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Diffstat (limited to 'examples')
-rw-r--r-- | examples/alreverb.c | 339 |
1 files changed, 339 insertions, 0 deletions
diff --git a/examples/alreverb.c b/examples/alreverb.c new file mode 100644 index 00000000..13f4ec84 --- /dev/null +++ b/examples/alreverb.c @@ -0,0 +1,339 @@ +/* + * 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; +} |