AuroraOpenALSoft/OpenAL32/alEffect.cpp
2018-11-18 22:50:04 -08:00

812 lines
27 KiB
C++

/**
* OpenAL cross platform audio library
* Copyright (C) 1999-2007 by authors.
* 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.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
* Or go to http://www.gnu.org/copyleft/lgpl.html
*/
#include "config.h"
#include <stdlib.h>
#include <math.h>
#include <float.h>
#include <algorithm>
#include "AL/al.h"
#include "AL/alc.h"
#include "alMain.h"
#include "alcontext.h"
#include "alEffect.h"
#include "alError.h"
const struct EffectList EffectList[EFFECTLIST_SIZE] = {
{ "eaxreverb", EAXREVERB_EFFECT, AL_EFFECT_EAXREVERB },
{ "reverb", REVERB_EFFECT, AL_EFFECT_REVERB },
{ "autowah", AUTOWAH_EFFECT, AL_EFFECT_AUTOWAH },
{ "chorus", CHORUS_EFFECT, AL_EFFECT_CHORUS },
{ "compressor", COMPRESSOR_EFFECT, AL_EFFECT_COMPRESSOR },
{ "distortion", DISTORTION_EFFECT, AL_EFFECT_DISTORTION },
{ "echo", ECHO_EFFECT, AL_EFFECT_ECHO },
{ "equalizer", EQUALIZER_EFFECT, AL_EFFECT_EQUALIZER },
{ "flanger", FLANGER_EFFECT, AL_EFFECT_FLANGER },
{ "fshifter", FSHIFTER_EFFECT, AL_EFFECT_FREQUENCY_SHIFTER },
{ "modulator", MODULATOR_EFFECT, AL_EFFECT_RING_MODULATOR },
{ "pshifter", PSHIFTER_EFFECT, AL_EFFECT_PITCH_SHIFTER },
{ "dedicated", DEDICATED_EFFECT, AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT },
{ "dedicated", DEDICATED_EFFECT, AL_EFFECT_DEDICATED_DIALOGUE },
};
ALboolean DisabledEffects[MAX_EFFECTS];
static ALeffect *AllocEffect(ALCcontext *context);
static void FreeEffect(ALCdevice *device, ALeffect *effect);
static void InitEffectParams(ALeffect *effect, ALenum type);
static inline ALeffect *LookupEffect(ALCdevice *device, ALuint id)
{
ALuint lidx = (id-1) >> 6;
ALsizei slidx = (id-1) & 0x3f;
if(UNLIKELY(lidx >= device->EffectList.size()))
return nullptr;
EffectSubList &sublist = device->EffectList[lidx];
if(UNLIKELY(sublist.FreeMask & (U64(1)<<slidx)))
return nullptr;
return sublist.Effects + slidx;
}
AL_API ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects)
{
ALCcontext *context;
ALsizei cur;
context = GetContextRef();
if(!context) return;
if(n < 0)
alSetError(context, AL_INVALID_VALUE, "Generating %d effects", n);
else for(cur = 0;cur < n;cur++)
{
ALeffect *effect = AllocEffect(context);
if(!effect)
{
alDeleteEffects(cur, effects);
break;
}
effects[cur] = effect->id;
}
ALCcontext_DecRef(context);
}
AL_API ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects)
{
ALCdevice *device;
ALCcontext *context;
ALeffect *effect;
ALsizei i;
context = GetContextRef();
if(!context) return;
device = context->Device;
LockEffectList(device);
if(n < 0)
SETERR_GOTO(context, AL_INVALID_VALUE, done, "Deleting %d effects", n);
for(i = 0;i < n;i++)
{
if(effects[i] && LookupEffect(device, effects[i]) == NULL)
SETERR_GOTO(context, AL_INVALID_NAME, done, "Invalid effect ID %u", effects[i]);
}
for(i = 0;i < n;i++)
{
if((effect=LookupEffect(device, effects[i])) != NULL)
FreeEffect(device, effect);
}
done:
UnlockEffectList(device);
ALCcontext_DecRef(context);
}
AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect)
{
ALCcontext *Context;
ALboolean result;
Context = GetContextRef();
if(!Context) return AL_FALSE;
LockEffectList(Context->Device);
result = ((!effect || LookupEffect(Context->Device, effect)) ?
AL_TRUE : AL_FALSE);
UnlockEffectList(Context->Device);
ALCcontext_DecRef(Context);
return result;
}
AL_API ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint value)
{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
Context = GetContextRef();
if(!Context) return;
Device = Context->Device;
LockEffectList(Device);
if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
else
{
if(param == AL_EFFECT_TYPE)
{
ALboolean isOk = (value == AL_EFFECT_NULL);
ALint i;
for(i = 0;!isOk && i < EFFECTLIST_SIZE;i++)
{
if(value == EffectList[i].val &&
!DisabledEffects[EffectList[i].type])
isOk = AL_TRUE;
}
if(isOk)
InitEffectParams(ALEffect, value);
else
alSetError(Context, AL_INVALID_VALUE, "Effect type 0x%04x not supported", value);
}
else
{
/* Call the appropriate handler */
ALeffect_setParami(ALEffect, Context, param, value);
}
}
UnlockEffectList(Device);
ALCcontext_DecRef(Context);
}
AL_API ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, const ALint *values)
{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
switch(param)
{
case AL_EFFECT_TYPE:
alEffecti(effect, param, values[0]);
return;
}
Context = GetContextRef();
if(!Context) return;
Device = Context->Device;
LockEffectList(Device);
if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
else
{
/* Call the appropriate handler */
ALeffect_setParamiv(ALEffect, Context, param, values);
}
UnlockEffectList(Device);
ALCcontext_DecRef(Context);
}
AL_API ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat value)
{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
Context = GetContextRef();
if(!Context) return;
Device = Context->Device;
LockEffectList(Device);
if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
else
{
/* Call the appropriate handler */
ALeffect_setParamf(ALEffect, Context, param, value);
}
UnlockEffectList(Device);
ALCcontext_DecRef(Context);
}
AL_API ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *values)
{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
Context = GetContextRef();
if(!Context) return;
Device = Context->Device;
LockEffectList(Device);
if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
else
{
/* Call the appropriate handler */
ALeffect_setParamfv(ALEffect, Context, param, values);
}
UnlockEffectList(Device);
ALCcontext_DecRef(Context);
}
AL_API ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *value)
{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
Context = GetContextRef();
if(!Context) return;
Device = Context->Device;
LockEffectList(Device);
if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
else
{
if(param == AL_EFFECT_TYPE)
*value = ALEffect->type;
else
{
/* Call the appropriate handler */
ALeffect_getParami(ALEffect, Context, param, value);
}
}
UnlockEffectList(Device);
ALCcontext_DecRef(Context);
}
AL_API ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *values)
{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
switch(param)
{
case AL_EFFECT_TYPE:
alGetEffecti(effect, param, values);
return;
}
Context = GetContextRef();
if(!Context) return;
Device = Context->Device;
LockEffectList(Device);
if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
else
{
/* Call the appropriate handler */
ALeffect_getParamiv(ALEffect, Context, param, values);
}
UnlockEffectList(Device);
ALCcontext_DecRef(Context);
}
AL_API ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *value)
{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
Context = GetContextRef();
if(!Context) return;
Device = Context->Device;
LockEffectList(Device);
if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
else
{
/* Call the appropriate handler */
ALeffect_getParamf(ALEffect, Context, param, value);
}
UnlockEffectList(Device);
ALCcontext_DecRef(Context);
}
AL_API ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *values)
{
ALCcontext *Context;
ALCdevice *Device;
ALeffect *ALEffect;
Context = GetContextRef();
if(!Context) return;
Device = Context->Device;
LockEffectList(Device);
if((ALEffect=LookupEffect(Device, effect)) == NULL)
alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
else
{
/* Call the appropriate handler */
ALeffect_getParamfv(ALEffect, Context, param, values);
}
UnlockEffectList(Device);
ALCcontext_DecRef(Context);
}
void InitEffect(ALeffect *effect)
{
InitEffectParams(effect, AL_EFFECT_NULL);
}
static ALeffect *AllocEffect(ALCcontext *context)
{
ALCdevice *device = context->Device;
almtx_lock(&device->EffectLock);
auto sublist = std::find_if(device->EffectList.begin(), device->EffectList.end(),
[](const EffectSubList &entry) noexcept -> bool
{ return entry.FreeMask != 0; }
);
auto lidx = std::distance(device->EffectList.begin(), sublist);
ALeffect *effect{nullptr};
ALsizei slidx{0};
if(LIKELY(sublist != device->EffectList.end()))
{
slidx = CTZ64(sublist->FreeMask);
effect = sublist->Effects + slidx;
}
else
{
/* Don't allocate so many list entries that the 32-bit ID could
* overflow...
*/
if(UNLIKELY(device->EffectList.size() >= 1<<25))
{
almtx_unlock(&device->EffectLock);
alSetError(context, AL_OUT_OF_MEMORY, "Too many effects allocated");
return NULL;
}
device->EffectList.emplace_back();
sublist = device->EffectList.end() - 1;
sublist->FreeMask = ~U64(0);
sublist->Effects = static_cast<ALeffect*>(al_calloc(16, sizeof(ALeffect)*64));
if(UNLIKELY(!sublist->Effects))
{
device->EffectList.pop_back();
almtx_unlock(&device->EffectLock);
alSetError(context, AL_OUT_OF_MEMORY, "Failed to allocate effect batch");
return NULL;
}
slidx = 0;
effect = sublist->Effects + slidx;
}
effect = new (effect) ALeffect{};
InitEffectParams(effect, AL_EFFECT_NULL);
/* Add 1 to avoid effect ID 0. */
effect->id = ((lidx<<6) | slidx) + 1;
sublist->FreeMask &= ~(U64(1)<<slidx);
almtx_unlock(&device->EffectLock);
return effect;
}
static void FreeEffect(ALCdevice *device, ALeffect *effect)
{
ALuint id = effect->id - 1;
ALsizei lidx = id >> 6;
ALsizei slidx = id & 0x3f;
effect->~ALeffect();
device->EffectList[lidx].FreeMask |= U64(1) << slidx;
}
void ReleaseALEffects(ALCdevice *device)
{
size_t leftover = 0;
for(auto &sublist : device->EffectList)
{
ALuint64 usemask = ~sublist.FreeMask;
while(usemask)
{
ALsizei idx = CTZ64(usemask);
ALeffect *effect = sublist.Effects + idx;
effect->~ALeffect();
++leftover;
usemask &= ~(U64(1) << idx);
}
sublist.FreeMask = ~usemask;
}
if(leftover > 0)
WARN("(%p) Deleted " SZFMT " Effect%s\n", device, leftover, (leftover==1)?"":"s");
}
static void InitEffectParams(ALeffect *effect, ALenum type)
{
switch(type)
{
case AL_EFFECT_EAXREVERB:
effect->Props.Reverb.Density = AL_EAXREVERB_DEFAULT_DENSITY;
effect->Props.Reverb.Diffusion = AL_EAXREVERB_DEFAULT_DIFFUSION;
effect->Props.Reverb.Gain = AL_EAXREVERB_DEFAULT_GAIN;
effect->Props.Reverb.GainHF = AL_EAXREVERB_DEFAULT_GAINHF;
effect->Props.Reverb.GainLF = AL_EAXREVERB_DEFAULT_GAINLF;
effect->Props.Reverb.DecayTime = AL_EAXREVERB_DEFAULT_DECAY_TIME;
effect->Props.Reverb.DecayHFRatio = AL_EAXREVERB_DEFAULT_DECAY_HFRATIO;
effect->Props.Reverb.DecayLFRatio = AL_EAXREVERB_DEFAULT_DECAY_LFRATIO;
effect->Props.Reverb.ReflectionsGain = AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN;
effect->Props.Reverb.ReflectionsDelay = AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY;
effect->Props.Reverb.ReflectionsPan[0] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ;
effect->Props.Reverb.ReflectionsPan[1] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ;
effect->Props.Reverb.ReflectionsPan[2] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ;
effect->Props.Reverb.LateReverbGain = AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN;
effect->Props.Reverb.LateReverbDelay = AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY;
effect->Props.Reverb.LateReverbPan[0] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ;
effect->Props.Reverb.LateReverbPan[1] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ;
effect->Props.Reverb.LateReverbPan[2] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ;
effect->Props.Reverb.EchoTime = AL_EAXREVERB_DEFAULT_ECHO_TIME;
effect->Props.Reverb.EchoDepth = AL_EAXREVERB_DEFAULT_ECHO_DEPTH;
effect->Props.Reverb.ModulationTime = AL_EAXREVERB_DEFAULT_MODULATION_TIME;
effect->Props.Reverb.ModulationDepth = AL_EAXREVERB_DEFAULT_MODULATION_DEPTH;
effect->Props.Reverb.AirAbsorptionGainHF = AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF;
effect->Props.Reverb.HFReference = AL_EAXREVERB_DEFAULT_HFREFERENCE;
effect->Props.Reverb.LFReference = AL_EAXREVERB_DEFAULT_LFREFERENCE;
effect->Props.Reverb.RoomRolloffFactor = AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR;
effect->Props.Reverb.DecayHFLimit = AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT;
effect->vtab = &ALeaxreverb_vtable;
break;
case AL_EFFECT_REVERB:
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);
}