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-rw-r--r--OpenAL32/Include/alEffect.h2
-rw-r--r--OpenAL32/alEffect.c80
2 files changed, 80 insertions, 2 deletions
diff --git a/OpenAL32/Include/alEffect.h b/OpenAL32/Include/alEffect.h
index 264ada0d..97def48a 100644
--- a/OpenAL32/Include/alEffect.h
+++ b/OpenAL32/Include/alEffect.h
@@ -102,7 +102,7 @@ typedef struct ALeffect
static __inline ALboolean IsReverbEffect(ALenum type)
{ return type == AL_EFFECT_REVERB || type == AL_EFFECT_EAXREVERB; }
-ALvoid GetReverbEffect(ALeffect *effect);
+ALvoid GetReverbEffect(const char *name, ALeffect *effect);
ALvoid ReleaseALEffects(ALCdevice *device);
#ifdef __cplusplus
diff --git a/OpenAL32/alEffect.c b/OpenAL32/alEffect.c
index d7f7c3c1..99127fac 100644
--- a/OpenAL32/alEffect.c
+++ b/OpenAL32/alEffect.c
@@ -1308,7 +1308,85 @@ static void InitEffectParams(ALeffect *effect, ALenum type)
}
-ALvoid GetReverbEffect(ALeffect *effect)
+#include "AL/efx-presets.h"
+
+#define DECL(x) { #x, EFX_REVERB_PRESET_##x }
+static const struct {
+ const char name[32];
+ EFXEAXREVERBPROPERTIES props;
+} reverblist[] = {
+ DECL(GENERIC),
+ DECL(PADDEDCELL),
+ DECL(ROOM),
+ DECL(BATHROOM),
+ DECL(LIVINGROOM),
+ DECL(STONEROOM),
+ DECL(AUDITORIUM),
+ DECL(CONCERTHALL),
+ DECL(CAVE),
+ DECL(ARENA),
+ DECL(HANGAR),
+ DECL(CARPETTEDHALLWAY),
+ DECL(HALLWAY),
+ DECL(STONECORRIDOR),
+ DECL(ALLEY),
+ DECL(FOREST),
+ DECL(CITY),
+ DECL(MOUNTAINS),
+ DECL(QUARRY),
+ DECL(PLAIN),
+ DECL(PARKINGLOT),
+ DECL(SEWERPIPE),
+ DECL(UNDERWATER),
+ DECL(DRUGGED),
+ DECL(DIZZY),
+ DECL(PSYCHOTIC),
+ { "", EFX_REVERB_PRESET_GENERIC }
+};
+
+ALvoid GetReverbEffect(const char *name, ALeffect *effect)
{
+ int i;
+
InitEffectParams(effect, AL_EFFECT_EAXREVERB);
+ for(i = 0;reverblist[i].name[0];i++)
+ {
+ const EFXEAXREVERBPROPERTIES *props;
+
+ if(strcasecmp(name, reverblist[i].name) != 0)
+ continue;
+
+ TRACE("Loading reverb '%s'\n", reverblist[i].name);
+ props = &reverblist[i].props;
+ effect->Reverb.Density = props->flDensity;
+ effect->Reverb.Diffusion = props->flDiffusion;
+ effect->Reverb.Gain = props->flGain;
+ effect->Reverb.GainHF = props->flGainHF;
+ effect->Reverb.GainLF = props->flGainLF;
+ effect->Reverb.DecayTime = props->flDecayTime;
+ effect->Reverb.DecayHFRatio = props->flDecayHFRatio;
+ effect->Reverb.DecayLFRatio = props->flDecayLFRatio;
+ effect->Reverb.ReflectionsGain = props->flReflectionsGain;
+ effect->Reverb.ReflectionsDelay = props->flReflectionsDelay;
+ effect->Reverb.ReflectionsPan[0] = props->flReflectionsPan[0];
+ effect->Reverb.ReflectionsPan[1] = props->flReflectionsPan[1];
+ effect->Reverb.ReflectionsPan[2] = props->flReflectionsPan[2];
+ effect->Reverb.LateReverbGain = props->flLateReverbGain;
+ effect->Reverb.LateReverbDelay = props->flLateReverbDelay;
+ effect->Reverb.LateReverbPan[0] = props->flLateReverbPan[0];
+ effect->Reverb.LateReverbPan[1] = props->flLateReverbPan[1];
+ effect->Reverb.LateReverbPan[2] = props->flLateReverbPan[2];
+ effect->Reverb.EchoTime = props->flEchoTime;
+ effect->Reverb.EchoDepth = props->flEchoDepth;
+ effect->Reverb.ModulationTime = props->flModulationTime;
+ effect->Reverb.ModulationDepth = props->flModulationDepth;
+ effect->Reverb.AirAbsorptionGainHF = props->flAirAbsorptionGainHF;
+ effect->Reverb.HFReference = props->flHFReference;
+ effect->Reverb.LFReference = props->flLFReference;
+ effect->Reverb.RoomRolloffFactor = props->flRoomRolloffFactor;
+ effect->Reverb.DecayHFLimit = props->iDecayHFLimit;
+ break;
+ }
+ if(!reverblist[i].name[0])
+ WARN("Reverb preset '%s' not found\n", name);
}