/* * OpenAL Reverb Example * * Copyright (c) 2012 by Chris Robinson * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ /* This file contains an example for applying reverb to a sound. */ #include #include #include "AL/al.h" #include "AL/alc.h" #include "AL/alext.h" #include "AL/efx-presets.h" #include "common/alhelpers.h" #include "common/sdl_sound.h" static LPALBUFFERSAMPLESSOFT alBufferSamplesSOFT = wrap_BufferSamples; static LPALISBUFFERFORMATSUPPORTEDSOFT alIsBufferFormatSupportedSOFT; /* Effect object functions */ static LPALGENEFFECTS alGenEffects; static LPALDELETEEFFECTS alDeleteEffects; static LPALISEFFECT alIsEffect; static LPALEFFECTI alEffecti; static LPALEFFECTIV alEffectiv; static LPALEFFECTF alEffectf; static LPALEFFECTFV alEffectfv; static LPALGETEFFECTI alGetEffecti; static LPALGETEFFECTIV alGetEffectiv; static LPALGETEFFECTF alGetEffectf; static LPALGETEFFECTFV alGetEffectfv; /* Auxiliary Effect Slot object functions */ static LPALGENAUXILIARYEFFECTSLOTS alGenAuxiliaryEffectSlots; static LPALDELETEAUXILIARYEFFECTSLOTS alDeleteAuxiliaryEffectSlots; static LPALISAUXILIARYEFFECTSLOT alIsAuxiliaryEffectSlot; static LPALAUXILIARYEFFECTSLOTI alAuxiliaryEffectSloti; static LPALAUXILIARYEFFECTSLOTIV alAuxiliaryEffectSlotiv; static LPALAUXILIARYEFFECTSLOTF alAuxiliaryEffectSlotf; static LPALAUXILIARYEFFECTSLOTFV alAuxiliaryEffectSlotfv; static LPALGETAUXILIARYEFFECTSLOTI alGetAuxiliaryEffectSloti; static LPALGETAUXILIARYEFFECTSLOTIV alGetAuxiliaryEffectSlotiv; static LPALGETAUXILIARYEFFECTSLOTF alGetAuxiliaryEffectSlotf; static LPALGETAUXILIARYEFFECTSLOTFV alGetAuxiliaryEffectSlotfv; /* LoadEffect loads the given reverb properties into a new OpenAL effect * object, and returns the new effect ID. */ static ALuint LoadEffect(const EFXEAXREVERBPROPERTIES *reverb) { ALuint effect = 0; ALenum err; /* Create the effect object and check if we can do EAX reverb. */ alGenEffects(1, &effect); if(alGetEnumValue("AL_EFFECT_EAXREVERB") != 0) { printf("Using EAX Reverb\n"); /* EAX Reverb is available. Set the EAX effect type then load the * reverb properties. */ alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB); alEffectf(effect, AL_EAXREVERB_DENSITY, reverb->flDensity); alEffectf(effect, AL_EAXREVERB_DIFFUSION, reverb->flDiffusion); alEffectf(effect, AL_EAXREVERB_GAIN, reverb->flGain); alEffectf(effect, AL_EAXREVERB_GAINHF, reverb->flGainHF); alEffectf(effect, AL_EAXREVERB_GAINLF, reverb->flGainLF); alEffectf(effect, AL_EAXREVERB_DECAY_TIME, reverb->flDecayTime); alEffectf(effect, AL_EAXREVERB_DECAY_HFRATIO, reverb->flDecayHFRatio); alEffectf(effect, AL_EAXREVERB_DECAY_LFRATIO, reverb->flDecayLFRatio); alEffectf(effect, AL_EAXREVERB_REFLECTIONS_GAIN, reverb->flReflectionsGain); alEffectf(effect, AL_EAXREVERB_REFLECTIONS_DELAY, reverb->flReflectionsDelay); alEffectfv(effect, AL_EAXREVERB_REFLECTIONS_PAN, reverb->flReflectionsPan); alEffectf(effect, AL_EAXREVERB_LATE_REVERB_GAIN, reverb->flLateReverbGain); alEffectf(effect, AL_EAXREVERB_LATE_REVERB_DELAY, reverb->flLateReverbDelay); alEffectfv(effect, AL_EAXREVERB_LATE_REVERB_PAN, reverb->flLateReverbPan); alEffectf(effect, AL_EAXREVERB_ECHO_TIME, reverb->flEchoTime); alEffectf(effect, AL_EAXREVERB_ECHO_DEPTH, reverb->flEchoDepth); alEffectf(effect, AL_EAXREVERB_MODULATION_TIME, reverb->flModulationTime); alEffectf(effect, AL_EAXREVERB_MODULATION_DEPTH, reverb->flModulationDepth); alEffectf(effect, AL_EAXREVERB_AIR_ABSORPTION_GAINHF, reverb->flAirAbsorptionGainHF); alEffectf(effect, AL_EAXREVERB_HFREFERENCE, reverb->flHFReference); alEffectf(effect, AL_EAXREVERB_LFREFERENCE, reverb->flLFReference); alEffectf(effect, AL_EAXREVERB_ROOM_ROLLOFF_FACTOR, reverb->flRoomRolloffFactor); alEffecti(effect, AL_EAXREVERB_DECAY_HFLIMIT, reverb->iDecayHFLimit); } else { printf("Using Standard Reverb\n"); /* No EAX Reverb. Set the standard reverb effect type then load the * available reverb properties. */ alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_REVERB); alEffectf(effect, AL_REVERB_DENSITY, reverb->flDensity); alEffectf(effect, AL_REVERB_DIFFUSION, reverb->flDiffusion); alEffectf(effect, AL_REVERB_GAIN, reverb->flGain); alEffectf(effect, AL_REVERB_GAINHF, reverb->flGainHF); alEffectf(effect, AL_REVERB_DECAY_TIME, reverb->flDecayTime); alEffectf(effect, AL_REVERB_DECAY_HFRATIO, reverb->flDecayHFRatio); alEffectf(effect, AL_REVERB_REFLECTIONS_GAIN, reverb->flReflectionsGain); alEffectf(effect, AL_REVERB_REFLECTIONS_DELAY, reverb->flReflectionsDelay); alEffectf(effect, AL_REVERB_LATE_REVERB_GAIN, reverb->flLateReverbGain); alEffectf(effect, AL_REVERB_LATE_REVERB_DELAY, reverb->flLateReverbDelay); alEffectf(effect, AL_REVERB_AIR_ABSORPTION_GAINHF, reverb->flAirAbsorptionGainHF); alEffectf(effect, AL_REVERB_ROOM_ROLLOFF_FACTOR, reverb->flRoomRolloffFactor); alEffecti(effect, AL_REVERB_DECAY_HFLIMIT, reverb->iDecayHFLimit); } /* Check if an error occured, and clean up if so. */ err = alGetError(); if(err != AL_NO_ERROR) { fprintf(stderr, "OpenAL error: %s\n", alGetString(err)); if(alIsEffect(effect)) alDeleteEffects(1, &effect); return 0; } return effect; } /* LoadBuffer loads the named audio file into an OpenAL buffer object, and * returns the new buffer ID. */ static ALuint LoadSound(const char *filename) { ALenum err, format, type, channels; ALuint rate, buffer; size_t datalen; void *data; FilePtr sound; /* Open the file and get the first stream from it */ sound = openAudioFile(filename, 1000); if(!sound) { fprintf(stderr, "Could not open audio in %s\n", filename); return 0; } /* Get the sound format, and figure out the OpenAL format */ if(getAudioInfo(sound, &rate, &channels, &type) != 0) { fprintf(stderr, "Error getting audio info for %s\n", filename); closeAudioFile(sound); return 0; } format = GetFormat(channels, type, alIsBufferFormatSupportedSOFT); if(format == AL_NONE) { fprintf(stderr, "Unsupported format (%s, %s) for %s\n", ChannelsName(channels), TypeName(type), filename); closeAudioFile(sound); return 0; } /* Decode the whole audio stream to a buffer. */ data = decodeAudioStream(sound, &datalen); if(!data) { fprintf(stderr, "Failed to read audio from %s\n", filename); closeAudioFile(sound); return 0; } /* Buffer the audio data into a new buffer object, then free the data and * close the file. */ buffer = 0; alGenBuffers(1, &buffer); alBufferSamplesSOFT(buffer, rate, format, BytesToFrames(datalen, channels, type), channels, type, data); free(data); closeAudioFile(sound); /* Check if an error occured, and clean up if so. */ err = alGetError(); if(err != AL_NO_ERROR) { fprintf(stderr, "OpenAL Error: %s\n", alGetString(err)); if(alIsBuffer(buffer)) alDeleteBuffers(1, &buffer); return 0; } return buffer; } int main(int argc, char **argv) { EFXEAXREVERBPROPERTIES reverb = EFX_REVERB_PRESET_GENERIC; ALuint source, buffer, effect, slot; ALenum state; /* Print out usage if no arguments were specified */ if(argc < 2) { fprintf(stderr, "Usage: %s [-device \n", argv[0]); return 1; } /* Initialize OpenAL, and check for EFX support. */ argv++; argc--; if(InitAL(&argv, &argc) != 0) return 1; if(!alcIsExtensionPresent(alcGetContextsDevice(alcGetCurrentContext()), "ALC_EXT_EFX")) { fprintf(stderr, "Error: EFX not supported\n"); CloseAL(); return 1; } /* Define a macro to help load the function pointers. */ #define LOAD_PROC(x) ((x) = alGetProcAddress(#x)) LOAD_PROC(alGenEffects); LOAD_PROC(alDeleteEffects); LOAD_PROC(alIsEffect); LOAD_PROC(alEffecti); LOAD_PROC(alEffectiv); LOAD_PROC(alEffectf); LOAD_PROC(alEffectfv); LOAD_PROC(alGetEffecti); LOAD_PROC(alGetEffectiv); LOAD_PROC(alGetEffectf); LOAD_PROC(alGetEffectfv); LOAD_PROC(alGenAuxiliaryEffectSlots); LOAD_PROC(alDeleteAuxiliaryEffectSlots); LOAD_PROC(alIsAuxiliaryEffectSlot); LOAD_PROC(alAuxiliaryEffectSloti); LOAD_PROC(alAuxiliaryEffectSlotiv); LOAD_PROC(alAuxiliaryEffectSlotf); LOAD_PROC(alAuxiliaryEffectSlotfv); LOAD_PROC(alGetAuxiliaryEffectSloti); LOAD_PROC(alGetAuxiliaryEffectSlotiv); LOAD_PROC(alGetAuxiliaryEffectSlotf); LOAD_PROC(alGetAuxiliaryEffectSlotfv); if(alIsExtensionPresent("AL_SOFT_buffer_samples")) { LOAD_PROC(alBufferSamplesSOFT); LOAD_PROC(alIsBufferFormatSupportedSOFT); } #undef LOAD_PROC /* Load the sound into a buffer. */ buffer = LoadSound(argv[0]); if(!buffer) { CloseAL(); return 1; } /* Load the reverb into an effect. */ effect = LoadEffect(&reverb); if(!effect) { alDeleteBuffers(1, &buffer); CloseAL(); return 1; } /* Create the effect slot object. This is what "plays" an effect on sources * that connect to it. */ slot = 0; alGenAuxiliaryEffectSlots(1, &slot); /* Tell the effect slot to use the loaded effect object. Note that the this * effectively copies the effect properties. You can modify or delete the * effect object afterward without affecting the effect slot. */ alAuxiliaryEffectSloti(slot, AL_EFFECTSLOT_EFFECT, effect); assert(alGetError()==AL_NO_ERROR && "Failed to set effect slot"); /* Create the source to play the sound with. */ source = 0; alGenSources(1, &source); alSourcei(source, AL_BUFFER, buffer); /* Connect the source to the effect slot. This tells the source to use the * effect slot 'slot', on send #0 with the AL_FILTER_NULL filter object. */ alSource3i(source, AL_AUXILIARY_SEND_FILTER, slot, 0, AL_FILTER_NULL); assert(alGetError()==AL_NO_ERROR && "Failed to setup sound source"); /* Play the sound until it finishes. */ alSourcePlay(source); do { al_nssleep(10000000); alGetSourcei(source, AL_SOURCE_STATE, &state); } while(alGetError() == AL_NO_ERROR && state == AL_PLAYING); /* All done. Delete resources, and close OpenAL. */ alDeleteSources(1, &source); alDeleteAuxiliaryEffectSlots(1, &slot); alDeleteEffects(1, &effect); alDeleteBuffers(1, &buffer); CloseAL(); return 0; }