/** * 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., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. * Or go to http://www.gnu.org/copyleft/lgpl.html */ #include "config.h" #include #include #include #include "AL/al.h" #include "AL/alc.h" #include "alMain.h" #include "alEffect.h" #include "alError.h" const struct EffectList EffectList[EFFECTLIST_SIZE] = { { "eaxreverb", EAXREVERB_EFFECT, AL_EFFECT_EAXREVERB }, { "reverb", REVERB_EFFECT, AL_EFFECT_REVERB }, { "autowah", AUTOWAH_EFFECT, AL_EFFECT_AUTOWAH }, { "chorus", CHORUS_EFFECT, AL_EFFECT_CHORUS }, { "compressor", COMPRESSOR_EFFECT, AL_EFFECT_COMPRESSOR }, { "distortion", DISTORTION_EFFECT, AL_EFFECT_DISTORTION }, { "echo", ECHO_EFFECT, AL_EFFECT_ECHO }, { "equalizer", EQUALIZER_EFFECT, AL_EFFECT_EQUALIZER }, { "flanger", FLANGER_EFFECT, AL_EFFECT_FLANGER }, { "fshifter", FSHIFTER_EFFECT, AL_EFFECT_FREQUENCY_SHIFTER }, { "modulator", MODULATOR_EFFECT, AL_EFFECT_RING_MODULATOR }, { "pshifter", PSHIFTER_EFFECT, AL_EFFECT_PITCH_SHIFTER }, { "dedicated", DEDICATED_EFFECT, AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT }, { "dedicated", DEDICATED_EFFECT, AL_EFFECT_DEDICATED_DIALOGUE }, }; ALboolean DisabledEffects[MAX_EFFECTS]; static ALeffect *AllocEffect(ALCcontext *context); static void FreeEffect(ALCdevice *device, ALeffect *effect); static void InitEffectParams(ALeffect *effect, ALenum type); static inline ALeffect *LookupEffect(ALCdevice *device, ALuint id) { EffectSubList *sublist; ALuint lidx = (id-1) >> 6; ALsizei slidx = (id-1) & 0x3f; if(UNLIKELY(lidx >= VECTOR_SIZE(device->EffectList))) return NULL; sublist = &VECTOR_ELEM(device->EffectList, lidx); if(UNLIKELY(sublist->FreeMask & (U64(1)<Effects + slidx; } AL_API ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects) { ALCcontext *context; ALsizei cur; context = GetContextRef(); if(!context) return; if(n < 0) alSetError(context, AL_INVALID_VALUE, "Generating %d effects", n); else for(cur = 0;cur < n;cur++) { ALeffect *effect = AllocEffect(context); if(!effect) { alDeleteEffects(cur, effects); break; } effects[cur] = effect->id; } ALCcontext_DecRef(context); } AL_API ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects) { ALCdevice *device; ALCcontext *context; ALeffect *effect; ALsizei i; context = GetContextRef(); if(!context) return; device = context->Device; LockEffectList(device); if(n < 0) SETERR_GOTO(context, AL_INVALID_VALUE, done, "Deleting %d effects", n); for(i = 0;i < n;i++) { if(effects[i] && LookupEffect(device, effects[i]) == NULL) SETERR_GOTO(context, AL_INVALID_NAME, done, "Invalid effect ID %u", effects[i]); } for(i = 0;i < n;i++) { if((effect=LookupEffect(device, effects[i])) != NULL) FreeEffect(device, effect); } done: UnlockEffectList(device); ALCcontext_DecRef(context); } AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect) { ALCcontext *Context; ALboolean result; Context = GetContextRef(); if(!Context) return AL_FALSE; LockEffectList(Context->Device); result = ((!effect || LookupEffect(Context->Device, effect)) ? AL_TRUE : AL_FALSE); UnlockEffectList(Context->Device); ALCcontext_DecRef(Context); return result; } AL_API ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint value) { ALCcontext *Context; ALCdevice *Device; ALeffect *ALEffect; Context = GetContextRef(); if(!Context) return; Device = Context->Device; LockEffectList(Device); if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect); else { if(param == AL_EFFECT_TYPE) { ALboolean isOk = (value == AL_EFFECT_NULL); ALint i; for(i = 0;!isOk && i < EFFECTLIST_SIZE;i++) { if(value == EffectList[i].val && !DisabledEffects[EffectList[i].type]) isOk = AL_TRUE; } if(isOk) InitEffectParams(ALEffect, value); else alSetError(Context, AL_INVALID_VALUE, "Effect type 0x%04x not supported", value); } else { /* Call the appropriate handler */ ALeffect_setParami(ALEffect, Context, param, value); } } UnlockEffectList(Device); ALCcontext_DecRef(Context); } AL_API ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, const ALint *values) { ALCcontext *Context; ALCdevice *Device; ALeffect *ALEffect; switch(param) { case AL_EFFECT_TYPE: alEffecti(effect, param, values[0]); return; } Context = GetContextRef(); if(!Context) return; Device = Context->Device; LockEffectList(Device); if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect); else { /* Call the appropriate handler */ ALeffect_setParamiv(ALEffect, Context, param, values); } UnlockEffectList(Device); ALCcontext_DecRef(Context); } AL_API ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat value) { ALCcontext *Context; ALCdevice *Device; ALeffect *ALEffect; Context = GetContextRef(); if(!Context) return; Device = Context->Device; LockEffectList(Device); if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect); else { /* Call the appropriate handler */ ALeffect_setParamf(ALEffect, Context, param, value); } UnlockEffectList(Device); ALCcontext_DecRef(Context); } AL_API ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *values) { ALCcontext *Context; ALCdevice *Device; ALeffect *ALEffect; Context = GetContextRef(); if(!Context) return; Device = Context->Device; LockEffectList(Device); if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect); else { /* Call the appropriate handler */ ALeffect_setParamfv(ALEffect, Context, param, values); } UnlockEffectList(Device); ALCcontext_DecRef(Context); } AL_API ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *value) { ALCcontext *Context; ALCdevice *Device; ALeffect *ALEffect; Context = GetContextRef(); if(!Context) return; Device = Context->Device; LockEffectList(Device); if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect); else { if(param == AL_EFFECT_TYPE) *value = ALEffect->type; else { /* Call the appropriate handler */ ALeffect_getParami(ALEffect, Context, param, value); } } UnlockEffectList(Device); ALCcontext_DecRef(Context); } AL_API ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *values) { ALCcontext *Context; ALCdevice *Device; ALeffect *ALEffect; switch(param) { case AL_EFFECT_TYPE: alGetEffecti(effect, param, values); return; } Context = GetContextRef(); if(!Context) return; Device = Context->Device; LockEffectList(Device); if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect); else { /* Call the appropriate handler */ ALeffect_getParamiv(ALEffect, Context, param, values); } UnlockEffectList(Device); ALCcontext_DecRef(Context); } AL_API ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *value) { ALCcontext *Context; ALCdevice *Device; ALeffect *ALEffect; Context = GetContextRef(); if(!Context) return; Device = Context->Device; LockEffectList(Device); if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect); else { /* Call the appropriate handler */ ALeffect_getParamf(ALEffect, Context, param, value); } UnlockEffectList(Device); ALCcontext_DecRef(Context); } AL_API ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *values) { ALCcontext *Context; ALCdevice *Device; ALeffect *ALEffect; Context = GetContextRef(); if(!Context) return; Device = Context->Device; LockEffectList(Device); if((ALEffect=LookupEffect(Device, effect)) == NULL) alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect); else { /* Call the appropriate handler */ ALeffect_getParamfv(ALEffect, Context, param, values); } UnlockEffectList(Device); ALCcontext_DecRef(Context); } void InitEffect(ALeffect *effect) { InitEffectParams(effect, AL_EFFECT_NULL); } static ALeffect *AllocEffect(ALCcontext *context) { ALCdevice *device = context->Device; EffectSubList *sublist, *subend; ALeffect *effect = NULL; ALsizei lidx = 0; ALsizei slidx; almtx_lock(&device->EffectLock); sublist = VECTOR_BEGIN(device->EffectList); subend = VECTOR_END(device->EffectList); for(;sublist != subend;++sublist) { if(sublist->FreeMask) { slidx = CTZ64(sublist->FreeMask); effect = sublist->Effects + slidx; break; } ++lidx; } if(UNLIKELY(!effect)) { const EffectSubList empty_sublist = { 0, NULL }; /* Don't allocate so many list entries that the 32-bit ID could * overflow... */ if(UNLIKELY(VECTOR_SIZE(device->EffectList) >= 1<<25)) { almtx_unlock(&device->EffectLock); alSetError(context, AL_OUT_OF_MEMORY, "Too many effects allocated"); return NULL; } lidx = (ALsizei)VECTOR_SIZE(device->EffectList); VECTOR_PUSH_BACK(device->EffectList, empty_sublist); sublist = &VECTOR_BACK(device->EffectList); sublist->FreeMask = ~U64(0); sublist->Effects = static_cast(al_calloc(16, sizeof(ALeffect)*64)); if(UNLIKELY(!sublist->Effects)) { VECTOR_POP_BACK(device->EffectList); almtx_unlock(&device->EffectLock); alSetError(context, AL_OUT_OF_MEMORY, "Failed to allocate effect batch"); return NULL; } slidx = 0; effect = sublist->Effects + slidx; } memset(effect, 0, sizeof(*effect)); InitEffectParams(effect, AL_EFFECT_NULL); /* Add 1 to avoid effect ID 0. */ effect->id = ((lidx<<6) | slidx) + 1; sublist->FreeMask &= ~(U64(1)<EffectLock); return effect; } static void FreeEffect(ALCdevice *device, ALeffect *effect) { ALuint id = effect->id - 1; ALsizei lidx = id >> 6; ALsizei slidx = id & 0x3f; memset(effect, 0, sizeof(*effect)); VECTOR_ELEM(device->EffectList, lidx).FreeMask |= U64(1) << slidx; } void ReleaseALEffects(ALCdevice *device) { EffectSubList *sublist = VECTOR_BEGIN(device->EffectList); EffectSubList *subend = VECTOR_END(device->EffectList); size_t leftover = 0; for(;sublist != subend;++sublist) { ALuint64 usemask = ~sublist->FreeMask; while(usemask) { ALsizei idx = CTZ64(usemask); ALeffect *effect = sublist->Effects + idx; memset(effect, 0, sizeof(*effect)); ++leftover; usemask &= ~(U64(1) << idx); } sublist->FreeMask = ~usemask; } if(leftover > 0) WARN("(%p) Deleted " SZFMT " Effect%s\n", device, leftover, (leftover==1)?"":"s"); } static void InitEffectParams(ALeffect *effect, ALenum type) { switch(type) { case AL_EFFECT_EAXREVERB: effect->Props.Reverb.Density = AL_EAXREVERB_DEFAULT_DENSITY; effect->Props.Reverb.Diffusion = AL_EAXREVERB_DEFAULT_DIFFUSION; effect->Props.Reverb.Gain = AL_EAXREVERB_DEFAULT_GAIN; effect->Props.Reverb.GainHF = AL_EAXREVERB_DEFAULT_GAINHF; effect->Props.Reverb.GainLF = AL_EAXREVERB_DEFAULT_GAINLF; effect->Props.Reverb.DecayTime = AL_EAXREVERB_DEFAULT_DECAY_TIME; effect->Props.Reverb.DecayHFRatio = AL_EAXREVERB_DEFAULT_DECAY_HFRATIO; effect->Props.Reverb.DecayLFRatio = AL_EAXREVERB_DEFAULT_DECAY_LFRATIO; effect->Props.Reverb.ReflectionsGain = AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN; effect->Props.Reverb.ReflectionsDelay = AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY; effect->Props.Reverb.ReflectionsPan[0] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; effect->Props.Reverb.ReflectionsPan[1] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; effect->Props.Reverb.ReflectionsPan[2] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; effect->Props.Reverb.LateReverbGain = AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN; effect->Props.Reverb.LateReverbDelay = AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY; effect->Props.Reverb.LateReverbPan[0] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; effect->Props.Reverb.LateReverbPan[1] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; effect->Props.Reverb.LateReverbPan[2] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; effect->Props.Reverb.EchoTime = AL_EAXREVERB_DEFAULT_ECHO_TIME; effect->Props.Reverb.EchoDepth = AL_EAXREVERB_DEFAULT_ECHO_DEPTH; effect->Props.Reverb.ModulationTime = AL_EAXREVERB_DEFAULT_MODULATION_TIME; effect->Props.Reverb.ModulationDepth = AL_EAXREVERB_DEFAULT_MODULATION_DEPTH; effect->Props.Reverb.AirAbsorptionGainHF = AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF; effect->Props.Reverb.HFReference = AL_EAXREVERB_DEFAULT_HFREFERENCE; effect->Props.Reverb.LFReference = AL_EAXREVERB_DEFAULT_LFREFERENCE; effect->Props.Reverb.RoomRolloffFactor = AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR; effect->Props.Reverb.DecayHFLimit = AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT; effect->vtab = &ALeaxreverb_vtable; break; case AL_EFFECT_REVERB: effect->Props.Reverb.Density = AL_REVERB_DEFAULT_DENSITY; effect->Props.Reverb.Diffusion = AL_REVERB_DEFAULT_DIFFUSION; effect->Props.Reverb.Gain = AL_REVERB_DEFAULT_GAIN; effect->Props.Reverb.GainHF = AL_REVERB_DEFAULT_GAINHF; effect->Props.Reverb.GainLF = 1.0f; effect->Props.Reverb.DecayTime = AL_REVERB_DEFAULT_DECAY_TIME; effect->Props.Reverb.DecayHFRatio = AL_REVERB_DEFAULT_DECAY_HFRATIO; effect->Props.Reverb.DecayLFRatio = 1.0f; effect->Props.Reverb.ReflectionsGain = AL_REVERB_DEFAULT_REFLECTIONS_GAIN; effect->Props.Reverb.ReflectionsDelay = AL_REVERB_DEFAULT_REFLECTIONS_DELAY; effect->Props.Reverb.ReflectionsPan[0] = 0.0f; effect->Props.Reverb.ReflectionsPan[1] = 0.0f; effect->Props.Reverb.ReflectionsPan[2] = 0.0f; effect->Props.Reverb.LateReverbGain = AL_REVERB_DEFAULT_LATE_REVERB_GAIN; effect->Props.Reverb.LateReverbDelay = AL_REVERB_DEFAULT_LATE_REVERB_DELAY; effect->Props.Reverb.LateReverbPan[0] = 0.0f; effect->Props.Reverb.LateReverbPan[1] = 0.0f; effect->Props.Reverb.LateReverbPan[2] = 0.0f; effect->Props.Reverb.EchoTime = 0.25f; effect->Props.Reverb.EchoDepth = 0.0f; effect->Props.Reverb.ModulationTime = 0.25f; effect->Props.Reverb.ModulationDepth = 0.0f; effect->Props.Reverb.AirAbsorptionGainHF = AL_REVERB_DEFAULT_AIR_ABSORPTION_GAINHF; effect->Props.Reverb.HFReference = 5000.0f; effect->Props.Reverb.LFReference = 250.0f; effect->Props.Reverb.RoomRolloffFactor = AL_REVERB_DEFAULT_ROOM_ROLLOFF_FACTOR; effect->Props.Reverb.DecayHFLimit = AL_REVERB_DEFAULT_DECAY_HFLIMIT; effect->vtab = &ALreverb_vtable; break; case AL_EFFECT_AUTOWAH: effect->Props.Autowah.AttackTime = AL_AUTOWAH_DEFAULT_ATTACK_TIME; effect->Props.Autowah.ReleaseTime = AL_AUTOWAH_DEFAULT_RELEASE_TIME; effect->Props.Autowah.Resonance = AL_AUTOWAH_DEFAULT_RESONANCE; effect->Props.Autowah.PeakGain = AL_AUTOWAH_DEFAULT_PEAK_GAIN; effect->vtab = &ALautowah_vtable; break; case AL_EFFECT_CHORUS: effect->Props.Chorus.Waveform = AL_CHORUS_DEFAULT_WAVEFORM; effect->Props.Chorus.Phase = AL_CHORUS_DEFAULT_PHASE; effect->Props.Chorus.Rate = AL_CHORUS_DEFAULT_RATE; effect->Props.Chorus.Depth = AL_CHORUS_DEFAULT_DEPTH; effect->Props.Chorus.Feedback = AL_CHORUS_DEFAULT_FEEDBACK; effect->Props.Chorus.Delay = AL_CHORUS_DEFAULT_DELAY; effect->vtab = &ALchorus_vtable; break; case AL_EFFECT_COMPRESSOR: effect->Props.Compressor.OnOff = AL_COMPRESSOR_DEFAULT_ONOFF; effect->vtab = &ALcompressor_vtable; break; case AL_EFFECT_DISTORTION: effect->Props.Distortion.Edge = AL_DISTORTION_DEFAULT_EDGE; effect->Props.Distortion.Gain = AL_DISTORTION_DEFAULT_GAIN; effect->Props.Distortion.LowpassCutoff = AL_DISTORTION_DEFAULT_LOWPASS_CUTOFF; effect->Props.Distortion.EQCenter = AL_DISTORTION_DEFAULT_EQCENTER; effect->Props.Distortion.EQBandwidth = AL_DISTORTION_DEFAULT_EQBANDWIDTH; effect->vtab = &ALdistortion_vtable; break; case AL_EFFECT_ECHO: effect->Props.Echo.Delay = AL_ECHO_DEFAULT_DELAY; effect->Props.Echo.LRDelay = AL_ECHO_DEFAULT_LRDELAY; effect->Props.Echo.Damping = AL_ECHO_DEFAULT_DAMPING; effect->Props.Echo.Feedback = AL_ECHO_DEFAULT_FEEDBACK; effect->Props.Echo.Spread = AL_ECHO_DEFAULT_SPREAD; effect->vtab = &ALecho_vtable; break; case AL_EFFECT_EQUALIZER: effect->Props.Equalizer.LowCutoff = AL_EQUALIZER_DEFAULT_LOW_CUTOFF; effect->Props.Equalizer.LowGain = AL_EQUALIZER_DEFAULT_LOW_GAIN; effect->Props.Equalizer.Mid1Center = AL_EQUALIZER_DEFAULT_MID1_CENTER; effect->Props.Equalizer.Mid1Gain = AL_EQUALIZER_DEFAULT_MID1_GAIN; effect->Props.Equalizer.Mid1Width = AL_EQUALIZER_DEFAULT_MID1_WIDTH; effect->Props.Equalizer.Mid2Center = AL_EQUALIZER_DEFAULT_MID2_CENTER; effect->Props.Equalizer.Mid2Gain = AL_EQUALIZER_DEFAULT_MID2_GAIN; effect->Props.Equalizer.Mid2Width = AL_EQUALIZER_DEFAULT_MID2_WIDTH; effect->Props.Equalizer.HighCutoff = AL_EQUALIZER_DEFAULT_HIGH_CUTOFF; effect->Props.Equalizer.HighGain = AL_EQUALIZER_DEFAULT_HIGH_GAIN; effect->vtab = &ALequalizer_vtable; break; case AL_EFFECT_FLANGER: effect->Props.Chorus.Waveform = AL_FLANGER_DEFAULT_WAVEFORM; effect->Props.Chorus.Phase = AL_FLANGER_DEFAULT_PHASE; effect->Props.Chorus.Rate = AL_FLANGER_DEFAULT_RATE; effect->Props.Chorus.Depth = AL_FLANGER_DEFAULT_DEPTH; effect->Props.Chorus.Feedback = AL_FLANGER_DEFAULT_FEEDBACK; effect->Props.Chorus.Delay = AL_FLANGER_DEFAULT_DELAY; effect->vtab = &ALflanger_vtable; break; case AL_EFFECT_FREQUENCY_SHIFTER: effect->Props.Fshifter.Frequency = AL_FREQUENCY_SHIFTER_DEFAULT_FREQUENCY; effect->Props.Fshifter.LeftDirection = AL_FREQUENCY_SHIFTER_DEFAULT_LEFT_DIRECTION; effect->Props.Fshifter.RightDirection = AL_FREQUENCY_SHIFTER_DEFAULT_RIGHT_DIRECTION; effect->vtab = &ALfshifter_vtable; break; case AL_EFFECT_RING_MODULATOR: effect->Props.Modulator.Frequency = AL_RING_MODULATOR_DEFAULT_FREQUENCY; effect->Props.Modulator.HighPassCutoff = AL_RING_MODULATOR_DEFAULT_HIGHPASS_CUTOFF; effect->Props.Modulator.Waveform = AL_RING_MODULATOR_DEFAULT_WAVEFORM; effect->vtab = &ALmodulator_vtable; break; case AL_EFFECT_PITCH_SHIFTER: effect->Props.Pshifter.CoarseTune = AL_PITCH_SHIFTER_DEFAULT_COARSE_TUNE; effect->Props.Pshifter.FineTune = AL_PITCH_SHIFTER_DEFAULT_FINE_TUNE; effect->vtab = &ALpshifter_vtable; break; case AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT: case AL_EFFECT_DEDICATED_DIALOGUE: effect->Props.Dedicated.Gain = 1.0f; effect->vtab = &ALdedicated_vtable; break; default: effect->vtab = &ALnull_vtable; break; } effect->type = type; } #include "AL/efx-presets.h" #define DECL(x) { #x, EFX_REVERB_PRESET_##x } static const struct { const char name[32]; EFXEAXREVERBPROPERTIES props; } reverblist[] = { DECL(GENERIC), DECL(PADDEDCELL), DECL(ROOM), DECL(BATHROOM), DECL(LIVINGROOM), DECL(STONEROOM), DECL(AUDITORIUM), DECL(CONCERTHALL), DECL(CAVE), DECL(ARENA), DECL(HANGAR), DECL(CARPETEDHALLWAY), DECL(HALLWAY), DECL(STONECORRIDOR), DECL(ALLEY), DECL(FOREST), DECL(CITY), DECL(MOUNTAINS), DECL(QUARRY), DECL(PLAIN), DECL(PARKINGLOT), DECL(SEWERPIPE), DECL(UNDERWATER), DECL(DRUGGED), DECL(DIZZY), DECL(PSYCHOTIC), DECL(CASTLE_SMALLROOM), DECL(CASTLE_SHORTPASSAGE), DECL(CASTLE_MEDIUMROOM), DECL(CASTLE_LARGEROOM), DECL(CASTLE_LONGPASSAGE), DECL(CASTLE_HALL), DECL(CASTLE_CUPBOARD), DECL(CASTLE_COURTYARD), DECL(CASTLE_ALCOVE), DECL(FACTORY_SMALLROOM), DECL(FACTORY_SHORTPASSAGE), DECL(FACTORY_MEDIUMROOM), DECL(FACTORY_LARGEROOM), DECL(FACTORY_LONGPASSAGE), DECL(FACTORY_HALL), DECL(FACTORY_CUPBOARD), DECL(FACTORY_COURTYARD), DECL(FACTORY_ALCOVE), DECL(ICEPALACE_SMALLROOM), DECL(ICEPALACE_SHORTPASSAGE), DECL(ICEPALACE_MEDIUMROOM), DECL(ICEPALACE_LARGEROOM), DECL(ICEPALACE_LONGPASSAGE), DECL(ICEPALACE_HALL), DECL(ICEPALACE_CUPBOARD), DECL(ICEPALACE_COURTYARD), DECL(ICEPALACE_ALCOVE), DECL(SPACESTATION_SMALLROOM), DECL(SPACESTATION_SHORTPASSAGE), DECL(SPACESTATION_MEDIUMROOM), DECL(SPACESTATION_LARGEROOM), DECL(SPACESTATION_LONGPASSAGE), DECL(SPACESTATION_HALL), DECL(SPACESTATION_CUPBOARD), DECL(SPACESTATION_ALCOVE), DECL(WOODEN_SMALLROOM), DECL(WOODEN_SHORTPASSAGE), DECL(WOODEN_MEDIUMROOM), DECL(WOODEN_LARGEROOM), DECL(WOODEN_LONGPASSAGE), DECL(WOODEN_HALL), DECL(WOODEN_CUPBOARD), DECL(WOODEN_COURTYARD), DECL(WOODEN_ALCOVE), DECL(SPORT_EMPTYSTADIUM), DECL(SPORT_SQUASHCOURT), DECL(SPORT_SMALLSWIMMINGPOOL), DECL(SPORT_LARGESWIMMINGPOOL), DECL(SPORT_GYMNASIUM), DECL(SPORT_FULLSTADIUM), DECL(SPORT_STADIUMTANNOY), DECL(PREFAB_WORKSHOP), DECL(PREFAB_SCHOOLROOM), DECL(PREFAB_PRACTISEROOM), DECL(PREFAB_OUTHOUSE), DECL(PREFAB_CARAVAN), DECL(DOME_TOMB), DECL(PIPE_SMALL), DECL(DOME_SAINTPAULS), DECL(PIPE_LONGTHIN), DECL(PIPE_LARGE), DECL(PIPE_RESONANT), DECL(OUTDOORS_BACKYARD), DECL(OUTDOORS_ROLLINGPLAINS), DECL(OUTDOORS_DEEPCANYON), DECL(OUTDOORS_CREEK), DECL(OUTDOORS_VALLEY), DECL(MOOD_HEAVEN), DECL(MOOD_HELL), DECL(MOOD_MEMORY), DECL(DRIVING_COMMENTATOR), DECL(DRIVING_PITGARAGE), DECL(DRIVING_INCAR_RACER), DECL(DRIVING_INCAR_SPORTS), DECL(DRIVING_INCAR_LUXURY), DECL(DRIVING_FULLGRANDSTAND), DECL(DRIVING_EMPTYGRANDSTAND), DECL(DRIVING_TUNNEL), DECL(CITY_STREETS), DECL(CITY_SUBWAY), DECL(CITY_MUSEUM), DECL(CITY_LIBRARY), DECL(CITY_UNDERPASS), DECL(CITY_ABANDONED), DECL(DUSTYROOM), DECL(CHAPEL), DECL(SMALLWATERROOM), }; #undef DECL void LoadReverbPreset(const char *name, ALeffect *effect) { size_t i; if(strcasecmp(name, "NONE") == 0) { InitEffectParams(effect, AL_EFFECT_NULL); TRACE("Loading reverb '%s'\n", "NONE"); return; } if(!DisabledEffects[EAXREVERB_EFFECT]) InitEffectParams(effect, AL_EFFECT_EAXREVERB); else if(!DisabledEffects[REVERB_EFFECT]) InitEffectParams(effect, AL_EFFECT_REVERB); else InitEffectParams(effect, AL_EFFECT_NULL); for(i = 0;i < COUNTOF(reverblist);i++) { const EFXEAXREVERBPROPERTIES *props; if(strcasecmp(name, reverblist[i].name) != 0) continue; TRACE("Loading reverb '%s'\n", reverblist[i].name); props = &reverblist[i].props; effect->Props.Reverb.Density = props->flDensity; effect->Props.Reverb.Diffusion = props->flDiffusion; effect->Props.Reverb.Gain = props->flGain; effect->Props.Reverb.GainHF = props->flGainHF; effect->Props.Reverb.GainLF = props->flGainLF; effect->Props.Reverb.DecayTime = props->flDecayTime; effect->Props.Reverb.DecayHFRatio = props->flDecayHFRatio; effect->Props.Reverb.DecayLFRatio = props->flDecayLFRatio; effect->Props.Reverb.ReflectionsGain = props->flReflectionsGain; effect->Props.Reverb.ReflectionsDelay = props->flReflectionsDelay; effect->Props.Reverb.ReflectionsPan[0] = props->flReflectionsPan[0]; effect->Props.Reverb.ReflectionsPan[1] = props->flReflectionsPan[1]; effect->Props.Reverb.ReflectionsPan[2] = props->flReflectionsPan[2]; effect->Props.Reverb.LateReverbGain = props->flLateReverbGain; effect->Props.Reverb.LateReverbDelay = props->flLateReverbDelay; effect->Props.Reverb.LateReverbPan[0] = props->flLateReverbPan[0]; effect->Props.Reverb.LateReverbPan[1] = props->flLateReverbPan[1]; effect->Props.Reverb.LateReverbPan[2] = props->flLateReverbPan[2]; effect->Props.Reverb.EchoTime = props->flEchoTime; effect->Props.Reverb.EchoDepth = props->flEchoDepth; effect->Props.Reverb.ModulationTime = props->flModulationTime; effect->Props.Reverb.ModulationDepth = props->flModulationDepth; effect->Props.Reverb.AirAbsorptionGainHF = props->flAirAbsorptionGainHF; effect->Props.Reverb.HFReference = props->flHFReference; effect->Props.Reverb.LFReference = props->flLFReference; effect->Props.Reverb.RoomRolloffFactor = props->flRoomRolloffFactor; effect->Props.Reverb.DecayHFLimit = props->iDecayHFLimit; return; } WARN("Reverb preset '%s' not found\n", name); }