#ifndef _AL_AUXEFFECTSLOT_H_ #define _AL_AUXEFFECTSLOT_H_ #include "alMain.h" #include "alEffect.h" #include "atomic.h" #include "align.h" #ifdef __cplusplus extern "C" { #endif struct ALeffectStateVtable; struct ALeffectslot; typedef struct ALeffectState { RefCount Ref; const struct ALeffectStateVtable *vtbl; ALfloat (*OutBuffer)[BUFFERSIZE]; ALsizei OutChannels; } ALeffectState; void ALeffectState_Construct(ALeffectState *state); void ALeffectState_Destruct(ALeffectState *state); struct ALeffectStateVtable { void (*const Destruct)(ALeffectState *state); ALboolean (*const deviceUpdate)(ALeffectState *state, ALCdevice *device); void (*const update)(ALeffectState *state, const ALCcontext *context, const struct ALeffectslot *slot, const union ALeffectProps *props); void (*const process)(ALeffectState *state, ALsizei samplesToDo, const ALfloat (*restrict samplesIn)[BUFFERSIZE], ALfloat (*restrict samplesOut)[BUFFERSIZE], ALsizei numChannels); void (*const Delete)(void *ptr); }; /* Small hack to use a pointer-to-array types as a normal argument type. * Shouldn't be used directly. */ typedef ALfloat ALfloatBUFFERSIZE[BUFFERSIZE]; #define DEFINE_ALEFFECTSTATE_VTABLE(T) \ DECLARE_THUNK(T, ALeffectState, void, Destruct) \ DECLARE_THUNK1(T, ALeffectState, ALboolean, deviceUpdate, ALCdevice*) \ DECLARE_THUNK3(T, ALeffectState, void, update, const ALCcontext*, const ALeffectslot*, const ALeffectProps*) \ DECLARE_THUNK4(T, ALeffectState, void, process, ALsizei, const ALfloatBUFFERSIZE*restrict, ALfloatBUFFERSIZE*restrict, ALsizei) \ static void T##_ALeffectState_Delete(void *ptr) \ { return T##_Delete(STATIC_UPCAST(T, ALeffectState, (ALeffectState*)ptr)); } \ \ static const struct ALeffectStateVtable T##_ALeffectState_vtable = { \ T##_ALeffectState_Destruct, \ \ T##_ALeffectState_deviceUpdate, \ T##_ALeffectState_update, \ T##_ALeffectState_process, \ \ T##_ALeffectState_Delete, \ } struct EffectStateFactoryVtable; typedef struct EffectStateFactory { const struct EffectStateFactoryVtable *vtab; } EffectStateFactory; struct EffectStateFactoryVtable { ALeffectState *(*const create)(EffectStateFactory *factory); }; #define EffectStateFactory_create(x) ((x)->vtab->create((x))) #define DEFINE_EFFECTSTATEFACTORY_VTABLE(T) \ DECLARE_THUNK(T, EffectStateFactory, ALeffectState*, create) \ \ static const struct EffectStateFactoryVtable T##_EffectStateFactory_vtable = { \ T##_EffectStateFactory_create, \ } #define MAX_EFFECT_CHANNELS (4) struct ALeffectslotArray { ALsizei count; struct ALeffectslot *slot[]; }; struct ALeffectslotProps { ALfloat Gain; ALboolean AuxSendAuto; ALenum Type; ALeffectProps Props; ALeffectState *State; ATOMIC(struct ALeffectslotProps*) next; }; typedef struct ALeffectslot { ALfloat Gain; ALboolean AuxSendAuto; struct { ALenum Type; ALeffectProps Props; ALeffectState *State; } Effect; ATOMIC_FLAG PropsClean; RefCount ref; ATOMIC(struct ALeffectslotProps*) Update; struct { ALfloat Gain; ALboolean AuxSendAuto; ALenum EffectType; ALeffectProps EffectProps; ALeffectState *EffectState; ALfloat RoomRolloff; /* Added to the source's room rolloff, not multiplied. */ ALfloat DecayTime; ALfloat DecayLFRatio; ALfloat DecayHFRatio; ALboolean DecayHFLimit; ALfloat AirAbsorptionGainHF; } Params; /* Self ID */ ALuint id; ALsizei NumChannels; BFChannelConfig ChanMap[MAX_EFFECT_CHANNELS]; /* Wet buffer configuration is ACN channel order with N3D scaling: * * Channel 0 is the unattenuated mono signal. * * Channel 1 is OpenAL -X * sqrt(3) * * Channel 2 is OpenAL Y * sqrt(3) * * Channel 3 is OpenAL -Z * sqrt(3) * Consequently, effects that only want to work with mono input can use * channel 0 by itself. Effects that want multichannel can process the * ambisonics signal and make a B-Format source pan for first-order device * output (FOAOut). */ alignas(16) ALfloat WetBuffer[MAX_EFFECT_CHANNELS][BUFFERSIZE]; } ALeffectslot; ALenum InitEffectSlot(ALeffectslot *slot); void DeinitEffectSlot(ALeffectslot *slot); void UpdateEffectSlotProps(ALeffectslot *slot, ALCcontext *context); void UpdateAllEffectSlotProps(ALCcontext *context); ALvoid ReleaseALAuxiliaryEffectSlots(ALCcontext *Context); EffectStateFactory *NullStateFactory_getFactory(void); EffectStateFactory *ReverbStateFactory_getFactory(void); EffectStateFactory *AutowahStateFactory_getFactory(void); EffectStateFactory *ChorusStateFactory_getFactory(void); EffectStateFactory *CompressorStateFactory_getFactory(void); EffectStateFactory *DistortionStateFactory_getFactory(void); EffectStateFactory *EchoStateFactory_getFactory(void); EffectStateFactory *EqualizerStateFactory_getFactory(void); EffectStateFactory *FlangerStateFactory_getFactory(void); EffectStateFactory *FshifterStateFactory_getFactory(void); EffectStateFactory *ModulatorStateFactory_getFactory(void); EffectStateFactory *PshifterStateFactory_getFactory(void); EffectStateFactory *DedicatedStateFactory_getFactory(void); ALenum InitializeEffect(ALCcontext *Context, ALeffectslot *EffectSlot, ALeffect *effect); void ALeffectState_DecRef(ALeffectState *state); #ifdef __cplusplus } #endif #endif