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authorChris Robinson <[email protected]>2009-05-29 13:30:50 -0700
committerChris Robinson <[email protected]>2009-05-29 13:30:50 -0700
commit74dc7090fdf4084fae1824986e382fde4535ae7c (patch)
tree7aa7485bba3a17a9449c65432af7a360cb879d8d /Alc/alcReverb.c
parente12ac95d6926c0b576775d2817f2e829c153947b (diff)
Don't expose effect-specific structures
Diffstat (limited to 'Alc/alcReverb.c')
-rw-r--r--Alc/alcReverb.c282
1 files changed, 145 insertions, 137 deletions
diff --git a/Alc/alcReverb.c b/Alc/alcReverb.c
index 85de4436..972bab7b 100644
--- a/Alc/alcReverb.c
+++ b/Alc/alcReverb.c
@@ -28,7 +28,6 @@
#include "alMain.h"
#include "alAuxEffectSlot.h"
#include "alEffect.h"
-#include "alReverb.h"
#include "alu.h"
typedef struct DelayLine
@@ -39,8 +38,10 @@ typedef struct DelayLine
ALfloat *Line;
} DelayLine;
-struct ALverbState
-{
+typedef struct ALverbState {
+ // Must be first in all effects!
+ ALeffectState state;
+
// All delay lines are allocated as a single buffer to reduce memory
// fragmentation and management code.
ALfloat *SampleBuffer;
@@ -87,7 +88,7 @@ struct ALverbState
} Late;
// The current read offset for all delay lines.
ALuint Offset;
-};
+} ALverbState;
// All delay line lengths are specified in seconds.
@@ -340,138 +341,11 @@ static __inline ALvoid ReverbInOut(ALverbState *State, ALfloat in, ALfloat *earl
State->Offset++;
}
-// This creates the reverb state. It should be called only when the reverb
-// effect is loaded into a slot that doesn't already have a reverb effect.
-ALverbState *VerbCreate(ALCcontext *Context)
-{
- ALverbState *State = NULL;
- ALuint samples, length[13], totalLength, index;
-
- State = malloc(sizeof(ALverbState));
- if(!State)
- return NULL;
-
- // All line lengths are powers of 2, calculated from their lengths, with
- // an additional sample in case of rounding errors.
-
- // See VerbUpdate() for an explanation of the additional calculation
- // added to the master line length.
- samples = (ALuint)
- ((MASTER_LINE_LENGTH +
- (LATE_LINE_LENGTH[0] * (1.0f + LATE_LINE_MULTIPLIER) *
- (DECO_FRACTION * ((DECO_MULTIPLIER * DECO_MULTIPLIER *
- DECO_MULTIPLIER) - 1.0f)))) *
- Context->Frequency) + 1;
- length[0] = NextPowerOf2(samples);
- totalLength = length[0];
- for(index = 0;index < 4;index++)
- {
- samples = (ALuint)(EARLY_LINE_LENGTH[index] * Context->Frequency) + 1;
- length[1 + index] = NextPowerOf2(samples);
- totalLength += length[1 + index];
- }
- for(index = 0;index < 4;index++)
- {
- samples = (ALuint)(ALLPASS_LINE_LENGTH[index] * Context->Frequency) + 1;
- length[5 + index] = NextPowerOf2(samples);
- totalLength += length[5 + index];
- }
- for(index = 0;index < 4;index++)
- {
- samples = (ALuint)(LATE_LINE_LENGTH[index] *
- (1.0f + LATE_LINE_MULTIPLIER) * Context->Frequency) + 1;
- length[9 + index] = NextPowerOf2(samples);
- totalLength += length[9 + index];
- }
-
- // All lines share a single sample buffer and have their masks and start
- // addresses calculated once.
- State->SampleBuffer = malloc(totalLength * sizeof(ALfloat));
- if(!State->SampleBuffer)
- {
- free(State);
- return NULL;
- }
- for(index = 0; index < totalLength;index++)
- State->SampleBuffer[index] = 0.0f;
-
- State->LpCoeff = 0.0f;
- State->LpSamples[0] = 0.0f;
- State->LpSamples[1] = 0.0f;
- State->Delay.Mask = length[0] - 1;
- State->Delay.Line = &State->SampleBuffer[0];
- totalLength = length[0];
-
- State->Tap[0] = 0;
- State->Tap[1] = 0;
- State->Tap[2] = 0;
- State->Tap[3] = 0;
- State->Tap[4] = 0;
-
- State->Early.Gain = 0.0f;
- for(index = 0;index < 4;index++)
- {
- State->Early.Coeff[index] = 0.0f;
- State->Early.Delay[index].Mask = length[1 + index] - 1;
- State->Early.Delay[index].Line = &State->SampleBuffer[totalLength];
- totalLength += length[1 + index];
-
- // The early delay lines have their read offsets calculated once.
- State->Early.Offset[index] = (ALuint)(EARLY_LINE_LENGTH[index] *
- Context->Frequency);
- }
-
- State->Late.Gain = 0.0f;
- State->Late.DensityGain = 0.0f;
- State->Late.ApFeedCoeff = 0.0f;
- State->Late.MixCoeff = 0.0f;
-
- for(index = 0;index < 4;index++)
- {
- State->Late.ApCoeff[index] = 0.0f;
- State->Late.ApDelay[index].Mask = length[5 + index] - 1;
- State->Late.ApDelay[index].Line = &State->SampleBuffer[totalLength];
- totalLength += length[5 + index];
-
- // The late all-pass lines have their read offsets calculated once.
- State->Late.ApOffset[index] = (ALuint)(ALLPASS_LINE_LENGTH[index] *
- Context->Frequency);
- }
-
- for(index = 0;index < 4;index++)
- {
- State->Late.Coeff[index] = 0.0f;
- State->Late.Delay[index].Mask = length[9 + index] - 1;
- State->Late.Delay[index].Line = &State->SampleBuffer[totalLength];
- totalLength += length[9 + index];
-
- State->Late.Offset[index] = 0;
-
- State->Late.LpCoeff[index] = 0.0f;
- State->Late.LpSample[index] = 0.0f;
- }
-
- // Panning is applied as an independent gain for each output channel.
- for(index = 0;index < OUTPUTCHANNELS;index++)
- {
- State->Early.PanGain[index] = 0.0f;
- State->Late.PanGain[index] = 0.0f;
- }
-
- State->Offset = 0;
- return State;
-}
-
-ALverbState *EAXVerbCreate(ALCcontext *Context)
-{
- ALverbState *State = VerbCreate(Context);
- return State;
-}
-
// This destroys the reverb state. It should be called only when the effect
// slot has a different (or no) effect loaded over the reverb effect.
-ALvoid VerbDestroy(ALverbState *State)
+ALvoid VerbDestroy(ALeffectState *effect)
{
+ ALverbState *State = (ALverbState*)effect;
if(State)
{
free(State->SampleBuffer);
@@ -497,9 +371,9 @@ static __inline ALint aluCart2LUTpos(ALfloat re, ALfloat im)
// This updates the reverb state. This is called any time the reverb effect
// is loaded into a slot.
-ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect)
+ALvoid VerbUpdate(ALeffectState *effect, ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect)
{
- ALverbState *State = Slot->ReverbState;
+ ALverbState *State = (ALverbState*)effect;
ALuint index;
ALfloat length, mixCoeff, cw, g, coeff;
ALfloat hfRatio = Effect->Reverb.DecayHFRatio;
@@ -695,8 +569,9 @@ ALvoid VerbUpdate(ALCcontext *Context, ALeffectslot *Slot, ALeffect *Effect)
// This processes the reverb state, given the input samples and an output
// buffer.
-ALvoid VerbProcess(ALverbState *State, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS])
+ALvoid VerbProcess(ALeffectState *effect, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS])
{
+ ALverbState *State = (ALverbState*)effect;
ALuint index;
ALfloat early[4], late[4], out[4];
@@ -725,8 +600,9 @@ ALvoid VerbProcess(ALverbState *State, ALuint SamplesToDo, const ALfloat *Sample
// This processes the EAX reverb state, given the input samples and an output
// buffer.
-ALvoid EAXVerbProcess(ALverbState *State, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS])
+ALvoid EAXVerbProcess(ALeffectState *effect, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS])
{
+ ALverbState *State = (ALverbState*)effect;
ALuint index;
ALfloat early[4], late[4];
@@ -765,3 +641,135 @@ ALvoid EAXVerbProcess(ALverbState *State, ALuint SamplesToDo, const ALfloat *Sam
}
}
+// This creates the reverb state. It should be called only when the reverb
+// effect is loaded into a slot that doesn't already have a reverb effect.
+ALeffectState *VerbCreate(ALCcontext *Context)
+{
+ ALverbState *State = NULL;
+ ALuint samples, length[13], totalLength, index;
+
+ State = malloc(sizeof(ALverbState));
+ if(!State)
+ return NULL;
+
+ State->state.Destroy = VerbDestroy;
+ State->state.Update = VerbUpdate;
+ State->state.Process = VerbProcess;
+
+ // All line lengths are powers of 2, calculated from their lengths, with
+ // an additional sample in case of rounding errors.
+
+ // See VerbUpdate() for an explanation of the additional calculation
+ // added to the master line length.
+ samples = (ALuint)
+ ((MASTER_LINE_LENGTH +
+ (LATE_LINE_LENGTH[0] * (1.0f + LATE_LINE_MULTIPLIER) *
+ (DECO_FRACTION * ((DECO_MULTIPLIER * DECO_MULTIPLIER *
+ DECO_MULTIPLIER) - 1.0f)))) *
+ Context->Frequency) + 1;
+ length[0] = NextPowerOf2(samples);
+ totalLength = length[0];
+ for(index = 0;index < 4;index++)
+ {
+ samples = (ALuint)(EARLY_LINE_LENGTH[index] * Context->Frequency) + 1;
+ length[1 + index] = NextPowerOf2(samples);
+ totalLength += length[1 + index];
+ }
+ for(index = 0;index < 4;index++)
+ {
+ samples = (ALuint)(ALLPASS_LINE_LENGTH[index] * Context->Frequency) + 1;
+ length[5 + index] = NextPowerOf2(samples);
+ totalLength += length[5 + index];
+ }
+ for(index = 0;index < 4;index++)
+ {
+ samples = (ALuint)(LATE_LINE_LENGTH[index] *
+ (1.0f + LATE_LINE_MULTIPLIER) * Context->Frequency) + 1;
+ length[9 + index] = NextPowerOf2(samples);
+ totalLength += length[9 + index];
+ }
+
+ // All lines share a single sample buffer and have their masks and start
+ // addresses calculated once.
+ State->SampleBuffer = malloc(totalLength * sizeof(ALfloat));
+ if(!State->SampleBuffer)
+ {
+ free(State);
+ return NULL;
+ }
+ for(index = 0; index < totalLength;index++)
+ State->SampleBuffer[index] = 0.0f;
+
+ State->LpCoeff = 0.0f;
+ State->LpSamples[0] = 0.0f;
+ State->LpSamples[1] = 0.0f;
+ State->Delay.Mask = length[0] - 1;
+ State->Delay.Line = &State->SampleBuffer[0];
+ totalLength = length[0];
+
+ State->Tap[0] = 0;
+ State->Tap[1] = 0;
+ State->Tap[2] = 0;
+ State->Tap[3] = 0;
+ State->Tap[4] = 0;
+
+ State->Early.Gain = 0.0f;
+ for(index = 0;index < 4;index++)
+ {
+ State->Early.Coeff[index] = 0.0f;
+ State->Early.Delay[index].Mask = length[1 + index] - 1;
+ State->Early.Delay[index].Line = &State->SampleBuffer[totalLength];
+ totalLength += length[1 + index];
+
+ // The early delay lines have their read offsets calculated once.
+ State->Early.Offset[index] = (ALuint)(EARLY_LINE_LENGTH[index] *
+ Context->Frequency);
+ }
+
+ State->Late.Gain = 0.0f;
+ State->Late.DensityGain = 0.0f;
+ State->Late.ApFeedCoeff = 0.0f;
+ State->Late.MixCoeff = 0.0f;
+
+ for(index = 0;index < 4;index++)
+ {
+ State->Late.ApCoeff[index] = 0.0f;
+ State->Late.ApDelay[index].Mask = length[5 + index] - 1;
+ State->Late.ApDelay[index].Line = &State->SampleBuffer[totalLength];
+ totalLength += length[5 + index];
+
+ // The late all-pass lines have their read offsets calculated once.
+ State->Late.ApOffset[index] = (ALuint)(ALLPASS_LINE_LENGTH[index] *
+ Context->Frequency);
+ }
+
+ for(index = 0;index < 4;index++)
+ {
+ State->Late.Coeff[index] = 0.0f;
+ State->Late.Delay[index].Mask = length[9 + index] - 1;
+ State->Late.Delay[index].Line = &State->SampleBuffer[totalLength];
+ totalLength += length[9 + index];
+
+ State->Late.Offset[index] = 0;
+
+ State->Late.LpCoeff[index] = 0.0f;
+ State->Late.LpSample[index] = 0.0f;
+ }
+
+ // Panning is applied as an independent gain for each output channel.
+ for(index = 0;index < OUTPUTCHANNELS;index++)
+ {
+ State->Early.PanGain[index] = 0.0f;
+ State->Late.PanGain[index] = 0.0f;
+ }
+
+ State->Offset = 0;
+ return &State->state;
+}
+
+ALeffectState *EAXVerbCreate(ALCcontext *Context)
+{
+ ALeffectState *State = VerbCreate(Context);
+ if(State) State->Process = EAXVerbProcess;
+ return State;
+}