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path: root/OpenAL32/Include/alAuxEffectSlot.h
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* Rename the effect state's Destroy method to DestructChris Robinson2013-05-211-5/+5
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* Use factories to create and destroy effect statesChris Robinson2013-05-211-16/+49
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* Remove some unused codeChris Robinson2013-05-211-5/+2
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* Auto-generate wrappers to upcast objects before calling user methodsChris Robinson2013-05-211-8/+17
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* Use macros to help define vtables for effect statesChris Robinson2013-05-211-12/+33
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* Implement distortion and equalizer effectsChris Robinson2013-05-181-0/+2
| | | | Code provided by Mike Gorchak
* Add Chorus and Flanger effectsChris Robinson2013-03-131-0/+2
| | | | Code provided by Mike Gorchak
* Add the RESTRICT keyword to a function pointer definition's parametersChris Robinson2012-10-251-1/+1
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* Explicitly give the wet buffer 1 channelChris Robinson2012-09-161-1/+1
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* Implement an SSE MixSend methodChris Robinson2012-09-161-1/+1
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* Fix up some more header includesChris Robinson2012-09-141-10/+8
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* Use a non-interleaved DryBufferChris Robinson2012-09-111-1/+1
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* Don't use all caps for enum value namesChris Robinson2012-06-281-1/+1
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* Remove an unused fieldChris Robinson2012-04-191-2/+0
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* Use a consistent name for the self-id fieldChris Robinson2012-04-191-2/+2
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* Pass the device to InitializeEffect and return the error enum from itChris Robinson2012-03-131-1/+1
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* Pass a device to the effect update functionsChris Robinson2012-03-131-1/+1
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* Avoid duplicating some initialization codeChris Robinson2012-01-201-2/+2
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* Add a global option to apply a reverb effect on source send 0Chris Robinson2012-01-191-0/+1
| | | | | | A special slot on the device is created and processed, so it can be shared across all contexts on the device. Sources that don't have a slot set on send 0 will use this special slot instead.
* Rename the ALEffect_ macros to ALeffectState_ to reflect what they work onChris Robinson2011-09-121-4/+4
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* Remove the effect slot parameter from the effect process methodChris Robinson2011-09-121-5/+5
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* Avoid holding the context lock when setting auxiliary slot propertiesChris Robinson2011-09-111-3/+3
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* Combine the reverb effectsChris Robinson2011-09-011-2/+1
| | | | | | | Updating and processing still differs depending on whether standard or EAX reverb is used or not. The only functional difference should be that the allocated buffer (and subsequent offsets) take into account the modulation and echo times.
* Combine the dedicated (dialog/LFE) effectsChris Robinson2011-09-011-2/+1
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* Use the reference counting functions for the buffer and auxiliary slot refsChris Robinson2011-08-291-1/+1
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* Use an enum instead of an boolean for some flagsChris Robinson2011-08-291-1/+1
| | | | | They still only hold AL_TRUE or AL_FALSE, but some systems can't properly handle atomic swaps of 1-byte types.
* Pass the effect slot to the effect update methodChris Robinson2011-07-161-1/+1
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* Allow effect slots to be updated asynchronouslyChris Robinson2011-07-161-0/+1
| | | | | | Updates when the slot changes effect type is still sychronous, however, to ensure a proper state for the Process method call. Fixing this would essentially require all effects to work from the same state.
* Add support for ALC_EXT_DEDICATEDChris Robinson2011-03-121-0/+2
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* Rename OUTPUTCHANNELS to something more descriptiveChris Robinson2010-12-011-1/+1
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* Handle clicks by watching changes between updatesChris Robinson2010-08-161-0/+1
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* Add click removal for wet sendsChris Robinson2010-08-151-0/+2
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* Implement a skeleton Ring Modulator effectChris Robinson2010-04-081-0/+1
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* Move extension function declarations to alext.h/efx.hChris Robinson2010-03-231-13/+0
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* Mark extension functions with AL_API/ALC_APIChris Robinson2010-03-231-13/+13
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* Add EFX types and enums to alext.hChris Robinson2010-03-091-6/+0
| | | | | The types and enums are in efx.h, which is included by alext.h. It's done this way because EFX has a lot if definitions which would polute alext.h
* Handle NULL effect objects as AL_EFFECT_NULL effectsChris Robinson2009-11-051-0/+1
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* Add a method to update device-dependant effect parameters.Chris Robinson2009-10-201-0/+2
| | | | The effect state's update method will be called afterwards
* Be context-agnostic in the effect Create functionsChris Robinson2009-10-191-4/+4
| | | | | | | This allows the effect Update functions to handle the playback frequency being changed. By default the effects assume a maximum frequency of 192khz, however, it can go higher at the cost of the sample buffers being cleared and the risk of an abort() if reallocation fails
* Apply slot gain on slot output, not inputChris Robinson2009-05-291-5/+5
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* Don't expose effect-specific structuresChris Robinson2009-05-291-4/+19
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* Add the Echo effectChris Robinson2009-04-121-0/+2
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* Move the WetBuffer into the effect slot objectChris Robinson2009-04-111-0/+2
| | | | This should make it easier to support multiple slots
* Implement a new reverb effectChris Robinson2008-11-161-9/+2
| | | | Code created and graciously provided by Christopher Fitzgerald
* Don't export extension function symbols from the libChris Robinson2008-09-061-13/+13
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* Implement yet another low-pass filterChris Robinson2008-07-251-2/+4
| | | | This one using the Butterworth IIR filter design
* Implement AL_EFFECT_REVERBChris Robinson2008-01-181-0/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Here is a quick description of how the reverb effect works: +--->---+*(4) | V new sample +-----+---+---+ | |extra|ltr|ref| <- +*(1) +-----+---+---+ (3,5)*| |*(2) +-->| V out sample 1) Apply master reverb gain to incoming sample and place it at the head of the buffer. The master reverb gainhf was already applied when the source was initially mixed. 2) Copy the delayed reflection sample to an output sample and apply the reflection gain. 3) Apply the late reverb gain to the late reverb sample 4) Copy the end of the buffer, applying a decay gain and the decay hf ratio, and add to the late reverb. 5) Copy the late reverb sample, adding to the output sample. Then the head and sampling points are shifted forward, and done again for each new sample. The extra buffer length is determined by the Reverb Density property. A value of 0 gives a length of 0.1 seconds (long, with fairly distinct echos) , and 1 gives 0.075 seconds (short, indistinct echos). The decay gain is calculated such that after a number of loops to satisfy the Decay Time, a sample will be 1/32768th as powerful (virtually insignificant to the resulting output, and only getting further reduced). It is calculated as: DecayGain = pow(1.0f/32768.0f, 1.0/(DecayTime/ExtraLength)); Things to note: Reverb Diffusion is not currently handled, nor is Decay HF Limit. Decay HF Ratios above 1 probably give incorrect results. Also, this method likely sucks, but it's the best I can come up with before release. :)
* Keep track of references to effect slots, so they aren't deleted while in useChris Robinson2008-01-161-0/+2
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* Store effect slots in the contextChris Robinson2008-01-151-1/+1
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* Don't append _struct to the effect slot struct nameChris Robinson2008-01-151-2/+2
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