#ifndef _AL_AUXEFFECTSLOT_H_ #define _AL_AUXEFFECTSLOT_H_ #include "alMain.h" #include "alEffect.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 ALCdevice *device, const struct ALeffectslot *slot, const union ALeffectProps *props); void (*const process)(ALeffectState *state, ALuint samplesToDo, const ALfloat (*restrict samplesIn)[BUFFERSIZE], ALfloat (*restrict samplesOut)[BUFFERSIZE], ALuint numChannels); void (*const Delete)(void *ptr); }; #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 ALCdevice*, const ALeffectslot*, const ALeffectProps*) \ DECLARE_THUNK4(T, ALeffectState, void, process, ALuint, const ALfloatBUFFERSIZE*restrict, ALfloatBUFFERSIZE*restrict, ALuint) \ 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 ALeffectStateFactoryVtable; typedef struct ALeffectStateFactory { const struct ALeffectStateFactoryVtable *vtbl; } ALeffectStateFactory; struct ALeffectStateFactoryVtable { ALeffectState *(*const create)(ALeffectStateFactory *factory); }; #define DEFINE_ALEFFECTSTATEFACTORY_VTABLE(T) \ DECLARE_THUNK(T, ALeffectStateFactory, ALeffectState*, create) \ \ static const struct ALeffectStateFactoryVtable T##_ALeffectStateFactory_vtable = { \ T##_ALeffectStateFactory_create, \ } #define MAX_EFFECT_CHANNELS (4) struct ALeffectslotProps { ATOMIC(ALfloat) Gain; ATOMIC(ALboolean) AuxSendAuto; ATOMIC(ALenum) Type; ALeffectProps Props; ATOMIC(ALeffectState*) State; ATOMIC(struct ALeffectslotProps*) next; }; typedef struct ALeffectslot { ALboolean NeedsUpdate; ALfloat Gain; ALboolean AuxSendAuto; struct { ALenum Type; ALeffectProps Props; ALeffectState *State; } Effect; RefCount ref; ATOMIC(struct ALeffectslotProps*) Update; ATOMIC(struct ALeffectslotProps*) FreeList; struct { ALfloat Gain; ALboolean AuxSendAuto; ALenum EffectType; ALeffectState *EffectState; ALfloat RoomRolloff; /* Added to the source's room rolloff, not multiplied. */ ALfloat DecayTime; 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 * * Channel 2 is OpenAL Y * * Channel 3 is OpenAL -Z * 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 pan (ComputeFirstOrderGains) for * first-order device output (FOAOut). */ alignas(16) ALfloat WetBuffer[MAX_EFFECT_CHANNELS][BUFFERSIZE]; ATOMIC(struct ALeffectslot*) next; } ALeffectslot; inline void LockEffectSlotsRead(ALCcontext *context) { LockUIntMapRead(&context->EffectSlotMap); } inline void UnlockEffectSlotsRead(ALCcontext *context) { UnlockUIntMapRead(&context->EffectSlotMap); } inline void LockEffectSlotsWrite(ALCcontext *context) { LockUIntMapWrite(&context->EffectSlotMap); } inline void UnlockEffectSlotsWrite(ALCcontext *context) { UnlockUIntMapWrite(&context->EffectSlotMap); } inline struct ALeffectslot *LookupEffectSlot(ALCcontext *context, ALuint id) { return (struct ALeffectslot*)LookupUIntMapKeyNoLock(&context->EffectSlotMap, id); } inline struct ALeffectslot *RemoveEffectSlot(ALCcontext *context, ALuint id) { return (struct ALeffectslot*)RemoveUIntMapKeyNoLock(&context->EffectSlotMap, id); } ALenum InitEffectSlot(ALeffectslot *slot); void DeinitEffectSlot(ALeffectslot *slot); void UpdateEffectSlotProps(ALeffectslot *slot); void UpdateAllEffectSlotProps(ALCcontext *context); ALvoid ReleaseALAuxiliaryEffectSlots(ALCcontext *Context); ALeffectStateFactory *ALnullStateFactory_getFactory(void); ALeffectStateFactory *ALreverbStateFactory_getFactory(void); ALeffectStateFactory *ALchorusStateFactory_getFactory(void); ALeffectStateFactory *ALcompressorStateFactory_getFactory(void); ALeffectStateFactory *ALdistortionStateFactory_getFactory(void); ALeffectStateFactory *ALechoStateFactory_getFactory(void); ALeffectStateFactory *ALequalizerStateFactory_getFactory(void); ALeffectStateFactory *ALflangerStateFactory_getFactory(void); ALeffectStateFactory *ALmodulatorStateFactory_getFactory(void); ALeffectStateFactory *ALdedicatedStateFactory_getFactory(void); ALenum InitializeEffect(ALCdevice *Device, ALeffectslot *EffectSlot, ALeffect *effect); void InitEffectFactoryMap(void); void DeinitEffectFactoryMap(void); #ifdef __cplusplus } #endif #endif