diff options
author | Chris Robinson <[email protected]> | 2016-05-12 18:26:33 -0700 |
---|---|---|
committer | Chris Robinson <[email protected]> | 2016-05-12 18:41:33 -0700 |
commit | ef0d4f8210fe6aa65b9df96f3b64bf6f355e845a (patch) | |
tree | 401b74c7c7291229397883c73d4ad2c382275b7e /Alc/effects/reverb.c | |
parent | 186b54aa3d5f1398a384fa318aa000210d82437e (diff) |
Provide (mostly) lockless updates for effect slots
Similar to the listener, separate containers are provided atomically for the
mixer thread to apply updates without needing to block, and a free-list is used
to reuse container objects.
A couple things to note. First, the lock is still used when the effect state's
deviceUpdate method is called to prevent asynchronous calls to reset the device
from interfering. This can be fixed by using the list lock in ALc.c instead.
Secondly, old effect states aren't immediately deleted when the effect type
changes (the actual type, not just its properties). This is because the mixer
thread is intended to be real-time safe, and so can't be freeing anything. They
are cleared away when updates reuse the container they were kept in, and they
don't incur any extra processing cost, but there may be cases where the memory
is kept around until the effect slot is deleted.
Diffstat (limited to 'Alc/effects/reverb.c')
-rw-r--r-- | Alc/effects/reverb.c | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/Alc/effects/reverb.c b/Alc/effects/reverb.c index ef3ab6c3..bd5637e9 100644 --- a/Alc/effects/reverb.c +++ b/Alc/effects/reverb.c @@ -169,6 +169,7 @@ static ALvoid ALreverbState_Destruct(ALreverbState *State) { free(State->SampleBuffer); State->SampleBuffer = NULL; + ALeffectState_Destruct(STATIC_CAST(ALeffectState,State)); } static ALboolean ALreverbState_deviceUpdate(ALreverbState *State, ALCdevice *Device); @@ -894,15 +895,15 @@ static ALvoid Update3DPanning(const ALCdevice *Device, const ALfloat *Reflection static ALvoid ALreverbState_update(ALreverbState *State, const ALCdevice *Device, const ALeffectslot *Slot) { - const ALeffectProps *props = &Slot->EffectProps; + const ALeffectProps *props = &Slot->Params.EffectProps; ALuint frequency = Device->Frequency; ALfloat lfscale, hfscale, hfRatio; ALfloat gain, gainlf, gainhf; ALfloat cw, x, y; - if(Slot->EffectType == AL_EFFECT_EAXREVERB && !EmulateEAXReverb) + if(Slot->Params.EffectType == AL_EFFECT_EAXREVERB && !EmulateEAXReverb) State->IsEax = AL_TRUE; - else if(Slot->EffectType == AL_EFFECT_REVERB || EmulateEAXReverb) + else if(Slot->Params.EffectType == AL_EFFECT_REVERB || EmulateEAXReverb) State->IsEax = AL_FALSE; // Calculate the master filters @@ -952,7 +953,7 @@ static ALvoid ALreverbState_update(ALreverbState *State, const ALCdevice *Device props->Reverb.Diffusion, props->Reverb.EchoDepth, hfRatio, cw, frequency, State); - gain = props->Reverb.Gain * Slot->Gain * ReverbBoost; + gain = props->Reverb.Gain * Slot->Params.Gain * ReverbBoost; // Update early and late 3D panning. if(Device->Hrtf || Device->Uhj_Encoder) UpdateMixedPanning(Device, props->Reverb.ReflectionsPan, |