << idx);
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}
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sublist.FreeMask = ~usemask;
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}
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if(leftover > 0)
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WARN("(%p) Deleted " SZFMT " Effect%s\n", device, leftover, (leftover==1)?"":"s");
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}
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static void InitEffectParams(ALeffect *effect, ALenum type)
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{
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switch(type)
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{
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case AL_EFFECT_EAXREVERB:
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effect->Props.Reverb.Density = AL_EAXREVERB_DEFAULT_DENSITY;
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effect->Props.Reverb.Diffusion = AL_EAXREVERB_DEFAULT_DIFFUSION;
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effect->Props.Reverb.Gain = AL_EAXREVERB_DEFAULT_GAIN;
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effect->Props.Reverb.GainHF = AL_EAXREVERB_DEFAULT_GAINHF;
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effect->Props.Reverb.GainLF = AL_EAXREVERB_DEFAULT_GAINLF;
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effect->Props.Reverb.DecayTime = AL_EAXREVERB_DEFAULT_DECAY_TIME;
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effect->Props.Reverb.DecayHFRatio = AL_EAXREVERB_DEFAULT_DECAY_HFRATIO;
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effect->Props.Reverb.DecayLFRatio = AL_EAXREVERB_DEFAULT_DECAY_LFRATIO;
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effect->Props.Reverb.ReflectionsGain = AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN;
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effect->Props.Reverb.ReflectionsDelay = AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY;
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effect->Props.Reverb.ReflectionsPan[0] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ;
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effect->Props.Reverb.ReflectionsPan[1] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ;
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effect->Props.Reverb.ReflectionsPan[2] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ;
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effect->Props.Reverb.LateReverbGain = AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN;
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effect->Props.Reverb.LateReverbDelay = AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY;
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effect->Props.Reverb.LateReverbPan[0] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ;
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effect->Props.Reverb.LateReverbPan[1] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ;
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effect->Props.Reverb.LateReverbPan[2] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ;
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effect->Props.Reverb.EchoTime = AL_EAXREVERB_DEFAULT_ECHO_TIME;
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effect->Props.Reverb.EchoDepth = AL_EAXREVERB_DEFAULT_ECHO_DEPTH;
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effect->Props.Reverb.ModulationTime = AL_EAXREVERB_DEFAULT_MODULATION_TIME;
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effect->Props.Reverb.ModulationDepth = AL_EAXREVERB_DEFAULT_MODULATION_DEPTH;
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effect->Props.Reverb.AirAbsorptionGainHF = AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF;
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effect->Props.Reverb.HFReference = AL_EAXREVERB_DEFAULT_HFREFERENCE;
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effect->Props.Reverb.LFReference = AL_EAXREVERB_DEFAULT_LFREFERENCE;
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effect->Props.Reverb.RoomRolloffFactor = AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR;
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effect->Props.Reverb.DecayHFLimit = AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT;
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effect->vtab = &ALeaxreverb_vtable;
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break;
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case AL_EFFECT_REVERB:
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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.GainLF = 1.0f;
|
|
effect->Props.Reverb.DecayTime = AL_REVERB_DEFAULT_DECAY_TIME;
|
|
effect->Props.Reverb.DecayHFRatio = AL_REVERB_DEFAULT_DECAY_HFRATIO;
|
|
effect->Props.Reverb.DecayLFRatio = 1.0f;
|
|
effect->Props.Reverb.ReflectionsGain = AL_REVERB_DEFAULT_REFLECTIONS_GAIN;
|
|
effect->Props.Reverb.ReflectionsDelay = AL_REVERB_DEFAULT_REFLECTIONS_DELAY;
|
|
effect->Props.Reverb.ReflectionsPan[0] = 0.0f;
|
|
effect->Props.Reverb.ReflectionsPan[1] = 0.0f;
|
|
effect->Props.Reverb.ReflectionsPan[2] = 0.0f;
|
|
effect->Props.Reverb.LateReverbGain = AL_REVERB_DEFAULT_LATE_REVERB_GAIN;
|
|
effect->Props.Reverb.LateReverbDelay = AL_REVERB_DEFAULT_LATE_REVERB_DELAY;
|
|
effect->Props.Reverb.LateReverbPan[0] = 0.0f;
|
|
effect->Props.Reverb.LateReverbPan[1] = 0.0f;
|
|
effect->Props.Reverb.LateReverbPan[2] = 0.0f;
|
|
effect->Props.Reverb.EchoTime = 0.25f;
|
|
effect->Props.Reverb.EchoDepth = 0.0f;
|
|
effect->Props.Reverb.ModulationTime = 0.25f;
|
|
effect->Props.Reverb.ModulationDepth = 0.0f;
|
|
effect->Props.Reverb.AirAbsorptionGainHF = AL_REVERB_DEFAULT_AIR_ABSORPTION_GAINHF;
|
|
effect->Props.Reverb.HFReference = 5000.0f;
|
|
effect->Props.Reverb.LFReference = 250.0f;
|
|
effect->Props.Reverb.RoomRolloffFactor = AL_REVERB_DEFAULT_ROOM_ROLLOFF_FACTOR;
|
|
effect->Props.Reverb.DecayHFLimit = AL_REVERB_DEFAULT_DECAY_HFLIMIT;
|
|
effect->vtab = &ALreverb_vtable;
|
|
break;
|
|
case AL_EFFECT_AUTOWAH:
|
|
effect->Props.Autowah.AttackTime = AL_AUTOWAH_DEFAULT_ATTACK_TIME;
|
|
effect->Props.Autowah.ReleaseTime = AL_AUTOWAH_DEFAULT_RELEASE_TIME;
|
|
effect->Props.Autowah.Resonance = AL_AUTOWAH_DEFAULT_RESONANCE;
|
|
effect->Props.Autowah.PeakGain = AL_AUTOWAH_DEFAULT_PEAK_GAIN;
|
|
effect->vtab = &ALautowah_vtable;
|
|
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;
|
|
effect->vtab = &ALchorus_vtable;
|
|
break;
|
|
case AL_EFFECT_COMPRESSOR:
|
|
effect->Props.Compressor.OnOff = AL_COMPRESSOR_DEFAULT_ONOFF;
|
|
effect->vtab = &ALcompressor_vtable;
|
|
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;
|
|
effect->vtab = &ALdistortion_vtable;
|
|
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;
|
|
effect->vtab = &ALecho_vtable;
|
|
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;
|
|
effect->vtab = &ALequalizer_vtable;
|
|
break;
|
|
case AL_EFFECT_FLANGER:
|
|
effect->Props.Chorus.Waveform = AL_FLANGER_DEFAULT_WAVEFORM;
|
|
effect->Props.Chorus.Phase = AL_FLANGER_DEFAULT_PHASE;
|
|
effect->Props.Chorus.Rate = AL_FLANGER_DEFAULT_RATE;
|
|
effect->Props.Chorus.Depth = AL_FLANGER_DEFAULT_DEPTH;
|
|
effect->Props.Chorus.Feedback = AL_FLANGER_DEFAULT_FEEDBACK;
|
|
effect->Props.Chorus.Delay = AL_FLANGER_DEFAULT_DELAY;
|
|
effect->vtab = &ALflanger_vtable;
|
|
break;
|
|
case AL_EFFECT_FREQUENCY_SHIFTER:
|
|
effect->Props.Fshifter.Frequency = AL_FREQUENCY_SHIFTER_DEFAULT_FREQUENCY;
|
|
effect->Props.Fshifter.LeftDirection = AL_FREQUENCY_SHIFTER_DEFAULT_LEFT_DIRECTION;
|
|
effect->Props.Fshifter.RightDirection = AL_FREQUENCY_SHIFTER_DEFAULT_RIGHT_DIRECTION;
|
|
effect->vtab = &ALfshifter_vtable;
|
|
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;
|
|
effect->vtab = &ALmodulator_vtable;
|
|
break;
|
|
case AL_EFFECT_PITCH_SHIFTER:
|
|
effect->Props.Pshifter.CoarseTune = AL_PITCH_SHIFTER_DEFAULT_COARSE_TUNE;
|
|
effect->Props.Pshifter.FineTune = AL_PITCH_SHIFTER_DEFAULT_FINE_TUNE;
|
|
effect->vtab = &ALpshifter_vtable;
|
|
break;
|
|
case AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT:
|
|
case AL_EFFECT_DEDICATED_DIALOGUE:
|
|
effect->Props.Dedicated.Gain = 1.0f;
|
|
effect->vtab = &ALdedicated_vtable;
|
|
break;
|
|
default:
|
|
effect->vtab = &ALnull_vtable;
|
|
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
|
|
|
|
void 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_EFFECT])
|
|
InitEffectParams(effect, AL_EFFECT_EAXREVERB);
|
|
else if(!DisabledEffects[REVERB_EFFECT])
|
|
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);
|
|
}
|