#include "config.h" #include #include "AL/al.h" #include "AL/efx.h" #include "alc/effects/base.h" #include "effects.h" namespace { void Reverb_setParami(EffectProps *props, ALenum param, int val) { switch(param) { case AL_EAXREVERB_DECAY_HFLIMIT: if(!(val >= AL_EAXREVERB_MIN_DECAY_HFLIMIT && val <= AL_EAXREVERB_MAX_DECAY_HFLIMIT)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb decay hflimit out of range"}; props->Reverb.DecayHFLimit = val != AL_FALSE; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid EAX reverb integer property 0x%04x", param}; } } void Reverb_setParamiv(EffectProps *props, ALenum param, const int *vals) { Reverb_setParami(props, param, vals[0]); } void Reverb_setParamf(EffectProps *props, ALenum param, float val) { switch(param) { case AL_EAXREVERB_DENSITY: if(!(val >= AL_EAXREVERB_MIN_DENSITY && val <= AL_EAXREVERB_MAX_DENSITY)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb density out of range"}; props->Reverb.Density = val; break; case AL_EAXREVERB_DIFFUSION: if(!(val >= AL_EAXREVERB_MIN_DIFFUSION && val <= AL_EAXREVERB_MAX_DIFFUSION)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb diffusion out of range"}; props->Reverb.Diffusion = val; break; case AL_EAXREVERB_GAIN: if(!(val >= AL_EAXREVERB_MIN_GAIN && val <= AL_EAXREVERB_MAX_GAIN)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb gain out of range"}; props->Reverb.Gain = val; break; case AL_EAXREVERB_GAINHF: if(!(val >= AL_EAXREVERB_MIN_GAINHF && val <= AL_EAXREVERB_MAX_GAINHF)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb gainhf out of range"}; props->Reverb.GainHF = val; break; case AL_EAXREVERB_GAINLF: if(!(val >= AL_EAXREVERB_MIN_GAINLF && val <= AL_EAXREVERB_MAX_GAINLF)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb gainlf out of range"}; props->Reverb.GainLF = val; break; case AL_EAXREVERB_DECAY_TIME: if(!(val >= AL_EAXREVERB_MIN_DECAY_TIME && val <= AL_EAXREVERB_MAX_DECAY_TIME)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb decay time out of range"}; props->Reverb.DecayTime = val; break; case AL_EAXREVERB_DECAY_HFRATIO: if(!(val >= AL_EAXREVERB_MIN_DECAY_HFRATIO && val <= AL_EAXREVERB_MAX_DECAY_HFRATIO)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb decay hfratio out of range"}; props->Reverb.DecayHFRatio = val; break; case AL_EAXREVERB_DECAY_LFRATIO: if(!(val >= AL_EAXREVERB_MIN_DECAY_LFRATIO && val <= AL_EAXREVERB_MAX_DECAY_LFRATIO)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb decay lfratio out of range"}; props->Reverb.DecayLFRatio = val; break; case AL_EAXREVERB_REFLECTIONS_GAIN: if(!(val >= AL_EAXREVERB_MIN_REFLECTIONS_GAIN && val <= AL_EAXREVERB_MAX_REFLECTIONS_GAIN)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb reflections gain out of range"}; props->Reverb.ReflectionsGain = val; break; case AL_EAXREVERB_REFLECTIONS_DELAY: if(!(val >= AL_EAXREVERB_MIN_REFLECTIONS_DELAY && val <= AL_EAXREVERB_MAX_REFLECTIONS_DELAY)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb reflections delay out of range"}; props->Reverb.ReflectionsDelay = val; break; case AL_EAXREVERB_LATE_REVERB_GAIN: if(!(val >= AL_EAXREVERB_MIN_LATE_REVERB_GAIN && val <= AL_EAXREVERB_MAX_LATE_REVERB_GAIN)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb late reverb gain out of range"}; props->Reverb.LateReverbGain = val; break; case AL_EAXREVERB_LATE_REVERB_DELAY: if(!(val >= AL_EAXREVERB_MIN_LATE_REVERB_DELAY && val <= AL_EAXREVERB_MAX_LATE_REVERB_DELAY)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb late reverb delay out of range"}; props->Reverb.LateReverbDelay = val; break; case AL_EAXREVERB_AIR_ABSORPTION_GAINHF: if(!(val >= AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF && val <= AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb air absorption gainhf out of range"}; props->Reverb.AirAbsorptionGainHF = val; break; case AL_EAXREVERB_ECHO_TIME: if(!(val >= AL_EAXREVERB_MIN_ECHO_TIME && val <= AL_EAXREVERB_MAX_ECHO_TIME)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb echo time out of range"}; props->Reverb.EchoTime = val; break; case AL_EAXREVERB_ECHO_DEPTH: if(!(val >= AL_EAXREVERB_MIN_ECHO_DEPTH && val <= AL_EAXREVERB_MAX_ECHO_DEPTH)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb echo depth out of range"}; props->Reverb.EchoDepth = val; break; case AL_EAXREVERB_MODULATION_TIME: if(!(val >= AL_EAXREVERB_MIN_MODULATION_TIME && val <= AL_EAXREVERB_MAX_MODULATION_TIME)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb modulation time out of range"}; props->Reverb.ModulationTime = val; break; case AL_EAXREVERB_MODULATION_DEPTH: if(!(val >= AL_EAXREVERB_MIN_MODULATION_DEPTH && val <= AL_EAXREVERB_MAX_MODULATION_DEPTH)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb modulation depth out of range"}; props->Reverb.ModulationDepth = val; break; case AL_EAXREVERB_HFREFERENCE: if(!(val >= AL_EAXREVERB_MIN_HFREFERENCE && val <= AL_EAXREVERB_MAX_HFREFERENCE)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb hfreference out of range"}; props->Reverb.HFReference = val; break; case AL_EAXREVERB_LFREFERENCE: if(!(val >= AL_EAXREVERB_MIN_LFREFERENCE && val <= AL_EAXREVERB_MAX_LFREFERENCE)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb lfreference out of range"}; props->Reverb.LFReference = val; break; case AL_EAXREVERB_ROOM_ROLLOFF_FACTOR: if(!(val >= AL_EAXREVERB_MIN_ROOM_ROLLOFF_FACTOR && val <= AL_EAXREVERB_MAX_ROOM_ROLLOFF_FACTOR)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb room rolloff factor out of range"}; props->Reverb.RoomRolloffFactor = val; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid EAX reverb float property 0x%04x", param}; } } void Reverb_setParamfv(EffectProps *props, ALenum param, const float *vals) { switch(param) { case AL_EAXREVERB_REFLECTIONS_PAN: if(!(std::isfinite(vals[0]) && std::isfinite(vals[1]) && std::isfinite(vals[2]))) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb reflections pan out of range"}; props->Reverb.ReflectionsPan[0] = vals[0]; props->Reverb.ReflectionsPan[1] = vals[1]; props->Reverb.ReflectionsPan[2] = vals[2]; break; case AL_EAXREVERB_LATE_REVERB_PAN: if(!(std::isfinite(vals[0]) && std::isfinite(vals[1]) && std::isfinite(vals[2]))) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb late reverb pan out of range"}; props->Reverb.LateReverbPan[0] = vals[0]; props->Reverb.LateReverbPan[1] = vals[1]; props->Reverb.LateReverbPan[2] = vals[2]; break; default: Reverb_setParamf(props, param, vals[0]); break; } } void Reverb_getParami(const EffectProps *props, ALenum param, int *val) { switch(param) { case AL_EAXREVERB_DECAY_HFLIMIT: *val = props->Reverb.DecayHFLimit; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid EAX reverb integer property 0x%04x", param}; } } void Reverb_getParamiv(const EffectProps *props, ALenum param, int *vals) { Reverb_getParami(props, param, vals); } void Reverb_getParamf(const EffectProps *props, ALenum param, float *val) { switch(param) { case AL_EAXREVERB_DENSITY: *val = props->Reverb.Density; break; case AL_EAXREVERB_DIFFUSION: *val = props->Reverb.Diffusion; break; case AL_EAXREVERB_GAIN: *val = props->Reverb.Gain; break; case AL_EAXREVERB_GAINHF: *val = props->Reverb.GainHF; break; case AL_EAXREVERB_GAINLF: *val = props->Reverb.GainLF; break; case AL_EAXREVERB_DECAY_TIME: *val = props->Reverb.DecayTime; break; case AL_EAXREVERB_DECAY_HFRATIO: *val = props->Reverb.DecayHFRatio; break; case AL_EAXREVERB_DECAY_LFRATIO: *val = props->Reverb.DecayLFRatio; break; case AL_EAXREVERB_REFLECTIONS_GAIN: *val = props->Reverb.ReflectionsGain; break; case AL_EAXREVERB_REFLECTIONS_DELAY: *val = props->Reverb.ReflectionsDelay; break; case AL_EAXREVERB_LATE_REVERB_GAIN: *val = props->Reverb.LateReverbGain; break; case AL_EAXREVERB_LATE_REVERB_DELAY: *val = props->Reverb.LateReverbDelay; break; case AL_EAXREVERB_AIR_ABSORPTION_GAINHF: *val = props->Reverb.AirAbsorptionGainHF; break; case AL_EAXREVERB_ECHO_TIME: *val = props->Reverb.EchoTime; break; case AL_EAXREVERB_ECHO_DEPTH: *val = props->Reverb.EchoDepth; break; case AL_EAXREVERB_MODULATION_TIME: *val = props->Reverb.ModulationTime; break; case AL_EAXREVERB_MODULATION_DEPTH: *val = props->Reverb.ModulationDepth; break; case AL_EAXREVERB_HFREFERENCE: *val = props->Reverb.HFReference; break; case AL_EAXREVERB_LFREFERENCE: *val = props->Reverb.LFReference; break; case AL_EAXREVERB_ROOM_ROLLOFF_FACTOR: *val = props->Reverb.RoomRolloffFactor; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid EAX reverb float property 0x%04x", param}; } } void Reverb_getParamfv(const EffectProps *props, ALenum param, float *vals) { switch(param) { case AL_EAXREVERB_REFLECTIONS_PAN: vals[0] = props->Reverb.ReflectionsPan[0]; vals[1] = props->Reverb.ReflectionsPan[1]; vals[2] = props->Reverb.ReflectionsPan[2]; break; case AL_EAXREVERB_LATE_REVERB_PAN: vals[0] = props->Reverb.LateReverbPan[0]; vals[1] = props->Reverb.LateReverbPan[1]; vals[2] = props->Reverb.LateReverbPan[2]; break; default: Reverb_getParamf(props, param, vals); break; } } EffectProps genDefaultProps() noexcept { EffectProps props{}; props.Reverb.Density = AL_EAXREVERB_DEFAULT_DENSITY; props.Reverb.Diffusion = AL_EAXREVERB_DEFAULT_DIFFUSION; props.Reverb.Gain = AL_EAXREVERB_DEFAULT_GAIN; props.Reverb.GainHF = AL_EAXREVERB_DEFAULT_GAINHF; props.Reverb.GainLF = AL_EAXREVERB_DEFAULT_GAINLF; props.Reverb.DecayTime = AL_EAXREVERB_DEFAULT_DECAY_TIME; props.Reverb.DecayHFRatio = AL_EAXREVERB_DEFAULT_DECAY_HFRATIO; props.Reverb.DecayLFRatio = AL_EAXREVERB_DEFAULT_DECAY_LFRATIO; props.Reverb.ReflectionsGain = AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN; props.Reverb.ReflectionsDelay = AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY; props.Reverb.ReflectionsPan[0] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; props.Reverb.ReflectionsPan[1] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; props.Reverb.ReflectionsPan[2] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; props.Reverb.LateReverbGain = AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN; props.Reverb.LateReverbDelay = AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY; props.Reverb.LateReverbPan[0] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; props.Reverb.LateReverbPan[1] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; props.Reverb.LateReverbPan[2] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; props.Reverb.EchoTime = AL_EAXREVERB_DEFAULT_ECHO_TIME; props.Reverb.EchoDepth = AL_EAXREVERB_DEFAULT_ECHO_DEPTH; props.Reverb.ModulationTime = AL_EAXREVERB_DEFAULT_MODULATION_TIME; props.Reverb.ModulationDepth = AL_EAXREVERB_DEFAULT_MODULATION_DEPTH; props.Reverb.AirAbsorptionGainHF = AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF; props.Reverb.HFReference = AL_EAXREVERB_DEFAULT_HFREFERENCE; props.Reverb.LFReference = AL_EAXREVERB_DEFAULT_LFREFERENCE; props.Reverb.RoomRolloffFactor = AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR; props.Reverb.DecayHFLimit = AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT; return props; } void StdReverb_setParami(EffectProps *props, ALenum param, int val) { switch(param) { case AL_REVERB_DECAY_HFLIMIT: if(!(val >= AL_REVERB_MIN_DECAY_HFLIMIT && val <= AL_REVERB_MAX_DECAY_HFLIMIT)) throw effect_exception{AL_INVALID_VALUE, "Reverb decay hflimit out of range"}; props->Reverb.DecayHFLimit = val != AL_FALSE; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid reverb integer property 0x%04x", param}; } } void StdReverb_setParamiv(EffectProps *props, ALenum param, const int *vals) { StdReverb_setParami(props, param, vals[0]); } void StdReverb_setParamf(EffectProps *props, ALenum param, float val) { switch(param) { case AL_REVERB_DENSITY: if(!(val >= AL_REVERB_MIN_DENSITY && val <= AL_REVERB_MAX_DENSITY)) throw effect_exception{AL_INVALID_VALUE, "Reverb density out of range"}; props->Reverb.Density = val; break; case AL_REVERB_DIFFUSION: if(!(val >= AL_REVERB_MIN_DIFFUSION && val <= AL_REVERB_MAX_DIFFUSION)) throw effect_exception{AL_INVALID_VALUE, "Reverb diffusion out of range"}; props->Reverb.Diffusion = val; break; case AL_REVERB_GAIN: if(!(val >= AL_REVERB_MIN_GAIN && val <= AL_REVERB_MAX_GAIN)) throw effect_exception{AL_INVALID_VALUE, "Reverb gain out of range"}; props->Reverb.Gain = val; break; case AL_REVERB_GAINHF: if(!(val >= AL_REVERB_MIN_GAINHF && val <= AL_REVERB_MAX_GAINHF)) throw effect_exception{AL_INVALID_VALUE, "Reverb gainhf out of range"}; props->Reverb.GainHF = val; break; case AL_REVERB_DECAY_TIME: if(!(val >= AL_REVERB_MIN_DECAY_TIME && val <= AL_REVERB_MAX_DECAY_TIME)) throw effect_exception{AL_INVALID_VALUE, "Reverb decay time out of range"}; props->Reverb.DecayTime = val; break; case AL_REVERB_DECAY_HFRATIO: if(!(val >= AL_REVERB_MIN_DECAY_HFRATIO && val <= AL_REVERB_MAX_DECAY_HFRATIO)) throw effect_exception{AL_INVALID_VALUE, "Reverb decay hfratio out of range"}; props->Reverb.DecayHFRatio = val; break; case AL_REVERB_REFLECTIONS_GAIN: if(!(val >= AL_REVERB_MIN_REFLECTIONS_GAIN && val <= AL_REVERB_MAX_REFLECTIONS_GAIN)) throw effect_exception{AL_INVALID_VALUE, "Reverb reflections gain out of range"}; props->Reverb.ReflectionsGain = val; break; case AL_REVERB_REFLECTIONS_DELAY: if(!(val >= AL_REVERB_MIN_REFLECTIONS_DELAY && val <= AL_REVERB_MAX_REFLECTIONS_DELAY)) throw effect_exception{AL_INVALID_VALUE, "Reverb reflections delay out of range"}; props->Reverb.ReflectionsDelay = val; break; case AL_REVERB_LATE_REVERB_GAIN: if(!(val >= AL_REVERB_MIN_LATE_REVERB_GAIN && val <= AL_REVERB_MAX_LATE_REVERB_GAIN)) throw effect_exception{AL_INVALID_VALUE, "Reverb late reverb gain out of range"}; props->Reverb.LateReverbGain = val; break; case AL_REVERB_LATE_REVERB_DELAY: if(!(val >= AL_REVERB_MIN_LATE_REVERB_DELAY && val <= AL_REVERB_MAX_LATE_REVERB_DELAY)) throw effect_exception{AL_INVALID_VALUE, "Reverb late reverb delay out of range"}; props->Reverb.LateReverbDelay = val; break; case AL_REVERB_AIR_ABSORPTION_GAINHF: if(!(val >= AL_REVERB_MIN_AIR_ABSORPTION_GAINHF && val <= AL_REVERB_MAX_AIR_ABSORPTION_GAINHF)) throw effect_exception{AL_INVALID_VALUE, "Reverb air absorption gainhf out of range"}; props->Reverb.AirAbsorptionGainHF = val; break; case AL_REVERB_ROOM_ROLLOFF_FACTOR: if(!(val >= AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR && val <= AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR)) throw effect_exception{AL_INVALID_VALUE, "Reverb room rolloff factor out of range"}; props->Reverb.RoomRolloffFactor = val; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid reverb float property 0x%04x", param}; } } void StdReverb_setParamfv(EffectProps *props, ALenum param, const float *vals) { StdReverb_setParamf(props, param, vals[0]); } void StdReverb_getParami(const EffectProps *props, ALenum param, int *val) { switch(param) { case AL_REVERB_DECAY_HFLIMIT: *val = props->Reverb.DecayHFLimit; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid reverb integer property 0x%04x", param}; } } void StdReverb_getParamiv(const EffectProps *props, ALenum param, int *vals) { StdReverb_getParami(props, param, vals); } void StdReverb_getParamf(const EffectProps *props, ALenum param, float *val) { switch(param) { case AL_REVERB_DENSITY: *val = props->Reverb.Density; break; case AL_REVERB_DIFFUSION: *val = props->Reverb.Diffusion; break; case AL_REVERB_GAIN: *val = props->Reverb.Gain; break; case AL_REVERB_GAINHF: *val = props->Reverb.GainHF; break; case AL_REVERB_DECAY_TIME: *val = props->Reverb.DecayTime; break; case AL_REVERB_DECAY_HFRATIO: *val = props->Reverb.DecayHFRatio; break; case AL_REVERB_REFLECTIONS_GAIN: *val = props->Reverb.ReflectionsGain; break; case AL_REVERB_REFLECTIONS_DELAY: *val = props->Reverb.ReflectionsDelay; break; case AL_REVERB_LATE_REVERB_GAIN: *val = props->Reverb.LateReverbGain; break; case AL_REVERB_LATE_REVERB_DELAY: *val = props->Reverb.LateReverbDelay; break; case AL_REVERB_AIR_ABSORPTION_GAINHF: *val = props->Reverb.AirAbsorptionGainHF; break; case AL_REVERB_ROOM_ROLLOFF_FACTOR: *val = props->Reverb.RoomRolloffFactor; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid reverb float property 0x%04x", param}; } } void StdReverb_getParamfv(const EffectProps *props, ALenum param, float *vals) { StdReverb_getParamf(props, param, vals); } EffectProps genDefaultStdProps() noexcept { EffectProps props{}; props.Reverb.Density = AL_REVERB_DEFAULT_DENSITY; props.Reverb.Diffusion = AL_REVERB_DEFAULT_DIFFUSION; props.Reverb.Gain = AL_REVERB_DEFAULT_GAIN; props.Reverb.GainHF = AL_REVERB_DEFAULT_GAINHF; props.Reverb.GainLF = 1.0f; props.Reverb.DecayTime = AL_REVERB_DEFAULT_DECAY_TIME; props.Reverb.DecayHFRatio = AL_REVERB_DEFAULT_DECAY_HFRATIO; props.Reverb.DecayLFRatio = 1.0f; props.Reverb.ReflectionsGain = AL_REVERB_DEFAULT_REFLECTIONS_GAIN; props.Reverb.ReflectionsDelay = AL_REVERB_DEFAULT_REFLECTIONS_DELAY; props.Reverb.ReflectionsPan[0] = 0.0f; props.Reverb.ReflectionsPan[1] = 0.0f; props.Reverb.ReflectionsPan[2] = 0.0f; props.Reverb.LateReverbGain = AL_REVERB_DEFAULT_LATE_REVERB_GAIN; props.Reverb.LateReverbDelay = AL_REVERB_DEFAULT_LATE_REVERB_DELAY; props.Reverb.LateReverbPan[0] = 0.0f; props.Reverb.LateReverbPan[1] = 0.0f; props.Reverb.LateReverbPan[2] = 0.0f; props.Reverb.EchoTime = 0.25f; props.Reverb.EchoDepth = 0.0f; props.Reverb.ModulationTime = 0.25f; props.Reverb.ModulationDepth = 0.0f; props.Reverb.AirAbsorptionGainHF = AL_REVERB_DEFAULT_AIR_ABSORPTION_GAINHF; props.Reverb.HFReference = 5000.0f; props.Reverb.LFReference = 250.0f; props.Reverb.RoomRolloffFactor = AL_REVERB_DEFAULT_ROOM_ROLLOFF_FACTOR; props.Reverb.DecayHFLimit = AL_REVERB_DEFAULT_DECAY_HFLIMIT; return props; } } // namespace DEFINE_ALEFFECT_VTABLE(Reverb); const EffectProps ReverbEffectProps{genDefaultProps()}; DEFINE_ALEFFECT_VTABLE(StdReverb); const EffectProps StdReverbEffectProps{genDefaultStdProps()};