#ifndef _AL_EFFECT_H_ #define _AL_EFFECT_H_ #include "alMain.h" #ifdef __cplusplus extern "C" { #endif struct ALeffect; enum { EAXREVERB = 0, REVERB, AUTOWAH, CHORUS, COMPRESSOR, DISTORTION, ECHO, EQUALIZER, FLANGER, MODULATOR, DEDICATED, MAX_EFFECTS }; extern ALboolean DisabledEffects[MAX_EFFECTS]; extern ALfloat ReverbBoost; extern ALboolean EmulateEAXReverb; struct ALeffectVtable { void (*const setParami)(struct ALeffect *effect, ALCcontext *context, ALenum param, ALint val); void (*const setParamiv)(struct ALeffect *effect, ALCcontext *context, ALenum param, const ALint *vals); void (*const setParamf)(struct ALeffect *effect, ALCcontext *context, ALenum param, ALfloat val); void (*const setParamfv)(struct ALeffect *effect, ALCcontext *context, ALenum param, const ALfloat *vals); void (*const getParami)(const struct ALeffect *effect, ALCcontext *context, ALenum param, ALint *val); void (*const getParamiv)(const struct ALeffect *effect, ALCcontext *context, ALenum param, ALint *vals); void (*const getParamf)(const struct ALeffect *effect, ALCcontext *context, ALenum param, ALfloat *val); void (*const getParamfv)(const struct ALeffect *effect, ALCcontext *context, ALenum param, ALfloat *vals); }; #define DEFINE_ALEFFECT_VTABLE(T) \ const struct ALeffectVtable T##_vtable = { \ T##_setParami, T##_setParamiv, \ T##_setParamf, T##_setParamfv, \ T##_getParami, T##_getParamiv, \ T##_getParamf, T##_getParamfv, \ } extern const struct ALeffectVtable ALeaxreverb_vtable; extern const struct ALeffectVtable ALreverb_vtable; extern const struct ALeffectVtable ALautowah_vtable; extern const struct ALeffectVtable ALchorus_vtable; extern const struct ALeffectVtable ALcompressor_vtable; extern const struct ALeffectVtable ALdistortion_vtable; extern const struct ALeffectVtable ALecho_vtable; extern const struct ALeffectVtable ALequalizer_vtable; extern const struct ALeffectVtable ALflanger_vtable; extern const struct ALeffectVtable ALmodulator_vtable; extern const struct ALeffectVtable ALnull_vtable; extern const struct ALeffectVtable ALdedicated_vtable; typedef union ALeffectProps { struct { // Shared Reverb Properties ALfloat Density; ALfloat Diffusion; ALfloat Gain; ALfloat GainHF; ALfloat DecayTime; ALfloat DecayHFRatio; ALfloat ReflectionsGain; ALfloat ReflectionsDelay; ALfloat LateReverbGain; ALfloat LateReverbDelay; ALfloat AirAbsorptionGainHF; ALfloat RoomRolloffFactor; ALboolean DecayHFLimit; // Additional EAX Reverb Properties ALfloat GainLF; ALfloat DecayLFRatio; ALfloat ReflectionsPan[3]; ALfloat LateReverbPan[3]; ALfloat EchoTime; ALfloat EchoDepth; ALfloat ModulationTime; ALfloat ModulationDepth; ALfloat HFReference; ALfloat LFReference; } Reverb; struct { ALfloat AttackTime; ALfloat ReleaseTime; ALfloat PeakGain; ALfloat Resonance; } Autowah; struct { ALint Waveform; ALint Phase; ALfloat Rate; ALfloat Depth; ALfloat Feedback; ALfloat Delay; } Chorus; struct { ALboolean OnOff; } Compressor; struct { ALfloat Edge; ALfloat Gain; ALfloat LowpassCutoff; ALfloat EQCenter; ALfloat EQBandwidth; } Distortion; struct { ALfloat Delay; ALfloat LRDelay; ALfloat Damping; ALfloat Feedback; ALfloat Spread; } Echo; struct { ALfloat LowCutoff; ALfloat LowGain; ALfloat Mid1Center; ALfloat Mid1Gain; ALfloat Mid1Width; ALfloat Mid2Center; ALfloat Mid2Gain; ALfloat Mid2Width; ALfloat HighCutoff; ALfloat HighGain; } Equalizer; struct { ALint Waveform; ALint Phase; ALfloat Rate; ALfloat Depth; ALfloat Feedback; ALfloat Delay; } Flanger; struct { ALfloat Frequency; ALfloat HighPassCutoff; ALint Waveform; } Modulator; struct { ALfloat Gain; } Dedicated; } ALeffectProps; typedef struct ALeffect { // Effect type (AL_EFFECT_NULL, ...) ALenum type; ALeffectProps Props; const struct ALeffectVtable *vtbl; /* Self ID */ ALuint id; } ALeffect; inline void LockEffectsRead(ALCdevice *device) { LockUIntMapRead(&device->EffectMap); } inline void UnlockEffectsRead(ALCdevice *device) { UnlockUIntMapRead(&device->EffectMap); } inline void LockEffectsWrite(ALCdevice *device) { LockUIntMapWrite(&device->EffectMap); } inline void UnlockEffectsWrite(ALCdevice *device) { UnlockUIntMapWrite(&device->EffectMap); } inline struct ALeffect *LookupEffect(ALCdevice *device, ALuint id) { return (struct ALeffect*)LookupUIntMapKeyNoLock(&device->EffectMap, id); } inline struct ALeffect *RemoveEffect(ALCdevice *device, ALuint id) { return (struct ALeffect*)RemoveUIntMapKeyNoLock(&device->EffectMap, id); } inline ALboolean IsReverbEffect(ALenum type) { return type == AL_EFFECT_REVERB || type == AL_EFFECT_EAXREVERB; } ALenum InitEffect(ALeffect *effect); ALvoid ReleaseALEffects(ALCdevice *device); ALvoid LoadReverbPreset(const char *name, ALeffect *effect); #ifdef __cplusplus } #endif #endif