/** * OpenAL cross platform audio library * Copyright (C) 1999-2007 by authors. * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. * Or go to http://www.gnu.org/copyleft/lgpl.html */ #include "config.h" #include #include #include "AL/al.h" #include "AL/alc.h" #include "alMain.h" #include "alEffect.h" #include "alThunk.h" #include "alError.h" ALboolean DisabledEffects[MAX_EFFECTS]; static void InitEffectParams(ALeffect *effect, ALenum type); ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects) { ALCcontext *Context; ALsizei i; Context = alcGetCurrentContext(); SuspendContext(Context); if (n > 0) { ALCdevice *device = Context->Device; // Check that enough memory has been allocted in the 'effects' array for n Effects if (!IsBadWritePtr((void*)effects, n * sizeof(ALuint))) { ALeffect **list = &device->EffectList; while(*list) list = &(*list)->next; i = 0; while(i < n) { *list = calloc(1, sizeof(ALeffect)); if(!(*list)) { // We must have run out or memory alDeleteEffects(i, effects); alSetError(AL_OUT_OF_MEMORY); break; } effects[i] = (ALuint)ALTHUNK_ADDENTRY(*list); (*list)->effect = effects[i]; InitEffectParams(*list, AL_EFFECT_NULL); device->EffectCount++; i++; list = &(*list)->next; } } } ProcessContext(Context); } ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, ALuint *effects) { ALCcontext *Context; ALeffect *ALEffect; ALsizei i; Context = alcGetCurrentContext(); SuspendContext(Context); if (n >= 0) { ALCdevice *device = Context->Device; // Check that all effects are valid for (i = 0; i < n; i++) { if (!alIsEffect(effects[i])) { alSetError(AL_INVALID_NAME); break; } } if (i == n) { // All effects are valid for (i = 0; i < n; i++) { // Recheck that the effect is valid, because there could be duplicated names if (effects[i] && alIsEffect(effects[i])) { ALeffect **list; ALEffect = ((ALeffect*)ALTHUNK_LOOKUPENTRY(effects[i])); // Remove Source from list of Sources list = &device->EffectList; while(*list && *list != ALEffect) list = &(*list)->next; if(*list) *list = (*list)->next; ALTHUNK_REMOVEENTRY(ALEffect->effect); memset(ALEffect, 0, sizeof(ALeffect)); free(ALEffect); device->EffectCount--; } } } } else alSetError(AL_INVALID_VALUE); ProcessContext(Context); } ALboolean AL_APIENTRY alIsEffect(ALuint effect) { ALCcontext *Context; ALeffect *list; Context = alcGetCurrentContext(); SuspendContext(Context); list = Context->Device->EffectList; while(list && list->effect != effect) list = list->next; ProcessContext(Context); return ((list || !effect) ? AL_TRUE : AL_FALSE); } ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint iValue) { ALCcontext *Context; Context = alcGetCurrentContext(); SuspendContext(Context); if (effect && alIsEffect(effect)) { ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect); if(param == AL_EFFECT_TYPE) { ALboolean isOk = (iValue == AL_EFFECT_NULL || (iValue == AL_EFFECT_EAXREVERB && !DisabledEffects[EAXREVERB]) || (iValue == AL_EFFECT_REVERB && !DisabledEffects[REVERB]) || (iValue == AL_EFFECT_ECHO && !DisabledEffects[ECHO])); if(isOk) InitEffectParams(ALEffect, iValue); else alSetError(AL_INVALID_VALUE); } else if(ALEffect->type == AL_EFFECT_EAXREVERB) { switch(param) { case AL_EAXREVERB_DECAY_HFLIMIT: if(iValue >= AL_EAXREVERB_MIN_DECAY_HFLIMIT && iValue <= AL_EAXREVERB_MAX_DECAY_HFLIMIT) ALEffect->Reverb.DecayHFLimit = iValue; else alSetError(AL_INVALID_VALUE); break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_REVERB) { switch(param) { case AL_REVERB_DECAY_HFLIMIT: if(iValue >= AL_REVERB_MIN_DECAY_HFLIMIT && iValue <= AL_REVERB_MAX_DECAY_HFLIMIT) ALEffect->Reverb.DecayHFLimit = iValue; else alSetError(AL_INVALID_VALUE); break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_ECHO) { switch(param) { default: alSetError(AL_INVALID_ENUM); break; } } else alSetError(AL_INVALID_ENUM); } else alSetError(AL_INVALID_NAME); ProcessContext(Context); } ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, ALint *piValues) { ALCcontext *Context; Context = alcGetCurrentContext(); SuspendContext(Context); if (effect && alIsEffect(effect)) { ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect); if(param == AL_EFFECT_TYPE) { alEffecti(effect, param, piValues[0]); } else if(ALEffect->type == AL_EFFECT_EAXREVERB) { switch(param) { case AL_EAXREVERB_DECAY_HFLIMIT: alEffecti(effect, param, piValues[0]); break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_REVERB) { switch(param) { case AL_REVERB_DECAY_HFLIMIT: alEffecti(effect, param, piValues[0]); break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_ECHO) { switch(param) { default: alSetError(AL_INVALID_ENUM); break; } } else alSetError(AL_INVALID_ENUM); } else alSetError(AL_INVALID_NAME); ProcessContext(Context); } ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat flValue) { ALCcontext *Context; Context = alcGetCurrentContext(); SuspendContext(Context); if (effect && alIsEffect(effect)) { ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect); if(ALEffect->type == AL_EFFECT_EAXREVERB) { switch(param) { case AL_EAXREVERB_DENSITY: if(flValue >= AL_EAXREVERB_MIN_DENSITY && flValue <= AL_EAXREVERB_MAX_DENSITY) ALEffect->Reverb.Density = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_DIFFUSION: if(flValue >= AL_EAXREVERB_MIN_DIFFUSION && flValue <= AL_EAXREVERB_MAX_DIFFUSION) ALEffect->Reverb.Diffusion = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_GAIN: if(flValue >= AL_EAXREVERB_MIN_GAIN && flValue <= AL_EAXREVERB_MAX_GAIN) ALEffect->Reverb.Gain = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_GAINHF: if(flValue >= AL_EAXREVERB_MIN_GAINHF && flValue <= AL_EAXREVERB_MAX_GAIN) ALEffect->Reverb.GainHF = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_GAINLF: if(flValue >= AL_EAXREVERB_MIN_GAINLF && flValue <= AL_EAXREVERB_MAX_GAINLF) ALEffect->Reverb.GainLF = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_DECAY_TIME: if(flValue >= AL_EAXREVERB_MIN_DECAY_TIME && flValue <= AL_EAXREVERB_MAX_DECAY_TIME) ALEffect->Reverb.DecayTime = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_DECAY_HFRATIO: if(flValue >= AL_EAXREVERB_MIN_DECAY_HFRATIO && flValue <= AL_EAXREVERB_MAX_DECAY_HFRATIO) ALEffect->Reverb.DecayHFRatio = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_DECAY_LFRATIO: if(flValue >= AL_EAXREVERB_MIN_DECAY_LFRATIO && flValue <= AL_EAXREVERB_MAX_DECAY_LFRATIO) ALEffect->Reverb.DecayLFRatio = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_REFLECTIONS_GAIN: if(flValue >= AL_EAXREVERB_MIN_REFLECTIONS_GAIN && flValue <= AL_EAXREVERB_MAX_REFLECTIONS_GAIN) ALEffect->Reverb.ReflectionsGain = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_REFLECTIONS_DELAY: if(flValue >= AL_EAXREVERB_MIN_REFLECTIONS_DELAY && flValue <= AL_EAXREVERB_MAX_REFLECTIONS_DELAY) ALEffect->Reverb.ReflectionsDelay = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_LATE_REVERB_GAIN: if(flValue >= AL_EAXREVERB_MIN_LATE_REVERB_GAIN && flValue <= AL_EAXREVERB_MAX_LATE_REVERB_GAIN) ALEffect->Reverb.LateReverbGain = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_LATE_REVERB_DELAY: if(flValue >= AL_EAXREVERB_MIN_LATE_REVERB_DELAY && flValue <= AL_EAXREVERB_MAX_LATE_REVERB_DELAY) ALEffect->Reverb.LateReverbDelay = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_AIR_ABSORPTION_GAINHF: if(flValue >= AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF && flValue <= AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF) ALEffect->Reverb.AirAbsorptionGainHF = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_ECHO_TIME: if(flValue >= AL_EAXREVERB_MIN_ECHO_TIME && flValue <= AL_EAXREVERB_MAX_ECHO_TIME) ALEffect->Reverb.EchoTime = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_ECHO_DEPTH: if(flValue >= AL_EAXREVERB_MIN_ECHO_DEPTH && flValue <= AL_EAXREVERB_MAX_ECHO_DEPTH) ALEffect->Reverb.EchoDepth = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_MODULATION_TIME: if(flValue >= AL_EAXREVERB_MIN_MODULATION_TIME && flValue <= AL_EAXREVERB_MAX_MODULATION_TIME) ALEffect->Reverb.ModulationTime = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_MODULATION_DEPTH: if(flValue >= AL_EAXREVERB_MIN_MODULATION_DEPTH && flValue <= AL_EAXREVERB_MAX_MODULATION_DEPTH) ALEffect->Reverb.ModulationDepth = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_HFREFERENCE: if(flValue >= AL_EAXREVERB_MIN_HFREFERENCE && flValue <= AL_EAXREVERB_MAX_HFREFERENCE) ALEffect->Reverb.HFReference = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_LFREFERENCE: if(flValue >= AL_EAXREVERB_MIN_LFREFERENCE && flValue <= AL_EAXREVERB_MAX_LFREFERENCE) ALEffect->Reverb.LFReference = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_ROOM_ROLLOFF_FACTOR: if(flValue >= 0.0f && flValue <= 10.0f) ALEffect->Reverb.RoomRolloffFactor = flValue; else alSetError(AL_INVALID_VALUE); break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_REVERB) { switch(param) { case AL_REVERB_DENSITY: if(flValue >= AL_REVERB_MIN_DENSITY && flValue <= AL_REVERB_MAX_DENSITY) ALEffect->Reverb.Density = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_REVERB_DIFFUSION: if(flValue >= AL_REVERB_MIN_DIFFUSION && flValue <= AL_REVERB_MAX_DIFFUSION) ALEffect->Reverb.Diffusion = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_REVERB_GAIN: if(flValue >= AL_REVERB_MIN_GAIN && flValue <= AL_REVERB_MAX_GAIN) ALEffect->Reverb.Gain = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_REVERB_GAINHF: if(flValue >= AL_REVERB_MIN_GAINHF && flValue <= AL_REVERB_MAX_GAINHF) ALEffect->Reverb.GainHF = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_REVERB_DECAY_TIME: if(flValue >= AL_REVERB_MIN_DECAY_TIME && flValue <= AL_REVERB_MAX_DECAY_TIME) ALEffect->Reverb.DecayTime = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_REVERB_DECAY_HFRATIO: if(flValue >= AL_REVERB_MIN_DECAY_HFRATIO && flValue <= AL_REVERB_MAX_DECAY_HFRATIO) ALEffect->Reverb.DecayHFRatio = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_REVERB_REFLECTIONS_GAIN: if(flValue >= AL_REVERB_MIN_REFLECTIONS_GAIN && flValue <= AL_REVERB_MAX_REFLECTIONS_GAIN) ALEffect->Reverb.ReflectionsGain = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_REVERB_REFLECTIONS_DELAY: if(flValue >= AL_REVERB_MIN_REFLECTIONS_DELAY && flValue <= AL_REVERB_MAX_REFLECTIONS_DELAY) ALEffect->Reverb.ReflectionsDelay = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_REVERB_LATE_REVERB_GAIN: if(flValue >= AL_REVERB_MIN_LATE_REVERB_GAIN && flValue <= AL_REVERB_MAX_LATE_REVERB_GAIN) ALEffect->Reverb.LateReverbGain = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_REVERB_LATE_REVERB_DELAY: if(flValue >= AL_REVERB_MIN_LATE_REVERB_DELAY && flValue <= AL_REVERB_MAX_LATE_REVERB_DELAY) ALEffect->Reverb.LateReverbDelay = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_REVERB_AIR_ABSORPTION_GAINHF: if(flValue >= AL_REVERB_MIN_AIR_ABSORPTION_GAINHF && flValue <= AL_REVERB_MAX_AIR_ABSORPTION_GAINHF) ALEffect->Reverb.AirAbsorptionGainHF = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_REVERB_ROOM_ROLLOFF_FACTOR: if(flValue >= AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR && flValue <= AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR) ALEffect->Reverb.RoomRolloffFactor = flValue; else alSetError(AL_INVALID_VALUE); break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_ECHO) { switch(param) { case AL_ECHO_DELAY: if(flValue >= AL_ECHO_MIN_DELAY && flValue <= AL_ECHO_MAX_DELAY) ALEffect->Echo.Delay = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_ECHO_LRDELAY: if(flValue >= AL_ECHO_MIN_LRDELAY && flValue <= AL_ECHO_MAX_LRDELAY) ALEffect->Echo.LRDelay = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_ECHO_DAMPING: if(flValue >= AL_ECHO_MIN_DAMPING && flValue <= AL_ECHO_MAX_DAMPING) ALEffect->Echo.Damping = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_ECHO_FEEDBACK: if(flValue >= AL_ECHO_MIN_FEEDBACK && flValue <= AL_ECHO_MAX_FEEDBACK) ALEffect->Echo.Feedback = flValue; else alSetError(AL_INVALID_VALUE); break; case AL_ECHO_SPREAD: if(flValue >= AL_ECHO_MIN_SPREAD && flValue <= AL_ECHO_MAX_SPREAD) ALEffect->Echo.Spread = flValue; else alSetError(AL_INVALID_VALUE); break; default: alSetError(AL_INVALID_ENUM); break; } } else alSetError(AL_INVALID_ENUM); } else alSetError(AL_INVALID_NAME); ProcessContext(Context); } ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, ALfloat *pflValues) { ALCcontext *Context; Context = alcGetCurrentContext(); SuspendContext(Context); if (effect && alIsEffect(effect)) { ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect); if(ALEffect->type == AL_EFFECT_EAXREVERB) { switch(param) { case AL_EAXREVERB_DENSITY: case AL_EAXREVERB_DIFFUSION: case AL_EAXREVERB_GAIN: case AL_EAXREVERB_GAINHF: case AL_EAXREVERB_GAINLF: case AL_EAXREVERB_DECAY_TIME: case AL_EAXREVERB_DECAY_HFRATIO: case AL_EAXREVERB_DECAY_LFRATIO: case AL_EAXREVERB_REFLECTIONS_GAIN: case AL_EAXREVERB_REFLECTIONS_DELAY: case AL_EAXREVERB_LATE_REVERB_GAIN: case AL_EAXREVERB_LATE_REVERB_DELAY: case AL_EAXREVERB_AIR_ABSORPTION_GAINHF: case AL_EAXREVERB_ECHO_TIME: case AL_EAXREVERB_ECHO_DEPTH: case AL_EAXREVERB_MODULATION_TIME: case AL_EAXREVERB_MODULATION_DEPTH: case AL_EAXREVERB_HFREFERENCE: case AL_EAXREVERB_LFREFERENCE: case AL_EAXREVERB_ROOM_ROLLOFF_FACTOR: alEffectf(effect, param, pflValues[0]); break; case AL_EAXREVERB_REFLECTIONS_PAN: if(!isnan(pflValues[0]) && !isnan(pflValues[1]) && !isnan(pflValues[2])) { ALEffect->Reverb.ReflectionsPan[0] = pflValues[0]; ALEffect->Reverb.ReflectionsPan[1] = pflValues[1]; ALEffect->Reverb.ReflectionsPan[2] = pflValues[2]; } else alSetError(AL_INVALID_VALUE); break; case AL_EAXREVERB_LATE_REVERB_PAN: if(!isnan(pflValues[0]) && !isnan(pflValues[1]) && !isnan(pflValues[2])) { ALEffect->Reverb.LateReverbPan[0] = pflValues[0]; ALEffect->Reverb.LateReverbPan[1] = pflValues[1]; ALEffect->Reverb.LateReverbPan[2] = pflValues[2]; } else alSetError(AL_INVALID_VALUE); break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_REVERB) { switch(param) { case AL_REVERB_DENSITY: case AL_REVERB_DIFFUSION: case AL_REVERB_GAIN: case AL_REVERB_GAINHF: case AL_REVERB_DECAY_TIME: case AL_REVERB_DECAY_HFRATIO: case AL_REVERB_REFLECTIONS_GAIN: case AL_REVERB_REFLECTIONS_DELAY: case AL_REVERB_LATE_REVERB_GAIN: case AL_REVERB_LATE_REVERB_DELAY: case AL_REVERB_AIR_ABSORPTION_GAINHF: case AL_REVERB_ROOM_ROLLOFF_FACTOR: alEffectf(effect, param, pflValues[0]); break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_ECHO) { switch(param) { case AL_ECHO_DELAY: case AL_ECHO_LRDELAY: case AL_ECHO_DAMPING: case AL_ECHO_FEEDBACK: case AL_ECHO_SPREAD: alEffectf(effect, param, pflValues[0]); break; default: alSetError(AL_INVALID_ENUM); break; } } else alSetError(AL_INVALID_ENUM); } else alSetError(AL_INVALID_NAME); ProcessContext(Context); } ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *piValue) { ALCcontext *Context; Context = alcGetCurrentContext(); SuspendContext(Context); if (effect && alIsEffect(effect)) { ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect); if(param == AL_EFFECT_TYPE) { *piValue = ALEffect->type; } else if(ALEffect->type == AL_EFFECT_EAXREVERB) { switch(param) { case AL_EAXREVERB_DECAY_HFLIMIT: *piValue = ALEffect->Reverb.DecayHFLimit; break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_REVERB) { switch(param) { case AL_REVERB_DECAY_HFLIMIT: *piValue = ALEffect->Reverb.DecayHFLimit; break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_ECHO) { switch(param) { default: alSetError(AL_INVALID_ENUM); break; } } else alSetError(AL_INVALID_ENUM); } else alSetError(AL_INVALID_NAME); ProcessContext(Context); } ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *piValues) { ALCcontext *Context; Context = alcGetCurrentContext(); SuspendContext(Context); if (effect && alIsEffect(effect)) { ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect); if(param == AL_EFFECT_TYPE) { alGetEffecti(effect, param, piValues); } else if(ALEffect->type == AL_EFFECT_EAXREVERB) { switch(param) { case AL_EAXREVERB_DECAY_HFLIMIT: alGetEffecti(effect, param, piValues); break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_REVERB) { switch(param) { case AL_REVERB_DECAY_HFLIMIT: alGetEffecti(effect, param, piValues); break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_ECHO) { switch(param) { default: alSetError(AL_INVALID_ENUM); break; } } else alSetError(AL_INVALID_ENUM); } else alSetError(AL_INVALID_NAME); ProcessContext(Context); } ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *pflValue) { ALCcontext *Context; Context = alcGetCurrentContext(); SuspendContext(Context); if (effect && alIsEffect(effect)) { ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect); if(ALEffect->type == AL_EFFECT_EAXREVERB) { switch(param) { case AL_EAXREVERB_DENSITY: *pflValue = ALEffect->Reverb.Density; break; case AL_EAXREVERB_DIFFUSION: *pflValue = ALEffect->Reverb.Diffusion; break; case AL_EAXREVERB_GAIN: *pflValue = ALEffect->Reverb.Gain; break; case AL_EAXREVERB_GAINHF: *pflValue = ALEffect->Reverb.GainHF; break; case AL_EAXREVERB_GAINLF: *pflValue = ALEffect->Reverb.GainLF; break; case AL_EAXREVERB_DECAY_TIME: *pflValue = ALEffect->Reverb.DecayTime; break; case AL_EAXREVERB_DECAY_HFRATIO: *pflValue = ALEffect->Reverb.DecayHFRatio; break; case AL_EAXREVERB_DECAY_LFRATIO: *pflValue = ALEffect->Reverb.DecayLFRatio; break; case AL_EAXREVERB_REFLECTIONS_GAIN: *pflValue = ALEffect->Reverb.ReflectionsGain; break; case AL_EAXREVERB_REFLECTIONS_DELAY: *pflValue = ALEffect->Reverb.ReflectionsDelay; break; case AL_EAXREVERB_LATE_REVERB_GAIN: *pflValue = ALEffect->Reverb.LateReverbGain; break; case AL_EAXREVERB_LATE_REVERB_DELAY: *pflValue = ALEffect->Reverb.LateReverbDelay; break; case AL_EAXREVERB_AIR_ABSORPTION_GAINHF: *pflValue = ALEffect->Reverb.AirAbsorptionGainHF; break; case AL_EAXREVERB_ECHO_TIME: *pflValue = ALEffect->Reverb.EchoTime; break; case AL_EAXREVERB_ECHO_DEPTH: *pflValue = ALEffect->Reverb.EchoDepth; break; case AL_EAXREVERB_MODULATION_TIME: *pflValue = ALEffect->Reverb.ModulationTime; break; case AL_EAXREVERB_MODULATION_DEPTH: *pflValue = ALEffect->Reverb.ModulationDepth; break; case AL_EAXREVERB_HFREFERENCE: *pflValue = ALEffect->Reverb.HFReference; break; case AL_EAXREVERB_LFREFERENCE: *pflValue = ALEffect->Reverb.LFReference; break; case AL_EAXREVERB_ROOM_ROLLOFF_FACTOR: *pflValue = ALEffect->Reverb.RoomRolloffFactor; break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_REVERB) { switch(param) { case AL_REVERB_DENSITY: *pflValue = ALEffect->Reverb.Density; break; case AL_REVERB_DIFFUSION: *pflValue = ALEffect->Reverb.Diffusion; break; case AL_REVERB_GAIN: *pflValue = ALEffect->Reverb.Gain; break; case AL_REVERB_GAINHF: *pflValue = ALEffect->Reverb.GainHF; break; case AL_REVERB_DECAY_TIME: *pflValue = ALEffect->Reverb.DecayTime; break; case AL_REVERB_DECAY_HFRATIO: *pflValue = ALEffect->Reverb.DecayHFRatio; break; case AL_REVERB_REFLECTIONS_GAIN: *pflValue = ALEffect->Reverb.ReflectionsGain; break; case AL_REVERB_REFLECTIONS_DELAY: *pflValue = ALEffect->Reverb.ReflectionsDelay; break; case AL_REVERB_LATE_REVERB_GAIN: *pflValue = ALEffect->Reverb.LateReverbGain; break; case AL_REVERB_LATE_REVERB_DELAY: *pflValue = ALEffect->Reverb.LateReverbDelay; break; case AL_REVERB_AIR_ABSORPTION_GAINHF: *pflValue = ALEffect->Reverb.AirAbsorptionGainHF; break; case AL_REVERB_ROOM_ROLLOFF_FACTOR: *pflValue = ALEffect->Reverb.RoomRolloffFactor; break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_ECHO) { switch(param) { case AL_ECHO_DELAY: *pflValue = ALEffect->Echo.Delay; break; case AL_ECHO_LRDELAY: *pflValue = ALEffect->Echo.LRDelay; break; case AL_ECHO_DAMPING: *pflValue = ALEffect->Echo.Damping; break; case AL_ECHO_FEEDBACK: *pflValue = ALEffect->Echo.Feedback; break; case AL_ECHO_SPREAD: *pflValue = ALEffect->Echo.Spread; break; default: alSetError(AL_INVALID_ENUM); break; } } else alSetError(AL_INVALID_ENUM); } else alSetError(AL_INVALID_NAME); ProcessContext(Context); } ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *pflValues) { ALCcontext *Context; Context = alcGetCurrentContext(); SuspendContext(Context); if (effect && alIsEffect(effect)) { ALeffect *ALEffect = (ALeffect*)ALTHUNK_LOOKUPENTRY(effect); if(ALEffect->type == AL_EFFECT_EAXREVERB) { switch(param) { case AL_EAXREVERB_DENSITY: case AL_EAXREVERB_DIFFUSION: case AL_EAXREVERB_GAIN: case AL_EAXREVERB_GAINHF: case AL_EAXREVERB_GAINLF: case AL_EAXREVERB_DECAY_TIME: case AL_EAXREVERB_DECAY_HFRATIO: case AL_EAXREVERB_DECAY_LFRATIO: case AL_EAXREVERB_REFLECTIONS_GAIN: case AL_EAXREVERB_REFLECTIONS_DELAY: case AL_EAXREVERB_LATE_REVERB_GAIN: case AL_EAXREVERB_LATE_REVERB_DELAY: case AL_EAXREVERB_AIR_ABSORPTION_GAINHF: case AL_EAXREVERB_ECHO_TIME: case AL_EAXREVERB_ECHO_DEPTH: case AL_EAXREVERB_MODULATION_TIME: case AL_EAXREVERB_MODULATION_DEPTH: case AL_EAXREVERB_HFREFERENCE: case AL_EAXREVERB_LFREFERENCE: case AL_EAXREVERB_ROOM_ROLLOFF_FACTOR: alGetEffectf(effect, param, pflValues); break; case AL_EAXREVERB_REFLECTIONS_PAN: pflValues[0] = ALEffect->Reverb.ReflectionsPan[0]; pflValues[1] = ALEffect->Reverb.ReflectionsPan[1]; pflValues[2] = ALEffect->Reverb.ReflectionsPan[2]; break; case AL_EAXREVERB_LATE_REVERB_PAN: pflValues[0] = ALEffect->Reverb.LateReverbPan[0]; pflValues[1] = ALEffect->Reverb.LateReverbPan[1]; pflValues[2] = ALEffect->Reverb.LateReverbPan[2]; break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_REVERB) { switch(param) { case AL_REVERB_DENSITY: case AL_REVERB_DIFFUSION: case AL_REVERB_GAIN: case AL_REVERB_GAINHF: case AL_REVERB_DECAY_TIME: case AL_REVERB_DECAY_HFRATIO: case AL_REVERB_REFLECTIONS_GAIN: case AL_REVERB_REFLECTIONS_DELAY: case AL_REVERB_LATE_REVERB_GAIN: case AL_REVERB_LATE_REVERB_DELAY: case AL_REVERB_AIR_ABSORPTION_GAINHF: case AL_REVERB_ROOM_ROLLOFF_FACTOR: alGetEffectf(effect, param, pflValues); break; default: alSetError(AL_INVALID_ENUM); break; } } else if(ALEffect->type == AL_EFFECT_ECHO) { switch(param) { case AL_ECHO_DELAY: case AL_ECHO_LRDELAY: case AL_ECHO_DAMPING: case AL_ECHO_FEEDBACK: case AL_ECHO_SPREAD: alGetEffectf(effect, param, pflValues); break; default: alSetError(AL_INVALID_ENUM); break; } } else alSetError(AL_INVALID_ENUM); } else alSetError(AL_INVALID_NAME); ProcessContext(Context); } ALvoid ReleaseALEffects(ALCdevice *device) { ALeffect *list = device->EffectList; while(list) { ALeffect *temp = list; list = list->next; // Release effect structure memset(temp, 0, sizeof(ALeffect)); free(temp); } device->EffectList = NULL; device->EffectCount = 0; } static void InitEffectParams(ALeffect *effect, ALenum type) { effect->type = type; switch(type) { /* NOTE: Standard reverb and EAX reverb use the same defaults for the * shared parameters, and EAX's additional parameters default to * values assumed by standard reverb. */ case AL_EFFECT_EAXREVERB: case AL_EFFECT_REVERB: effect->Reverb.Density = AL_EAXREVERB_DEFAULT_DENSITY; effect->Reverb.Diffusion = AL_EAXREVERB_DEFAULT_DIFFUSION; effect->Reverb.Gain = AL_EAXREVERB_DEFAULT_GAIN; effect->Reverb.GainHF = AL_EAXREVERB_DEFAULT_GAINHF; effect->Reverb.GainLF = AL_EAXREVERB_DEFAULT_GAINLF; effect->Reverb.DecayTime = AL_EAXREVERB_DEFAULT_DECAY_TIME; effect->Reverb.DecayHFRatio = AL_EAXREVERB_DEFAULT_DECAY_HFRATIO; effect->Reverb.DecayLFRatio = AL_EAXREVERB_DEFAULT_DECAY_LFRATIO; effect->Reverb.ReflectionsGain = AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN; effect->Reverb.ReflectionsDelay = AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY; effect->Reverb.ReflectionsPan[0] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; effect->Reverb.ReflectionsPan[1] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; effect->Reverb.ReflectionsPan[2] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; effect->Reverb.LateReverbGain = AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN; effect->Reverb.LateReverbDelay = AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY; effect->Reverb.LateReverbPan[0] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; effect->Reverb.LateReverbPan[1] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; effect->Reverb.LateReverbPan[2] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; effect->Reverb.EchoTime = AL_EAXREVERB_DEFAULT_ECHO_TIME; effect->Reverb.EchoDepth = AL_EAXREVERB_DEFAULT_ECHO_DEPTH; effect->Reverb.ModulationTime = AL_EAXREVERB_DEFAULT_MODULATION_TIME; effect->Reverb.ModulationDepth = AL_EAXREVERB_DEFAULT_MODULATION_DEPTH; effect->Reverb.AirAbsorptionGainHF = AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF; effect->Reverb.HFReference = AL_EAXREVERB_DEFAULT_HFREFERENCE; effect->Reverb.LFReference = AL_EAXREVERB_DEFAULT_LFREFERENCE; effect->Reverb.RoomRolloffFactor = AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR; effect->Reverb.DecayHFLimit = AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT; break; case AL_EFFECT_ECHO: effect->Echo.Delay = AL_ECHO_DEFAULT_DELAY; effect->Echo.LRDelay = AL_ECHO_DEFAULT_LRDELAY; effect->Echo.Damping = AL_ECHO_DEFAULT_DAMPING; effect->Echo.Feedback = AL_ECHO_DEFAULT_FEEDBACK; effect->Echo.Spread = AL_ECHO_DEFAULT_SPREAD; break; } }