#ifndef _AL_EFFECT_H_ #define _AL_EFFECT_H_ #include "alMain.h" struct ALeffect; struct EffectVtable; struct EffectStateFactory; enum { EAXREVERB_EFFECT = 0, REVERB_EFFECT, AUTOWAH_EFFECT, CHORUS_EFFECT, COMPRESSOR_EFFECT, DISTORTION_EFFECT, ECHO_EFFECT, EQUALIZER_EFFECT, FLANGER_EFFECT, FSHIFTER_EFFECT, MODULATOR_EFFECT, PSHIFTER_EFFECT, DEDICATED_EFFECT, MAX_EFFECTS }; extern ALboolean DisabledEffects[MAX_EFFECTS]; extern ALfloat ReverbBoost; struct EffectList { const char name[16]; int type; ALenum val; }; extern const EffectList gEffectList[14]; 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 Resonance; ALfloat PeakGain; } Autowah; struct { ALint Waveform; ALint Phase; ALfloat Rate; ALfloat Depth; ALfloat Feedback; ALfloat Delay; } Chorus; /* Also Flanger */ 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 { ALfloat Frequency; ALint LeftDirection; ALint RightDirection; } Fshifter; struct { ALfloat Frequency; ALfloat HighPassCutoff; ALint Waveform; } Modulator; struct { ALint CoarseTune; ALint FineTune; } Pshifter; struct { ALfloat Gain; } Dedicated; }; struct ALeffect { // Effect type (AL_EFFECT_NULL, ...) ALenum type{AL_EFFECT_NULL}; ALeffectProps Props{}; const EffectVtable *vtab{nullptr}; /* Self ID */ ALuint id{0u}; }; inline ALboolean IsReverbEffect(ALenum type) { return type == AL_EFFECT_REVERB || type == AL_EFFECT_EAXREVERB; } EffectStateFactory *getFactoryByType(ALenum type); void InitEffect(ALeffect *effect); void LoadReverbPreset(const char *name, ALeffect *effect); #endif