diff options
author | Chris Robinson <[email protected]> | 2011-05-20 09:36:36 -0700 |
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committer | Chris Robinson <[email protected]> | 2011-05-20 09:36:36 -0700 |
commit | 35a0430c8134c6a13768cd6bf7b252d24ac9e2aa (patch) | |
tree | ddc1e3d248e7a257c4534bfc12943766e2d5d38c /Alc | |
parent | 1b5caa4112bf76d6b046d33a65d29d94daf03f43 (diff) |
Store the separate effect parameters in a union
Diffstat (limited to 'Alc')
-rw-r--r-- | Alc/ALu.c | 6 | ||||
-rw-r--r-- | Alc/alcDedicated.c | 4 | ||||
-rw-r--r-- | Alc/alcEcho.c | 10 | ||||
-rw-r--r-- | Alc/alcModulator.c | 11 | ||||
-rw-r--r-- | Alc/alcReverb.c | 76 |
5 files changed, 55 insertions, 52 deletions
@@ -423,7 +423,7 @@ ALvoid CalcSourceParams(ALsource *ALSource, const ALCcontext *ALContext) if(ALSource->Send[i].Slot && (ALSource->Send[i].Slot->effect.type == AL_EFFECT_REVERB || ALSource->Send[i].Slot->effect.type == AL_EFFECT_EAXREVERB)) - RoomRolloff[i] += ALSource->Send[i].Slot->effect.Reverb.RoomRolloffFactor; + RoomRolloff[i] += ALSource->Send[i].Slot->effect.Params.Reverb.RoomRolloffFactor; } switch(ALContext->SourceDistanceModel ? ALSource->DistanceModel : @@ -570,10 +570,10 @@ ALvoid CalcSourceParams(ALsource *ALSource, const ALCcontext *ALContext) */ WetGain[i] *= aluPow(10.0f, EffectiveDist / (SPEEDOFSOUNDMETRESPERSEC * - Slot->effect.Reverb.DecayTime) * + Slot->effect.Params.Reverb.DecayTime) * (-60.0/20.0)); - WetGainHF[i] *= aluPow(Slot->effect.Reverb.AirAbsorptionGainHF, + WetGainHF[i] *= aluPow(Slot->effect.Params.Reverb.AirAbsorptionGainHF, AirAbsorptionFactor * EffectiveDist); } } diff --git a/Alc/alcDedicated.c b/Alc/alcDedicated.c index 4ffc6534..f6fd0f2d 100644 --- a/Alc/alcDedicated.c +++ b/Alc/alcDedicated.c @@ -62,7 +62,7 @@ static ALvoid DedicatedDLGUpdate(ALeffectState *effect, ALCcontext *Context, con SpeakerGain = &device->PanningLUT[MAXCHANNELS * pos]; for(s = 0;s < MAXCHANNELS;s++) - state->gains[s] = SpeakerGain[s] * Effect->Dedicated.Gain; + state->gains[s] = SpeakerGain[s] * Effect->Params.Dedicated.Gain; } static ALvoid DedicatedLFEUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffect *Effect) @@ -73,7 +73,7 @@ static ALvoid DedicatedLFEUpdate(ALeffectState *effect, ALCcontext *Context, con for(s = 0;s < MAXCHANNELS;s++) state->gains[s] = 0.0f; - state->gains[LFE] = Effect->Dedicated.Gain; + state->gains[LFE] = Effect->Params.Dedicated.Gain; } static ALvoid DedicatedProcess(ALeffectState *effect, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MAXCHANNELS]) diff --git a/Alc/alcEcho.c b/Alc/alcEcho.c index 35b94a90..aea2b00a 100644 --- a/Alc/alcEcho.c +++ b/Alc/alcEcho.c @@ -107,18 +107,18 @@ static ALvoid EchoUpdate(ALeffectState *effect, ALCcontext *Context, const ALeff ALuint frequency = Context->Device->Frequency; ALfloat lrpan, cw, g; - state->Tap[0].delay = (ALuint)(Effect->Echo.Delay * frequency) + 1; - state->Tap[1].delay = (ALuint)(Effect->Echo.LRDelay * frequency); + state->Tap[0].delay = (ALuint)(Effect->Params.Echo.Delay * frequency) + 1; + state->Tap[1].delay = (ALuint)(Effect->Params.Echo.LRDelay * frequency); state->Tap[1].delay += state->Tap[0].delay; - lrpan = Effect->Echo.Spread*0.5f + 0.5f; + lrpan = Effect->Params.Echo.Spread*0.5f + 0.5f; state->GainL = aluSqrt( lrpan); state->GainR = aluSqrt(1.0f-lrpan); - state->FeedGain = Effect->Echo.Feedback; + state->FeedGain = Effect->Params.Echo.Feedback; cw = cos(2.0*M_PI * LOWPASSFREQCUTOFF / frequency); - g = 1.0f - Effect->Echo.Damping; + g = 1.0f - Effect->Params.Echo.Damping; state->iirFilter.coeff = lpCoeffCalc(g, cw); } diff --git a/Alc/alcModulator.c b/Alc/alcModulator.c index 11bb7d48..4224ecb4 100644 --- a/Alc/alcModulator.c +++ b/Alc/alcModulator.c @@ -108,19 +108,20 @@ static ALvoid ModulatorUpdate(ALeffectState *effect, ALCcontext *Context, const ALmodulatorState *state = (ALmodulatorState*)effect; ALfloat cw, a = 0.0f; - if(Effect->Modulator.Waveform == AL_RING_MODULATOR_SINUSOID) + if(Effect->Params.Modulator.Waveform == AL_RING_MODULATOR_SINUSOID) state->Waveform = SINUSOID; - else if(Effect->Modulator.Waveform == AL_RING_MODULATOR_SAWTOOTH) + else if(Effect->Params.Modulator.Waveform == AL_RING_MODULATOR_SAWTOOTH) state->Waveform = SAWTOOTH; - else if(Effect->Modulator.Waveform == AL_RING_MODULATOR_SQUARE) + else if(Effect->Params.Modulator.Waveform == AL_RING_MODULATOR_SQUARE) state->Waveform = SQUARE; - state->step = Effect->Modulator.Frequency*(1<<WAVEFORM_FRACBITS) / + state->step = Effect->Params.Modulator.Frequency*(1<<WAVEFORM_FRACBITS) / Context->Device->Frequency; if(!state->step) state->step = 1; - cw = cos(2.0*M_PI * Effect->Modulator.HighPassCutoff / Context->Device->Frequency); + cw = cos(2.0*M_PI * Effect->Params.Modulator.HighPassCutoff / + Context->Device->Frequency); a = (2.0f-cw) - aluSqrt(aluPow(2.0f-cw, 2.0f) - 1.0f); state->iirFilter.coeff = a; } diff --git a/Alc/alcReverb.c b/Alc/alcReverb.c index 95b84fdd..4ecf615e 100644 --- a/Alc/alcReverb.c +++ b/Alc/alcReverb.c @@ -1070,37 +1070,38 @@ static ALvoid VerbUpdate(ALeffectState *effect, ALCcontext *Context, const ALeff ALfloat cw, x, y, hfRatio; // Calculate the master low-pass filter (from the master effect HF gain). - cw = CalcI3DL2HFreq(Effect->Reverb.HFReference, frequency); + cw = CalcI3DL2HFreq(Effect->Params.Reverb.HFReference, frequency); // This is done with 2 chained 1-pole filters, so no need to square g. - State->LpFilter.coeff = lpCoeffCalc(Effect->Reverb.GainHF, cw); + State->LpFilter.coeff = lpCoeffCalc(Effect->Params.Reverb.GainHF, cw); // Update the initial effect delay. - UpdateDelayLine(Effect->Reverb.ReflectionsDelay, - Effect->Reverb.LateReverbDelay, frequency, State); + UpdateDelayLine(Effect->Params.Reverb.ReflectionsDelay, + Effect->Params.Reverb.LateReverbDelay, frequency, State); // Update the early lines. - UpdateEarlyLines(Effect->Reverb.Gain, Effect->Reverb.ReflectionsGain, - Effect->Reverb.LateReverbDelay, State); + UpdateEarlyLines(Effect->Params.Reverb.Gain, Effect->Params.Reverb.ReflectionsGain, + Effect->Params.Reverb.LateReverbDelay, State); // Update the decorrelator. - UpdateDecorrelator(Effect->Reverb.Density, frequency, State); + UpdateDecorrelator(Effect->Params.Reverb.Density, frequency, State); // Get the mixing matrix coefficients (x and y). - CalcMatrixCoeffs(Effect->Reverb.Diffusion, &x, &y); + CalcMatrixCoeffs(Effect->Params.Reverb.Diffusion, &x, &y); // Then divide x into y to simplify the matrix calculation. State->Late.MixCoeff = y / x; // If the HF limit parameter is flagged, calculate an appropriate limit // based on the air absorption parameter. - hfRatio = Effect->Reverb.DecayHFRatio; - if(Effect->Reverb.DecayHFLimit && Effect->Reverb.AirAbsorptionGainHF < 1.0f) - hfRatio = CalcLimitedHfRatio(hfRatio, Effect->Reverb.AirAbsorptionGainHF, - Effect->Reverb.DecayTime); + hfRatio = Effect->Params.Reverb.DecayHFRatio; + if(Effect->Params.Reverb.DecayHFLimit && + Effect->Params.Reverb.AirAbsorptionGainHF < 1.0f) + hfRatio = CalcLimitedHfRatio(hfRatio, Effect->Params.Reverb.AirAbsorptionGainHF, + Effect->Params.Reverb.DecayTime); // Update the late lines. - UpdateLateLines(Effect->Reverb.Gain, Effect->Reverb.LateReverbGain, - x, Effect->Reverb.Density, Effect->Reverb.DecayTime, - Effect->Reverb.Diffusion, hfRatio, cw, frequency, State); + UpdateLateLines(Effect->Params.Reverb.Gain, Effect->Params.Reverb.LateReverbGain, + x, Effect->Params.Reverb.Density, Effect->Params.Reverb.DecayTime, + Effect->Params.Reverb.Diffusion, hfRatio, cw, frequency, State); } // This updates the EAX reverb state. This is called any time the EAX reverb @@ -1112,51 +1113,52 @@ static ALvoid EAXVerbUpdate(ALeffectState *effect, ALCcontext *Context, const AL ALfloat cw, x, y, hfRatio; // Calculate the master low-pass filter (from the master effect HF gain). - cw = CalcI3DL2HFreq(Effect->Reverb.HFReference, frequency); + cw = CalcI3DL2HFreq(Effect->Params.Reverb.HFReference, frequency); // This is done with 2 chained 1-pole filters, so no need to square g. - State->LpFilter.coeff = lpCoeffCalc(Effect->Reverb.GainHF, cw); + State->LpFilter.coeff = lpCoeffCalc(Effect->Params.Reverb.GainHF, cw); // Update the modulator line. - UpdateModulator(Effect->Reverb.ModulationTime, - Effect->Reverb.ModulationDepth, frequency, State); + UpdateModulator(Effect->Params.Reverb.ModulationTime, + Effect->Params.Reverb.ModulationDepth, frequency, State); // Update the initial effect delay. - UpdateDelayLine(Effect->Reverb.ReflectionsDelay, - Effect->Reverb.LateReverbDelay, frequency, State); + UpdateDelayLine(Effect->Params.Reverb.ReflectionsDelay, + Effect->Params.Reverb.LateReverbDelay, frequency, State); // Update the early lines. - UpdateEarlyLines(Effect->Reverb.Gain, Effect->Reverb.ReflectionsGain, - Effect->Reverb.LateReverbDelay, State); + UpdateEarlyLines(Effect->Params.Reverb.Gain, Effect->Params.Reverb.ReflectionsGain, + Effect->Params.Reverb.LateReverbDelay, State); // Update the decorrelator. - UpdateDecorrelator(Effect->Reverb.Density, frequency, State); + UpdateDecorrelator(Effect->Params.Reverb.Density, frequency, State); // Get the mixing matrix coefficients (x and y). - CalcMatrixCoeffs(Effect->Reverb.Diffusion, &x, &y); + CalcMatrixCoeffs(Effect->Params.Reverb.Diffusion, &x, &y); // Then divide x into y to simplify the matrix calculation. State->Late.MixCoeff = y / x; // If the HF limit parameter is flagged, calculate an appropriate limit // based on the air absorption parameter. - hfRatio = Effect->Reverb.DecayHFRatio; - if(Effect->Reverb.DecayHFLimit && Effect->Reverb.AirAbsorptionGainHF < 1.0f) - hfRatio = CalcLimitedHfRatio(hfRatio, Effect->Reverb.AirAbsorptionGainHF, - Effect->Reverb.DecayTime); + hfRatio = Effect->Params.Reverb.DecayHFRatio; + if(Effect->Params.Reverb.DecayHFLimit && + Effect->Params.Reverb.AirAbsorptionGainHF < 1.0f) + hfRatio = CalcLimitedHfRatio(hfRatio, Effect->Params.Reverb.AirAbsorptionGainHF, + Effect->Params.Reverb.DecayTime); // Update the late lines. - UpdateLateLines(Effect->Reverb.Gain, Effect->Reverb.LateReverbGain, - x, Effect->Reverb.Density, Effect->Reverb.DecayTime, - Effect->Reverb.Diffusion, hfRatio, cw, frequency, State); + UpdateLateLines(Effect->Params.Reverb.Gain, Effect->Params.Reverb.LateReverbGain, + x, Effect->Params.Reverb.Density, Effect->Params.Reverb.DecayTime, + Effect->Params.Reverb.Diffusion, hfRatio, cw, frequency, State); // Update the echo line. - UpdateEchoLine(Effect->Reverb.Gain, Effect->Reverb.LateReverbGain, - Effect->Reverb.EchoTime, Effect->Reverb.DecayTime, - Effect->Reverb.Diffusion, Effect->Reverb.EchoDepth, + UpdateEchoLine(Effect->Params.Reverb.Gain, Effect->Params.Reverb.LateReverbGain, + Effect->Params.Reverb.EchoTime, Effect->Params.Reverb.DecayTime, + Effect->Params.Reverb.Diffusion, Effect->Params.Reverb.EchoDepth, hfRatio, cw, frequency, State); // Update early and late 3D panning. - Update3DPanning(Context->Device, Effect->Reverb.ReflectionsPan, - Effect->Reverb.LateReverbPan, State); + Update3DPanning(Context->Device, Effect->Params.Reverb.ReflectionsPan, + Effect->Params.Reverb.LateReverbPan, State); } // This processes the reverb state, given the input samples and an output |