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-rw-r--r--Alc/ALc.c2
-rw-r--r--Alc/ALu.c2
-rw-r--r--Alc/alcDedicated.c8
-rw-r--r--Alc/alcEcho.c12
-rw-r--r--Alc/alcModulator.c12
-rw-r--r--Alc/alcReverb.c89
6 files changed, 66 insertions, 59 deletions
diff --git a/Alc/ALc.c b/Alc/ALc.c
index 5af83f70..1b4bf338 100644
--- a/Alc/ALc.c
+++ b/Alc/ALc.c
@@ -1427,7 +1427,7 @@ static ALCboolean UpdateDeviceParams(ALCdevice *device, const ALCint *attrList)
return ALC_FALSE;
}
slot->NeedsUpdate = AL_FALSE;
- ALEffect_Update(slot->EffectState, context, &slot->effect);
+ ALEffect_Update(slot->EffectState, context, slot);
}
for(pos = 0;pos < context->SourceMap.size;pos++)
diff --git a/Alc/ALu.c b/Alc/ALu.c
index dff205dd..3dc1a1ff 100644
--- a/Alc/ALu.c
+++ b/Alc/ALu.c
@@ -1034,7 +1034,7 @@ ALvoid aluMixData(ALCdevice *device, ALvoid *buffer, ALsizei size)
if(ALEffectSlot->NeedsUpdate)
{
ALEffectSlot->NeedsUpdate = AL_FALSE;
- ALEffect_Update(ALEffectSlot->EffectState, *ctx, &ALEffectSlot->effect);
+ ALEffect_Update(ALEffectSlot->EffectState, *ctx, ALEffectSlot);
}
ALEffect_Process(ALEffectSlot->EffectState, ALEffectSlot,
diff --git a/Alc/alcDedicated.c b/Alc/alcDedicated.c
index 6bab83e5..d12130f8 100644
--- a/Alc/alcDedicated.c
+++ b/Alc/alcDedicated.c
@@ -50,7 +50,7 @@ static ALboolean DedicatedDeviceUpdate(ALeffectState *effect, ALCdevice *Device)
return AL_TRUE;
}
-static ALvoid DedicatedDLGUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffect *Effect)
+static ALvoid DedicatedDLGUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot)
{
ALdedicatedState *state = (ALdedicatedState*)effect;
ALCdevice *device = Context->Device;
@@ -62,10 +62,10 @@ static ALvoid DedicatedDLGUpdate(ALeffectState *effect, ALCcontext *Context, con
SpeakerGain = device->PanningLUT[pos];
for(s = 0;s < MAXCHANNELS;s++)
- state->gains[s] = SpeakerGain[s] * Effect->Params.Dedicated.Gain;
+ state->gains[s] = SpeakerGain[s] * Slot->effect.Params.Dedicated.Gain;
}
-static ALvoid DedicatedLFEUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffect *Effect)
+static ALvoid DedicatedLFEUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot)
{
ALdedicatedState *state = (ALdedicatedState*)effect;
ALsizei s;
@@ -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->Params.Dedicated.Gain;
+ state->gains[LFE] = Slot->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 c47063bb..f60290f9 100644
--- a/Alc/alcEcho.c
+++ b/Alc/alcEcho.c
@@ -101,24 +101,24 @@ static ALboolean EchoDeviceUpdate(ALeffectState *effect, ALCdevice *Device)
return AL_TRUE;
}
-static ALvoid EchoUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffect *Effect)
+static ALvoid EchoUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot)
{
ALechoState *state = (ALechoState*)effect;
ALuint frequency = Context->Device->Frequency;
ALfloat lrpan, cw, g;
- state->Tap[0].delay = (ALuint)(Effect->Params.Echo.Delay * frequency) + 1;
- state->Tap[1].delay = (ALuint)(Effect->Params.Echo.LRDelay * frequency);
+ state->Tap[0].delay = (ALuint)(Slot->effect.Params.Echo.Delay * frequency) + 1;
+ state->Tap[1].delay = (ALuint)(Slot->effect.Params.Echo.LRDelay * frequency);
state->Tap[1].delay += state->Tap[0].delay;
- lrpan = Effect->Params.Echo.Spread*0.5f + 0.5f;
+ lrpan = Slot->effect.Params.Echo.Spread*0.5f + 0.5f;
state->GainL = aluSqrt( lrpan);
state->GainR = aluSqrt(1.0f-lrpan);
- state->FeedGain = Effect->Params.Echo.Feedback;
+ state->FeedGain = Slot->effect.Params.Echo.Feedback;
cw = cos(2.0*M_PI * LOWPASSFREQCUTOFF / frequency);
- g = 1.0f - Effect->Params.Echo.Damping;
+ g = 1.0f - Slot->effect.Params.Echo.Damping;
state->iirFilter.coeff = lpCoeffCalc(g, cw);
}
diff --git a/Alc/alcModulator.c b/Alc/alcModulator.c
index 8244b454..1908007c 100644
--- a/Alc/alcModulator.c
+++ b/Alc/alcModulator.c
@@ -146,24 +146,24 @@ static ALboolean ModulatorDeviceUpdate(ALeffectState *effect, ALCdevice *Device)
return AL_TRUE;
}
-static ALvoid ModulatorUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffect *Effect)
+static ALvoid ModulatorUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot)
{
ALmodulatorState *state = (ALmodulatorState*)effect;
ALfloat cw, a = 0.0f;
- if(Effect->Params.Modulator.Waveform == AL_RING_MODULATOR_SINUSOID)
+ if(Slot->effect.Params.Modulator.Waveform == AL_RING_MODULATOR_SINUSOID)
state->Waveform = SINUSOID;
- else if(Effect->Params.Modulator.Waveform == AL_RING_MODULATOR_SAWTOOTH)
+ else if(Slot->effect.Params.Modulator.Waveform == AL_RING_MODULATOR_SAWTOOTH)
state->Waveform = SAWTOOTH;
- else if(Effect->Params.Modulator.Waveform == AL_RING_MODULATOR_SQUARE)
+ else if(Slot->effect.Params.Modulator.Waveform == AL_RING_MODULATOR_SQUARE)
state->Waveform = SQUARE;
- state->step = Effect->Params.Modulator.Frequency*(1<<WAVEFORM_FRACBITS) /
+ state->step = Slot->effect.Params.Modulator.Frequency*(1<<WAVEFORM_FRACBITS) /
Context->Device->Frequency;
if(!state->step)
state->step = 1;
- cw = cos(2.0*M_PI * Effect->Params.Modulator.HighPassCutoff /
+ cw = cos(2.0*M_PI * Slot->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 f2a09299..4282e9ee 100644
--- a/Alc/alcReverb.c
+++ b/Alc/alcReverb.c
@@ -1063,102 +1063,109 @@ static ALboolean EAXVerbDeviceUpdate(ALeffectState *effect, ALCdevice *Device)
// This updates the reverb state. This is called any time the reverb effect
// is loaded into a slot.
-static ALvoid VerbUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffect *Effect)
+static ALvoid VerbUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot)
{
ALverbState *State = (ALverbState*)effect;
ALuint frequency = Context->Device->Frequency;
ALfloat cw, x, y, hfRatio;
// Calculate the master low-pass filter (from the master effect HF gain).
- cw = CalcI3DL2HFreq(Effect->Params.Reverb.HFReference, frequency);
+ cw = CalcI3DL2HFreq(Slot->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->Params.Reverb.GainHF, cw);
+ State->LpFilter.coeff = lpCoeffCalc(Slot->effect.Params.Reverb.GainHF, cw);
// Update the initial effect delay.
- UpdateDelayLine(Effect->Params.Reverb.ReflectionsDelay,
- Effect->Params.Reverb.LateReverbDelay, frequency, State);
+ UpdateDelayLine(Slot->effect.Params.Reverb.ReflectionsDelay,
+ Slot->effect.Params.Reverb.LateReverbDelay,
+ frequency, State);
// Update the early lines.
- UpdateEarlyLines(Effect->Params.Reverb.Gain, Effect->Params.Reverb.ReflectionsGain,
- Effect->Params.Reverb.LateReverbDelay, State);
+ UpdateEarlyLines(Slot->effect.Params.Reverb.Gain,
+ Slot->effect.Params.Reverb.ReflectionsGain,
+ Slot->effect.Params.Reverb.LateReverbDelay, State);
// Update the decorrelator.
- UpdateDecorrelator(Effect->Params.Reverb.Density, frequency, State);
+ UpdateDecorrelator(Slot->effect.Params.Reverb.Density, frequency, State);
// Get the mixing matrix coefficients (x and y).
- CalcMatrixCoeffs(Effect->Params.Reverb.Diffusion, &x, &y);
+ CalcMatrixCoeffs(Slot->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->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);
+ hfRatio = Slot->effect.Params.Reverb.DecayHFRatio;
+ if(Slot->effect.Params.Reverb.DecayHFLimit &&
+ Slot->effect.Params.Reverb.AirAbsorptionGainHF < 1.0f)
+ hfRatio = CalcLimitedHfRatio(hfRatio,
+ Slot->effect.Params.Reverb.AirAbsorptionGainHF,
+ Slot->effect.Params.Reverb.DecayTime);
// Update the late lines.
- 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);
+ UpdateLateLines(Slot->effect.Params.Reverb.Gain, Slot->effect.Params.Reverb.LateReverbGain,
+ x, Slot->effect.Params.Reverb.Density, Slot->effect.Params.Reverb.DecayTime,
+ Slot->effect.Params.Reverb.Diffusion, hfRatio, cw, frequency, State);
}
// This updates the EAX reverb state. This is called any time the EAX reverb
// effect is loaded into a slot.
-static ALvoid EAXVerbUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffect *Effect)
+static ALvoid EAXVerbUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot)
{
ALverbState *State = (ALverbState*)effect;
ALuint frequency = Context->Device->Frequency;
ALfloat cw, x, y, hfRatio;
// Calculate the master low-pass filter (from the master effect HF gain).
- cw = CalcI3DL2HFreq(Effect->Params.Reverb.HFReference, frequency);
+ cw = CalcI3DL2HFreq(Slot->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->Params.Reverb.GainHF, cw);
+ State->LpFilter.coeff = lpCoeffCalc(Slot->effect.Params.Reverb.GainHF, cw);
// Update the modulator line.
- UpdateModulator(Effect->Params.Reverb.ModulationTime,
- Effect->Params.Reverb.ModulationDepth, frequency, State);
+ UpdateModulator(Slot->effect.Params.Reverb.ModulationTime,
+ Slot->effect.Params.Reverb.ModulationDepth,
+ frequency, State);
// Update the initial effect delay.
- UpdateDelayLine(Effect->Params.Reverb.ReflectionsDelay,
- Effect->Params.Reverb.LateReverbDelay, frequency, State);
+ UpdateDelayLine(Slot->effect.Params.Reverb.ReflectionsDelay,
+ Slot->effect.Params.Reverb.LateReverbDelay,
+ frequency, State);
// Update the early lines.
- UpdateEarlyLines(Effect->Params.Reverb.Gain, Effect->Params.Reverb.ReflectionsGain,
- Effect->Params.Reverb.LateReverbDelay, State);
+ UpdateEarlyLines(Slot->effect.Params.Reverb.Gain,
+ Slot->effect.Params.Reverb.ReflectionsGain,
+ Slot->effect.Params.Reverb.LateReverbDelay, State);
// Update the decorrelator.
- UpdateDecorrelator(Effect->Params.Reverb.Density, frequency, State);
+ UpdateDecorrelator(Slot->effect.Params.Reverb.Density, frequency, State);
// Get the mixing matrix coefficients (x and y).
- CalcMatrixCoeffs(Effect->Params.Reverb.Diffusion, &x, &y);
+ CalcMatrixCoeffs(Slot->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->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);
+ hfRatio = Slot->effect.Params.Reverb.DecayHFRatio;
+ if(Slot->effect.Params.Reverb.DecayHFLimit &&
+ Slot->effect.Params.Reverb.AirAbsorptionGainHF < 1.0f)
+ hfRatio = CalcLimitedHfRatio(hfRatio,
+ Slot->effect.Params.Reverb.AirAbsorptionGainHF,
+ Slot->effect.Params.Reverb.DecayTime);
// Update the late lines.
- 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);
+ UpdateLateLines(Slot->effect.Params.Reverb.Gain, Slot->effect.Params.Reverb.LateReverbGain,
+ x, Slot->effect.Params.Reverb.Density, Slot->effect.Params.Reverb.DecayTime,
+ Slot->effect.Params.Reverb.Diffusion, hfRatio, cw, frequency, State);
// Update the echo line.
- 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,
+ UpdateEchoLine(Slot->effect.Params.Reverb.Gain, Slot->effect.Params.Reverb.LateReverbGain,
+ Slot->effect.Params.Reverb.EchoTime, Slot->effect.Params.Reverb.DecayTime,
+ Slot->effect.Params.Reverb.Diffusion, Slot->effect.Params.Reverb.EchoDepth,
hfRatio, cw, frequency, State);
// Update early and late 3D panning.
- Update3DPanning(Context->Device, Effect->Params.Reverb.ReflectionsPan,
- Effect->Params.Reverb.LateReverbPan, State);
+ Update3DPanning(Context->Device, Slot->effect.Params.Reverb.ReflectionsPan,
+ Slot->effect.Params.Reverb.LateReverbPan, State);
}
// This processes the reverb state, given the input samples and an output