/** * 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 DedicatedUpdate(ALeffectState *effect, ALCdevice *device, const ALeffectslot *Slot) { ALdedicatedState *state = (ALdedicatedState*)effect; ALfloat Gain; ALsizei s; Gain = Slot->Gain * Slot->effect.Dedicated.Gain; for(s = 0;s < MaxChannels;s++) state->gains[s] = 0.0f; if(Slot->effect.type == AL_EFFECT_DEDICATED_DIALOGUE) ComputeAngleGains(device, atan2f(0.0f, 1.0f), 0.0f, Gain, state->gains); else if(Slot->effect.type == AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT) state->gains[LFE] = Gain; } static ALvoid DedicatedProcess(ALeffectState *effect, ALuint SamplesToDo, const ALfloat *RESTRICT SamplesIn, ALfloat (*RESTRICT SamplesOut)[BUFFERSIZE]) { ALdedicatedState *state = (ALdedicatedState*)effect; const ALfloat *gains = state->gains; ALuint i, c; for(c = 0;c < MaxChannels;c++) { for(i = 0;i < SamplesToDo;i++) SamplesOut[c][i] = SamplesIn[i] * gains[c]; } } ALeffectState *DedicatedCreate(void) { ALdedicatedState *state; ALsizei s; state = malloc(sizeof(*state)); if(!state) return NULL; state->state.Destroy = DedicatedDestroy; state->state.DeviceUpdate = DedicatedDeviceUpdate; state->state.Update = DedicatedUpdate; state->state.Process = DedicatedProcess; for(s = 0;s < MaxChannels;s++) state->gains[s] = 0.0f; return &state->state; }