/** * OpenAL cross platform audio library * Copyright (C) 2011 by Chris Robinson. * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. * Or go to http://www.gnu.org/copyleft/lgpl.html */ #include "config.h" #include #include "alMain.h" #include "alFilter.h" #include "alAuxEffectSlot.h" #include "alError.h" #include "alu.h" typedef struct ALdedicatedState { // Must be first in all effects! ALeffectState state; ALfloat gains[MAXCHANNELS]; } ALdedicatedState; static ALvoid DedicatedDestroy(ALeffectState *effect) { ALdedicatedState *state = (ALdedicatedState*)effect; free(state); } static ALboolean DedicatedDeviceUpdate(ALeffectState *effect, ALCdevice *Device) { (void)effect; (void)Device; return AL_TRUE; } static ALvoid DedicatedDLGUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot) { ALdedicatedState *state = (ALdedicatedState*)effect; ALCdevice *device = Context->Device; const ALfloat *SpeakerGain; ALint pos; ALsizei s; pos = aluCart2LUTpos(1.0f, 0.0f); SpeakerGain = device->PanningLUT[pos]; for(s = 0;s < MAXCHANNELS;s++) state->gains[s] = SpeakerGain[s] * Slot->effect.Params.Dedicated.Gain; } static ALvoid DedicatedLFEUpdate(ALeffectState *effect, ALCcontext *Context, const ALeffectslot *Slot) { ALdedicatedState *state = (ALdedicatedState*)effect; ALsizei s; (void)Context; for(s = 0;s < MAXCHANNELS;s++) state->gains[s] = 0.0f; state->gains[LFE] = Slot->effect.Params.Dedicated.Gain; } static ALvoid DedicatedProcess(ALeffectState *effect, const ALeffectslot *Slot, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[MAXCHANNELS]) { ALdedicatedState *state = (ALdedicatedState*)effect; const ALfloat *gains = state->gains; ALuint i; for(i = 0;i < SamplesToDo;i++) { ALsizei s; for(s = 0;s < MAXCHANNELS;s++) SamplesOut[i][s] = SamplesIn[i] * gains[s] * Slot->Gain; } } ALeffectState *DedicatedDLGCreate(void) { ALdedicatedState *state; ALsizei s; state = malloc(sizeof(*state)); if(!state) return NULL; state->state.Destroy = DedicatedDestroy; state->state.DeviceUpdate = DedicatedDeviceUpdate; state->state.Update = DedicatedDLGUpdate; state->state.Process = DedicatedProcess; for(s = 0;s < MAXCHANNELS;s++) state->gains[s] = 0.0f; return &state->state; } ALeffectState *DedicatedLFECreate(void) { ALdedicatedState *state; ALsizei s; state = malloc(sizeof(*state)); if(!state) return NULL; state->state.Destroy = DedicatedDestroy; state->state.DeviceUpdate = DedicatedDeviceUpdate; state->state.Update = DedicatedLFEUpdate; state->state.Process = DedicatedProcess; for(s = 0;s < MAXCHANNELS;s++) state->gains[s] = 0.0f; return &state->state; }