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authorChris Robinson <[email protected]>2012-10-31 04:04:49 -0700
committerChris Robinson <[email protected]>2012-10-31 04:04:49 -0700
commitf3dddb6e6342141ea7b2c9fc0790a86e6e97fc3f (patch)
tree72168402732dcee8e20da380e5ed2105d8571587 /examples/alreverb.c
parent3c3e3b123b6d3a3e220fc6db9707f449aff07010 (diff)
Add an example program showing how to apply reverb to a source
Diffstat (limited to 'examples/alreverb.c')
-rw-r--r--examples/alreverb.c339
1 files changed, 339 insertions, 0 deletions
diff --git a/examples/alreverb.c b/examples/alreverb.c
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+++ b/examples/alreverb.c
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+/*
+ * OpenAL Reverb Example
+ *
+ * Copyright (c) 2012 by Chris Robinson <[email protected]>
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE SOFTWARE.
+ */
+
+/* This file contains an example for applying reverb to a sound. */
+
+#include <stdio.h>
+#include <assert.h>
+#ifdef _WIN32
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+#else
+#include <unistd.h>
+#define Sleep(x) usleep((x)*1000)
+#endif
+
+#include "AL/al.h"
+#include "AL/alc.h"
+#include "AL/alext.h"
+#include "AL/efx-presets.h"
+
+#include "common/alhelpers.h"
+#include "common/alffmpeg.h"
+
+
+LPALBUFFERSAMPLESSOFT alBufferSamplesSOFT = wrap_BufferSamples;
+LPALISBUFFERFORMATSUPPORTEDSOFT alIsBufferFormatSupportedSOFT;
+
+/* Effect object functions */
+LPALGENEFFECTS alGenEffects;
+LPALDELETEEFFECTS alDeleteEffects;
+LPALISEFFECT alIsEffect;
+LPALEFFECTI alEffecti;
+LPALEFFECTIV alEffectiv;
+LPALEFFECTF alEffectf;
+LPALEFFECTFV alEffectfv;
+LPALGETEFFECTI alGetEffecti;
+LPALGETEFFECTIV alGetEffectiv;
+LPALGETEFFECTF alGetEffectf;
+LPALGETEFFECTFV alGetEffectfv;
+
+/* Auxiliary Effect Slot object functions */
+LPALGENAUXILIARYEFFECTSLOTS alGenAuxiliaryEffectSlots;
+LPALDELETEAUXILIARYEFFECTSLOTS alDeleteAuxiliaryEffectSlots;
+LPALISAUXILIARYEFFECTSLOT alIsAuxiliaryEffectSlot;
+LPALAUXILIARYEFFECTSLOTI alAuxiliaryEffectSloti;
+LPALAUXILIARYEFFECTSLOTIV alAuxiliaryEffectSlotiv;
+LPALAUXILIARYEFFECTSLOTF alAuxiliaryEffectSlotf;
+LPALAUXILIARYEFFECTSLOTFV alAuxiliaryEffectSlotfv;
+LPALGETAUXILIARYEFFECTSLOTI alGetAuxiliaryEffectSloti;
+LPALGETAUXILIARYEFFECTSLOTIV alGetAuxiliaryEffectSlotiv;
+LPALGETAUXILIARYEFFECTSLOTF alGetAuxiliaryEffectSlotf;
+LPALGETAUXILIARYEFFECTSLOTFV alGetAuxiliaryEffectSlotfv;
+
+
+/* LoadEffect loads the given reverb properties into a new OpenAL effect
+ * object, and returns the new effect ID. */
+static ALuint LoadEffect(const EFXEAXREVERBPROPERTIES *reverb)
+{
+ ALuint effect = 0;
+ ALenum err;
+
+ /* Create the effect object and check if we can do EAX reverb. */
+ alGenEffects(1, &effect);
+ if(alGetEnumValue("AL_EFFECT_EAXREVERB") != 0)
+ {
+ printf("Using EAX Reverb\n");
+
+ /* EAX Reverb is available. Set the EAX effect type then load the
+ * reverb properties. */
+ alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
+
+ alEffectf(effect, AL_EAXREVERB_DENSITY, reverb->flDensity);
+ alEffectf(effect, AL_EAXREVERB_DIFFUSION, reverb->flDiffusion);
+ alEffectf(effect, AL_EAXREVERB_GAIN, reverb->flGain);
+ alEffectf(effect, AL_EAXREVERB_GAINHF, reverb->flGainHF);
+ alEffectf(effect, AL_EAXREVERB_GAINLF, reverb->flGainLF);
+ alEffectf(effect, AL_EAXREVERB_DECAY_TIME, reverb->flDecayTime);
+ alEffectf(effect, AL_EAXREVERB_DECAY_HFRATIO, reverb->flDecayHFRatio);
+ alEffectf(effect, AL_EAXREVERB_DECAY_LFRATIO, reverb->flDecayLFRatio);
+ alEffectf(effect, AL_EAXREVERB_REFLECTIONS_GAIN, reverb->flReflectionsGain);
+ alEffectf(effect, AL_EAXREVERB_REFLECTIONS_DELAY, reverb->flReflectionsDelay);
+ alEffectfv(effect, AL_EAXREVERB_REFLECTIONS_PAN, reverb->flReflectionsPan);
+ alEffectf(effect, AL_EAXREVERB_LATE_REVERB_GAIN, reverb->flLateReverbGain);
+ alEffectf(effect, AL_EAXREVERB_LATE_REVERB_DELAY, reverb->flLateReverbDelay);
+ alEffectfv(effect, AL_EAXREVERB_LATE_REVERB_PAN, reverb->flLateReverbPan);
+ alEffectf(effect, AL_EAXREVERB_ECHO_TIME, reverb->flEchoTime);
+ alEffectf(effect, AL_EAXREVERB_ECHO_DEPTH, reverb->flEchoDepth);
+ alEffectf(effect, AL_EAXREVERB_MODULATION_TIME, reverb->flModulationTime);
+ alEffectf(effect, AL_EAXREVERB_MODULATION_DEPTH, reverb->flModulationDepth);
+ alEffectf(effect, AL_EAXREVERB_AIR_ABSORPTION_GAINHF, reverb->flAirAbsorptionGainHF);
+ alEffectf(effect, AL_EAXREVERB_HFREFERENCE, reverb->flHFReference);
+ alEffectf(effect, AL_EAXREVERB_LFREFERENCE, reverb->flLFReference);
+ alEffectf(effect, AL_EAXREVERB_ROOM_ROLLOFF_FACTOR, reverb->flRoomRolloffFactor);
+ alEffecti(effect, AL_EAXREVERB_DECAY_HFLIMIT, reverb->iDecayHFLimit);
+ }
+ else
+ {
+ printf("Using Standard Reverb\n");
+
+ /* No EAX Reverb. Set the standard reverb effect type then load the
+ * available reverb properties. */
+ alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_REVERB);
+
+ alEffectf(effect, AL_REVERB_DENSITY, reverb->flDensity);
+ alEffectf(effect, AL_REVERB_DIFFUSION, reverb->flDiffusion);
+ alEffectf(effect, AL_REVERB_GAIN, reverb->flGain);
+ alEffectf(effect, AL_REVERB_GAINHF, reverb->flGainHF);
+ alEffectf(effect, AL_REVERB_DECAY_TIME, reverb->flDecayTime);
+ alEffectf(effect, AL_REVERB_DECAY_HFRATIO, reverb->flDecayHFRatio);
+ alEffectf(effect, AL_REVERB_REFLECTIONS_GAIN, reverb->flReflectionsGain);
+ alEffectf(effect, AL_REVERB_REFLECTIONS_DELAY, reverb->flReflectionsDelay);
+ alEffectf(effect, AL_REVERB_LATE_REVERB_GAIN, reverb->flLateReverbGain);
+ alEffectf(effect, AL_REVERB_LATE_REVERB_DELAY, reverb->flLateReverbDelay);
+ alEffectf(effect, AL_REVERB_AIR_ABSORPTION_GAINHF, reverb->flAirAbsorptionGainHF);
+ alEffectf(effect, AL_REVERB_ROOM_ROLLOFF_FACTOR, reverb->flRoomRolloffFactor);
+ alEffecti(effect, AL_REVERB_DECAY_HFLIMIT, reverb->iDecayHFLimit);
+ }
+
+ /* Check if an error occured, and clean up if so. */
+ err = alGetError();
+ if(err != AL_NO_ERROR)
+ {
+ fprintf(stderr, "OpenAL error: %s\n", alGetString(err));
+ if(alIsEffect(effect))
+ alDeleteEffects(1, &effect);
+ return 0;
+ }
+
+ return effect;
+}
+
+
+/* LoadBuffer loads the named audio file into an OpenAL buffer object, and
+ * returns the new buffer ID. */
+static ALuint LoadSound(const char *filename)
+{
+ ALenum err, format, type, channels;
+ ALuint rate, buffer;
+ size_t datalen;
+ void *data;
+ FilePtr audiofile;
+ StreamPtr sound;
+
+ /* Open the file and get the first stream from it */
+ audiofile = openAVFile(filename);
+ sound = getAVAudioStream(audiofile, 0);
+ if(!sound)
+ {
+ fprintf(stderr, "Could not open audio in %s\n", filename);
+ closeAVFile(audiofile);
+ return 0;
+ }
+
+ /* Get the sound format, and figure out the OpenAL format */
+ if(getAVAudioInfo(sound, &rate, &channels, &type) != 0)
+ {
+ fprintf(stderr, "Error getting audio info for %s\n", filename);
+ closeAVFile(audiofile);
+ return 0;
+ }
+
+ format = GetFormat(channels, type, alIsBufferFormatSupportedSOFT);
+ if(format == AL_NONE)
+ {
+ fprintf(stderr, "Unsupported format (%s, %s) for %s\n",
+ ChannelsName(channels), TypeName(type), filename);
+ closeAVFile(audiofile);
+ return 0;
+ }
+
+ /* Decode the whole audio stream to a buffer. */
+ data = decodeAVAudioStream(sound, &datalen);
+ if(!data)
+ {
+ fprintf(stderr, "Failed to read audio from %s\n", filename);
+ closeAVFile(audiofile);
+ return 0;
+ }
+
+ /* Buffer the audio data into a new buffer object, then free the data and
+ * close the file. */
+ buffer = 0;
+ alGenBuffers(1, &buffer);
+ alBufferSamplesSOFT(buffer, rate, format, BytesToFrames(datalen, channels, type),
+ channels, type, data);
+ free(data);
+ closeAVFile(audiofile);
+
+ /* Check if an error occured, and clean up if so. */
+ err = alGetError();
+ if(err != AL_NO_ERROR)
+ {
+ fprintf(stderr, "OpenAL Error: %s\n", alGetString(err));
+ if(alIsBuffer(buffer))
+ alDeleteBuffers(1, &buffer);
+ return 0;
+ }
+
+ return buffer;
+}
+
+
+int main(int argc, char **argv)
+{
+ ALCdevice *device = NULL;
+ EFXEAXREVERBPROPERTIES reverb = EFX_REVERB_PRESET_GENERIC;
+ ALuint source, buffer, effect, slot;
+ ALenum state;
+
+ /* Print out usage if no file was specified */
+ if(argc < 2)
+ {
+ fprintf(stderr, "Usage: %s <filename>\n", argv[0]);
+ return 1;
+ }
+
+ /* Initialize OpenAL with the default device, and check for EFX support. */
+ if(InitAL() != 0)
+ return 1;
+
+ device = alcGetContextsDevice(alcGetCurrentContext());
+ if(!alcIsExtensionPresent(device, "ALC_EXT_EFX"))
+ {
+ fprintf(stderr, "Error: EFX not supported on device \"%s\"\n", alcGetString(device, ALC_DEVICE_SPECIFIER));
+ CloseAL();
+ return 1;
+ }
+
+ /* Define a macro to help load the function pointers. */
+#define LOAD_PROC(x) ((x) = alGetProcAddress(#x))
+ LOAD_PROC(alGenEffects);
+ LOAD_PROC(alDeleteEffects);
+ LOAD_PROC(alIsEffect);
+ LOAD_PROC(alEffecti);
+ LOAD_PROC(alEffectiv);
+ LOAD_PROC(alEffectf);
+ LOAD_PROC(alEffectfv);
+ LOAD_PROC(alGetEffecti);
+ LOAD_PROC(alGetEffectiv);
+ LOAD_PROC(alGetEffectf);
+ LOAD_PROC(alGetEffectfv);
+
+ LOAD_PROC(alGenAuxiliaryEffectSlots);
+ LOAD_PROC(alDeleteAuxiliaryEffectSlots);
+ LOAD_PROC(alIsAuxiliaryEffectSlot);
+ LOAD_PROC(alAuxiliaryEffectSloti);
+ LOAD_PROC(alAuxiliaryEffectSlotiv);
+ LOAD_PROC(alAuxiliaryEffectSlotf);
+ LOAD_PROC(alAuxiliaryEffectSlotfv);
+ LOAD_PROC(alGetAuxiliaryEffectSloti);
+ LOAD_PROC(alGetAuxiliaryEffectSlotiv);
+ LOAD_PROC(alGetAuxiliaryEffectSlotf);
+ LOAD_PROC(alGetAuxiliaryEffectSlotfv);
+
+ if(alIsExtensionPresent("AL_SOFT_buffer_samples"))
+ {
+ LOAD_PROC(alBufferSamplesSOFT);
+ LOAD_PROC(alIsBufferFormatSupportedSOFT);
+ }
+#undef LOAD_PROC
+
+ /* Load the sound into a buffer. */
+ buffer = LoadSound(argv[1]);
+ if(!buffer)
+ {
+ CloseAL();
+ return 1;
+ }
+
+ /* Load the reverb into an effect. */
+ effect = LoadEffect(&reverb);
+ if(!effect)
+ {
+ alDeleteBuffers(1, &buffer);
+ CloseAL();
+ return 1;
+ }
+
+ /* Create the effect slot object. This is what "plays" an effect on sources
+ * that connect to it. */
+ slot = 0;
+ alGenAuxiliaryEffectSlots(1, &slot);
+
+ /* Tell the effect slot to use the loaded effect object. Note that the this
+ * effectively copies the effect properties. You can modify or delete the
+ * effect object afterward without affecting the effect slot.
+ */
+ alAuxiliaryEffectSloti(slot, AL_EFFECTSLOT_EFFECT, effect);
+ assert(alGetError()==AL_NO_ERROR && "Failed to set effect slot");
+
+ /* Create the source to play the sound with. */
+ source = 0;
+ alGenSources(1, &source);
+ alSourcei(source, AL_BUFFER, buffer);
+
+ /* Connect the source to the effect slot. This tells the source to use the
+ * effect slot 'slot', on send #0 with the AL_FILTER_NULL filter object.
+ */
+ alSource3i(source, AL_AUXILIARY_SEND_FILTER, slot, 0, AL_FILTER_NULL);
+ assert(alGetError()==AL_NO_ERROR && "Failed to setup sound source");
+
+ /* Play the sound until it finishes. */
+ alSourcePlay(source);
+ do {
+ Sleep(10);
+ alGetSourcei(source, AL_SOURCE_STATE, &state);
+ } while(alGetError() == AL_NO_ERROR && state == AL_PLAYING);
+
+ /* All done. Delete resources, and close OpenAL. */
+ alDeleteSources(1, &source);
+ alDeleteAuxiliaryEffectSlots(1, &slot);
+ alDeleteEffects(1, &effect);
+ alDeleteBuffers(1, &buffer);
+
+ CloseAL();
+
+ return 0;
+}