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path: root/OpenAL32/alAuxEffectSlot.c
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* Use a new low-pass filter, based on the I3DL2 specChris Robinson2008-10-021-2/+0
| | | | Many thanks to Christopher Fitzgerald, for helping with it
* Don't export extension function symbols from the libChris Robinson2008-09-061-11/+11
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* Use arrays instead of pointer-to-arrays for the low-pass filterChris Robinson2008-07-261-3/+0
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* Implement yet another low-pass filterChris Robinson2008-07-251-0/+5
| | | | This one using the Butterworth IIR filter design
* Clarify implicit destruction warningsChris Robinson2008-07-221-1/+1
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* Preserve data and position when reallocating the reverb effectChris Robinson2008-02-181-3/+7
| | | | Still not perfect, but better for when the size doesn't change
* Remove effect slot thunk entry when deallocated forcefullyChris Robinson2008-01-211-0/+1
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* Clean a couple debug messagesChris Robinson2008-01-191-1/+1
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* Implement AL_EFFECT_REVERBChris Robinson2008-01-181-7/+58
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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. :)
* Add missing config.h includesChris Robinson2008-01-161-3/+2
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* Fix debug commentsChris Robinson2008-01-161-1/+1
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* Keep track of references to effect slots, so they aren't deleted while in useChris Robinson2008-01-161-0/+10
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* Fix allocation of multiple effect slots, effects, and filtersChris Robinson2008-01-151-0/+2
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* Store effect slots in the contextChris Robinson2008-01-151-16/+13
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* Remove errant lineChris Robinson2008-01-151-2/+0
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* Make sure a valid context is set for effect slotsChris Robinson2008-01-151-0/+55
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* Fix some copy/paste errorsChris Robinson2008-01-151-1/+1
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* Merge branch 'master' into efx-experimentChris Robinson2007-12-311-0/+2
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* Use the AuxSendAuto property of the effect slotChris Robinson2007-12-181-1/+0
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* Add AL_EFFECTSLOT_AUXILIARY_SEND_AUTO property (still unimplemented)Chris Robinson2007-12-181-0/+17
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* Implement AL_EFFECTSLOT_GAIN propertyChris Robinson2007-12-181-6/+23
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* Implement AL_EFFECTSLOT_EFFECT propertyChris Robinson2007-12-181-8/+32
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* Only allow one auxiliary effect slotChris Robinson2007-12-181-20/+26
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* Add auxiliary effect slot function skeletonsChris Robinson2007-12-171-0/+359