#ifndef _AL_AUXEFFECTSLOT_H_ #define _AL_AUXEFFECTSLOT_H_ #include "alMain.h" #include "alEffect.h" #include "almalloc.h" #include "atomic.h" struct ALeffectslot; struct EffectTarget { MixParams *Main; MixParams *FOAOut; RealMixParams *RealOut; }; struct EffectState { RefCount mRef{1u}; ALfloat (*mOutBuffer)[BUFFERSIZE]{nullptr}; ALsizei mOutChannels{0}; virtual ~EffectState() = default; virtual ALboolean deviceUpdate(const ALCdevice *device) = 0; virtual void update(const ALCcontext *context, const ALeffectslot *slot, const ALeffectProps *props, const EffectTarget target) = 0; virtual void process(ALsizei samplesToDo, const ALfloat (*RESTRICT samplesIn)[BUFFERSIZE], ALfloat (*RESTRICT samplesOut)[BUFFERSIZE], ALsizei numChannels) = 0; void IncRef() noexcept; void DecRef() noexcept; }; struct EffectStateFactory { virtual ~EffectStateFactory() { } virtual EffectState *create() = 0; }; #define MAX_EFFECT_CHANNELS (4) struct ALeffectslotArray { ALsizei count; struct ALeffectslot *slot[]; }; struct ALeffectslotProps { ALfloat Gain; ALboolean AuxSendAuto; ALenum Type; ALeffectProps Props; EffectState *State; std::atomic next; }; struct ALeffectslot { ALfloat Gain{1.0f}; ALboolean AuxSendAuto{AL_TRUE}; struct { ALenum Type{AL_EFFECT_NULL}; ALeffectProps Props{}; EffectState *State{nullptr}; } Effect; std::atomic_flag PropsClean{true}; RefCount ref{0u}; std::atomic Update{nullptr}; struct { ALfloat Gain{1.0f}; ALboolean AuxSendAuto{AL_TRUE}; ALeffectslot *Target{nullptr}; ALenum EffectType{AL_EFFECT_NULL}; ALeffectProps EffectProps{}; EffectState *mEffectState{nullptr}; ALfloat RoomRolloff{0.0f}; /* Added to the source's room rolloff, not multiplied. */ ALfloat DecayTime{0.0f}; ALfloat DecayLFRatio{0.0f}; ALfloat DecayHFRatio{0.0f}; ALboolean DecayHFLimit{AL_FALSE}; ALfloat AirAbsorptionGainHF{1.0f}; } 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() = default; ALeffectslot(const ALeffectslot&) = delete; ALeffectslot& operator=(const ALeffectslot&) = delete; ~ALeffectslot(); DEF_NEWDEL(ALeffectslot) }; ALenum InitEffectSlot(ALeffectslot *slot); void UpdateEffectSlotProps(ALeffectslot *slot, ALCcontext *context); void UpdateAllEffectSlotProps(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); #endif