diff options
author | Chris Robinson <[email protected]> | 2013-05-21 04:18:02 -0700 |
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committer | Chris Robinson <[email protected]> | 2013-05-21 04:18:02 -0700 |
commit | 5516d8df0b21722c96189b946a8a10e9cbb0c001 (patch) | |
tree | c35fb0bf09965f0d528d40e984e529f3b8f3bac8 /Alc/alcReverb.c | |
parent | fba9ac6db1d1d1bff066befe48f75c64aead3587 (diff) |
Use macros to help define vtables for effect states
Diffstat (limited to 'Alc/alcReverb.c')
-rw-r--r-- | Alc/alcReverb.c | 108 |
1 files changed, 54 insertions, 54 deletions
diff --git a/Alc/alcReverb.c b/Alc/alcReverb.c index 6de2c66f..b84dad96 100644 --- a/Alc/alcReverb.c +++ b/Alc/alcReverb.c @@ -39,9 +39,11 @@ typedef struct DelayLine ALfloat *Line; } DelayLine; -typedef struct ALverbState { +typedef struct ALreverbState { DERIVE_FROM_TYPE(ALeffectState); + ALboolean IsEax; + // All delay lines are allocated as a single buffer to reduce memory // fragmentation and management code. ALfloat *SampleBuffer; @@ -159,7 +161,7 @@ typedef struct ALverbState { /* Temporary storage used when processing, before deinterlacing. */ ALfloat ReverbSamples[BUFFERSIZE][4]; ALfloat EarlySamples[BUFFERSIZE][4]; -} ALverbState; +} ALreverbState; /* This is a user config option for modifying the overall output of the reverb * effect. @@ -254,7 +256,7 @@ static __inline ALfloat AllpassInOut(DelayLine *Delay, ALuint outOffset, ALuint // Given an input sample, this function produces modulation for the late // reverb. -static __inline ALfloat EAXModulation(ALverbState *State, ALfloat in) +static __inline ALfloat EAXModulation(ALreverbState *State, ALfloat in) { ALfloat sinus, frac; ALuint offset; @@ -291,7 +293,7 @@ static __inline ALfloat EAXModulation(ALverbState *State, ALfloat in) } // Delay line output routine for early reflections. -static __inline ALfloat EarlyDelayLineOut(ALverbState *State, ALuint index) +static __inline ALfloat EarlyDelayLineOut(ALreverbState *State, ALuint index) { return AttenuatedDelayLineOut(&State->Early.Delay[index], State->Offset - State->Early.Offset[index], @@ -300,7 +302,7 @@ static __inline ALfloat EarlyDelayLineOut(ALverbState *State, ALuint index) // Given an input sample, this function produces four-channel output for the // early reflections. -static __inline ALvoid EarlyReflection(ALverbState *State, ALfloat in, ALfloat *RESTRICT out) +static __inline ALvoid EarlyReflection(ALreverbState *State, ALfloat in, ALfloat *RESTRICT out) { ALfloat d[4], v, f[4]; @@ -345,7 +347,7 @@ static __inline ALvoid EarlyReflection(ALverbState *State, ALfloat in, ALfloat * } // All-pass input/output routine for late reverb. -static __inline ALfloat LateAllPassInOut(ALverbState *State, ALuint index, ALfloat in) +static __inline ALfloat LateAllPassInOut(ALreverbState *State, ALuint index, ALfloat in) { return AllpassInOut(&State->Late.ApDelay[index], State->Offset - State->Late.ApOffset[index], @@ -354,7 +356,7 @@ static __inline ALfloat LateAllPassInOut(ALverbState *State, ALuint index, ALflo } // Delay line output routine for late reverb. -static __inline ALfloat LateDelayLineOut(ALverbState *State, ALuint index) +static __inline ALfloat LateDelayLineOut(ALreverbState *State, ALuint index) { return AttenuatedDelayLineOut(&State->Late.Delay[index], State->Offset - State->Late.Offset[index], @@ -362,7 +364,7 @@ static __inline ALfloat LateDelayLineOut(ALverbState *State, ALuint index) } // Low-pass filter input/output routine for late reverb. -static __inline ALfloat LateLowPassInOut(ALverbState *State, ALuint index, ALfloat in) +static __inline ALfloat LateLowPassInOut(ALreverbState *State, ALuint index, ALfloat in) { in = lerp(in, State->Late.LpSample[index], State->Late.LpCoeff[index]); State->Late.LpSample[index] = in; @@ -371,7 +373,7 @@ static __inline ALfloat LateLowPassInOut(ALverbState *State, ALuint index, ALflo // Given four decorrelated input samples, this function produces four-channel // output for the late reverb. -static __inline ALvoid LateReverb(ALverbState *State, const ALfloat *RESTRICT in, ALfloat *RESTRICT out) +static __inline ALvoid LateReverb(ALreverbState *State, const ALfloat *RESTRICT in, ALfloat *RESTRICT out) { ALfloat d[4], f[4]; @@ -442,7 +444,7 @@ static __inline ALvoid LateReverb(ALverbState *State, const ALfloat *RESTRICT in // Given an input sample, this function mixes echo into the four-channel late // reverb. -static __inline ALvoid EAXEcho(ALverbState *State, ALfloat in, ALfloat *RESTRICT late) +static __inline ALvoid EAXEcho(ALreverbState *State, ALfloat in, ALfloat *RESTRICT late) { ALfloat out, feed; @@ -476,7 +478,7 @@ static __inline ALvoid EAXEcho(ALverbState *State, ALfloat in, ALfloat *RESTRICT // Perform the non-EAX reverb pass on a given input sample, resulting in // four-channel output. -static __inline ALvoid VerbPass(ALverbState *State, ALfloat in, ALfloat *RESTRICT out) +static __inline ALvoid VerbPass(ALreverbState *State, ALfloat in, ALfloat *RESTRICT out) { ALfloat feed, late[4], taps[4]; @@ -515,7 +517,7 @@ static __inline ALvoid VerbPass(ALverbState *State, ALfloat in, ALfloat *RESTRIC // Perform the EAX reverb pass on a given input sample, resulting in four- // channel output. -static __inline ALvoid EAXVerbPass(ALverbState *State, ALfloat in, ALfloat *RESTRICT early, ALfloat *RESTRICT late) +static __inline ALvoid EAXVerbPass(ALreverbState *State, ALfloat in, ALfloat *RESTRICT early, ALfloat *RESTRICT late) { ALfloat feed, taps[4]; @@ -552,11 +554,10 @@ static __inline ALvoid EAXVerbPass(ALverbState *State, ALfloat in, ALfloat *REST State->Offset++; } -// This processes the reverb state, given the input samples and an output -// buffer. -static ALvoid VerbProcess(ALeffectState *effect, ALuint SamplesToDo, const ALfloat *RESTRICT SamplesIn, ALfloat (*RESTRICT SamplesOut)[BUFFERSIZE]) +// This processes the standard reverb state, given the input samples and an +// output buffer. +static ALvoid ALreverbState_ProcessStandard(ALreverbState *State, ALuint SamplesToDo, const ALfloat *RESTRICT SamplesIn, ALfloat (*RESTRICT SamplesOut)[BUFFERSIZE]) { - ALverbState *State = STATIC_UPCAST(ALverbState, ALeffectState, effect); ALfloat (*RESTRICT out)[4] = State->ReverbSamples; ALuint index, c; @@ -577,9 +578,8 @@ static ALvoid VerbProcess(ALeffectState *effect, ALuint SamplesToDo, const ALflo // This processes the EAX reverb state, given the input samples and an output // buffer. -static ALvoid EAXVerbProcess(ALeffectState *effect, ALuint SamplesToDo, const ALfloat *RESTRICT SamplesIn, ALfloat (*RESTRICT SamplesOut)[BUFFERSIZE]) +static ALvoid ALreverbState_ProcessEax(ALreverbState *State, ALuint SamplesToDo, const ALfloat *RESTRICT SamplesIn, ALfloat (*RESTRICT SamplesOut)[BUFFERSIZE]) { - ALverbState *State = STATIC_UPCAST(ALverbState, ALeffectState, effect); ALfloat (*RESTRICT early)[4] = State->EarlySamples; ALfloat (*RESTRICT late)[4] = State->ReverbSamples; ALuint index, c; @@ -606,6 +606,14 @@ static ALvoid EAXVerbProcess(ALeffectState *effect, ALuint SamplesToDo, const AL } } +static ALvoid ALreverbState_Process(ALeffectState *effect, ALuint SamplesToDo, const ALfloat *RESTRICT SamplesIn, ALfloat (*RESTRICT SamplesOut)[BUFFERSIZE]) +{ + ALreverbState *State = STATIC_UPCAST(ALreverbState, ALeffectState, effect); + if(State->IsEax) + ALreverbState_ProcessEax(State, SamplesToDo, SamplesIn, SamplesOut); + else + ALreverbState_ProcessStandard(State, SamplesToDo, SamplesIn, SamplesOut); +} // Given the allocated sample buffer, this function updates each delay line // offset. @@ -633,7 +641,7 @@ static ALuint CalcLineLength(ALfloat length, ALintptrEXT offset, ALuint frequenc * for all lines given the sample rate (frequency). If an allocation failure * occurs, it returns AL_FALSE. */ -static ALboolean AllocLines(ALuint frequency, ALverbState *State) +static ALboolean AllocLines(ALuint frequency, ALreverbState *State) { ALuint totalSamples, index; ALfloat length; @@ -724,9 +732,9 @@ static ALboolean AllocLines(ALuint frequency, ALverbState *State) // This updates the device-dependant EAX reverb state. This is called on // initialization and any time the device parameters (eg. playback frequency, // format) have been changed. -static ALboolean ReverbDeviceUpdate(ALeffectState *effect, ALCdevice *Device) +static ALboolean ALreverbState_DeviceUpdate(ALeffectState *effect, ALCdevice *Device) { - ALverbState *State = STATIC_UPCAST(ALverbState, ALeffectState, effect); + ALreverbState *State = STATIC_UPCAST(ALreverbState, ALeffectState, effect); ALuint frequency = Device->Frequency, index; // Allocate the delay lines. @@ -861,7 +869,7 @@ static __inline ALfloat CalcDampingCoeff(ALfloat hfRatio, ALfloat length, ALfloa // Update the EAX modulation index, range, and depth. Keep in mind that this // kind of vibrato is additive and not multiplicative as one may expect. The // downswing will sound stronger than the upswing. -static ALvoid UpdateModulator(ALfloat modTime, ALfloat modDepth, ALuint frequency, ALverbState *State) +static ALvoid UpdateModulator(ALfloat modTime, ALfloat modDepth, ALuint frequency, ALreverbState *State) { ALuint range; @@ -891,7 +899,7 @@ static ALvoid UpdateModulator(ALfloat modTime, ALfloat modDepth, ALuint frequenc } // Update the offsets for the initial effect delay line. -static ALvoid UpdateDelayLine(ALfloat earlyDelay, ALfloat lateDelay, ALuint frequency, ALverbState *State) +static ALvoid UpdateDelayLine(ALfloat earlyDelay, ALfloat lateDelay, ALuint frequency, ALreverbState *State) { // Calculate the initial delay taps. State->DelayTap[0] = fastf2u(earlyDelay * frequency); @@ -899,7 +907,7 @@ static ALvoid UpdateDelayLine(ALfloat earlyDelay, ALfloat lateDelay, ALuint freq } // Update the early reflections gain and line coefficients. -static ALvoid UpdateEarlyLines(ALfloat reverbGain, ALfloat earlyGain, ALfloat lateDelay, ALverbState *State) +static ALvoid UpdateEarlyLines(ALfloat reverbGain, ALfloat earlyGain, ALfloat lateDelay, ALreverbState *State) { ALuint index; @@ -916,7 +924,7 @@ static ALvoid UpdateEarlyLines(ALfloat reverbGain, ALfloat earlyGain, ALfloat la } // Update the offsets for the decorrelator line. -static ALvoid UpdateDecorrelator(ALfloat density, ALuint frequency, ALverbState *State) +static ALvoid UpdateDecorrelator(ALfloat density, ALuint frequency, ALreverbState *State) { ALuint index; ALfloat length; @@ -937,7 +945,7 @@ static ALvoid UpdateDecorrelator(ALfloat density, ALuint frequency, ALverbState } // Update the late reverb gains, line lengths, and line coefficients. -static ALvoid UpdateLateLines(ALfloat reverbGain, ALfloat lateGain, ALfloat xMix, ALfloat density, ALfloat decayTime, ALfloat diffusion, ALfloat hfRatio, ALfloat cw, ALuint frequency, ALverbState *State) +static ALvoid UpdateLateLines(ALfloat reverbGain, ALfloat lateGain, ALfloat xMix, ALfloat density, ALfloat decayTime, ALfloat diffusion, ALfloat hfRatio, ALfloat cw, ALuint frequency, ALreverbState *State) { ALfloat length; ALuint index; @@ -995,7 +1003,7 @@ static ALvoid UpdateLateLines(ALfloat reverbGain, ALfloat lateGain, ALfloat xMix // Update the echo gain, line offset, line coefficients, and mixing // coefficients. -static ALvoid UpdateEchoLine(ALfloat reverbGain, ALfloat lateGain, ALfloat echoTime, ALfloat decayTime, ALfloat diffusion, ALfloat echoDepth, ALfloat hfRatio, ALfloat cw, ALuint frequency, ALverbState *State) +static ALvoid UpdateEchoLine(ALfloat reverbGain, ALfloat lateGain, ALfloat echoTime, ALfloat decayTime, ALfloat diffusion, ALfloat echoDepth, ALfloat hfRatio, ALfloat cw, ALuint frequency, ALreverbState *State) { // Update the offset and coefficient for the echo delay line. State->Echo.Offset = fastf2u(echoTime * frequency); @@ -1027,7 +1035,7 @@ static ALvoid UpdateEchoLine(ALfloat reverbGain, ALfloat lateGain, ALfloat echoT } // Update the early and late 3D panning gains. -static ALvoid Update3DPanning(const ALCdevice *Device, const ALfloat *ReflectionsPan, const ALfloat *LateReverbPan, ALfloat Gain, ALverbState *State) +static ALvoid Update3DPanning(const ALCdevice *Device, const ALfloat *ReflectionsPan, const ALfloat *LateReverbPan, ALfloat Gain, ALreverbState *State) { ALfloat earlyPan[3] = { ReflectionsPan[0], ReflectionsPan[1], ReflectionsPan[2] }; @@ -1076,31 +1084,26 @@ static ALvoid Update3DPanning(const ALCdevice *Device, const ALfloat *Reflection // This updates the EAX reverb state. This is called any time the EAX reverb // effect is loaded into a slot. -static ALvoid ReverbUpdate(ALeffectState *effect, ALCdevice *Device, const ALeffectslot *Slot) +static ALvoid ALreverbState_Update(ALeffectState *effect, ALCdevice *Device, const ALeffectslot *Slot) { - ALverbState *State = STATIC_UPCAST(ALverbState, ALeffectState, effect); + ALreverbState *State = STATIC_UPCAST(ALreverbState, ALeffectState, effect); ALuint frequency = Device->Frequency; - ALboolean isEAX = AL_FALSE; ALfloat cw, x, y, hfRatio; if(Slot->effect.type == AL_EFFECT_EAXREVERB && !EmulateEAXReverb) - { - STATIC_CAST(ALeffectState, State)->Process = EAXVerbProcess; - isEAX = AL_TRUE; - } + State->IsEax = AL_TRUE; else if(Slot->effect.type == AL_EFFECT_REVERB || EmulateEAXReverb) - { - STATIC_CAST(ALeffectState, State)->Process = VerbProcess; - isEAX = AL_FALSE; - } + State->IsEax = AL_FALSE; // Calculate the master low-pass filter (from the master effect HF gain). - if(isEAX) cw = CalcI3DL2HFreq(Slot->effect.Reverb.HFReference, frequency); - else cw = CalcI3DL2HFreq(LOWPASSFREQREF, frequency); + if(State->IsEax) + cw = CalcI3DL2HFreq(Slot->effect.Reverb.HFReference, frequency); + else + cw = CalcI3DL2HFreq(LOWPASSFREQREF, frequency); // This is done with 2 chained 1-pole filters, so no need to square g. State->LpFilter.coeff = lpCoeffCalc(Slot->effect.Reverb.GainHF, cw); - if(isEAX) + if(State->IsEax) { // Update the modulator line. UpdateModulator(Slot->effect.Reverb.ModulationTime, @@ -1140,7 +1143,7 @@ static ALvoid ReverbUpdate(ALeffectState *effect, ALCdevice *Device, const ALeff x, Slot->effect.Reverb.Density, Slot->effect.Reverb.DecayTime, Slot->effect.Reverb.Diffusion, hfRatio, cw, frequency, State); - if(isEAX) + if(State->IsEax) { // Update the echo line. UpdateEchoLine(Slot->effect.Reverb.Gain, Slot->effect.Reverb.LateReverbGain, @@ -1171,9 +1174,9 @@ static ALvoid ReverbUpdate(ALeffectState *effect, ALCdevice *Device, const ALeff // 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. -static ALvoid ReverbDestroy(ALeffectState *effect) +static ALvoid ALreverbState_Destroy(ALeffectState *effect) { - ALverbState *State = STATIC_UPCAST(ALverbState, ALeffectState, effect); + ALreverbState *State = STATIC_UPCAST(ALreverbState, ALeffectState, effect); free(State->SampleBuffer); State->SampleBuffer = NULL; @@ -1181,21 +1184,18 @@ static ALvoid ReverbDestroy(ALeffectState *effect) free(State); } +DEFINE_ALEFFECTSTATE_VTABLE(ALreverbState); + // 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 *ReverbCreate(void) { - ALverbState *State = NULL; + ALreverbState *State = NULL; ALuint index; - State = malloc(sizeof(ALverbState)); - if(!State) - return NULL; - - STATIC_CAST(ALeffectState, State)->Destroy = ReverbDestroy; - STATIC_CAST(ALeffectState, State)->DeviceUpdate = ReverbDeviceUpdate; - STATIC_CAST(ALeffectState, State)->Update = ReverbUpdate; - STATIC_CAST(ALeffectState, State)->Process = VerbProcess; + State = malloc(sizeof(ALreverbState)); + if(!State) return NULL; + SET_VTABLE2(ALreverbState, ALeffectState, State); State->TotalSamples = 0; State->SampleBuffer = NULL; |