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#ifndef _AL_AUXEFFECTSLOT_H_
#define _AL_AUXEFFECTSLOT_H_
#include <array>
#include "alMain.h"
#include "alEffect.h"
#include "ambidefs.h"
#include "almalloc.h"
#include "atomic.h"
struct ALeffectslot;
union ALeffectProps;
struct EffectTarget {
MixParams *Main;
RealMixParams *RealOut;
};
struct EffectState {
RefCount mRef{1u};
ALfloat (*mOutBuffer)[BUFFERSIZE]{nullptr};
ALsizei mOutChannels{0};
virtual ~EffectState() = default;
virtual ALboolean deviceUpdate(const ALCdevice *device) = 0;
virtual void update(const ALCcontext *context, const ALeffectslot *slot, const ALeffectProps *props, const EffectTarget target) = 0;
virtual void process(ALsizei samplesToDo, const ALfloat (*RESTRICT samplesIn)[BUFFERSIZE], const ALsizei numInput, ALfloat (*RESTRICT samplesOut)[BUFFERSIZE], const ALsizei numOutput) = 0;
void IncRef() noexcept;
void DecRef() noexcept;
};
struct EffectStateFactory {
virtual ~EffectStateFactory() { }
virtual EffectState *create() = 0;
virtual ALeffectProps getDefaultProps() const noexcept = 0;
};
using ALeffectslotArray = al::FlexArray<ALeffectslot*>;
struct ALeffectslotProps {
ALfloat Gain;
ALboolean AuxSendAuto;
ALeffectslot *Target;
ALenum Type;
ALeffectProps Props;
EffectState *State;
std::atomic<ALeffectslotProps*> next;
};
struct ALeffectslot {
ALfloat Gain{1.0f};
ALboolean AuxSendAuto{AL_TRUE};
ALeffectslot *Target{nullptr};
struct {
ALenum Type{AL_EFFECT_NULL};
ALeffectProps Props{};
EffectState *State{nullptr};
} Effect;
std::atomic_flag PropsClean;
RefCount ref{0u};
std::atomic<ALeffectslotProps*> Update{nullptr};
struct {
ALfloat Gain{1.0f};
ALboolean AuxSendAuto{AL_TRUE};
ALeffectslot *Target{nullptr};
ALenum EffectType{AL_EFFECT_NULL};
ALeffectProps EffectProps{};
EffectState *mEffectState{nullptr};
ALfloat RoomRolloff{0.0f}; /* Added to the source's room rolloff, not multiplied. */
ALfloat DecayTime{0.0f};
ALfloat DecayLFRatio{0.0f};
ALfloat DecayHFRatio{0.0f};
ALboolean DecayHFLimit{AL_FALSE};
ALfloat AirAbsorptionGainHF{1.0f};
} Params;
/* Self ID */
ALuint id{};
/* Wet buffer configuration is ACN channel order with N3D scaling.
* Consequently, effects that only want to work with mono input can use
* channel 0 by itself. Effects that want multichannel can process the
* ambisonics signal and make a B-Format source pan.
*/
al::vector<std::array<ALfloat,BUFFERSIZE>,16> WetBuffer;
BFChannelConfig ChanMap[MAX_AMBI_CHANNELS];
ALeffectslot() { PropsClean.test_and_set(std::memory_order_relaxed); }
ALeffectslot(const ALeffectslot&) = delete;
ALeffectslot& operator=(const ALeffectslot&) = delete;
~ALeffectslot();
static ALeffectslotArray *CreatePtrArray(size_t count) noexcept;
DEF_PLACE_NEWDEL()
};
ALenum InitEffectSlot(ALeffectslot *slot);
void UpdateEffectSlotProps(ALeffectslot *slot, ALCcontext *context);
void UpdateAllEffectSlotProps(ALCcontext *context);
EffectStateFactory *NullStateFactory_getFactory(void);
EffectStateFactory *ReverbStateFactory_getFactory(void);
EffectStateFactory *StdReverbStateFactory_getFactory(void);
EffectStateFactory *AutowahStateFactory_getFactory(void);
EffectStateFactory *ChorusStateFactory_getFactory(void);
EffectStateFactory *CompressorStateFactory_getFactory(void);
EffectStateFactory *DistortionStateFactory_getFactory(void);
EffectStateFactory *EchoStateFactory_getFactory(void);
EffectStateFactory *EqualizerStateFactory_getFactory(void);
EffectStateFactory *FlangerStateFactory_getFactory(void);
EffectStateFactory *FshifterStateFactory_getFactory(void);
EffectStateFactory *ModulatorStateFactory_getFactory(void);
EffectStateFactory *PshifterStateFactory_getFactory(void);
EffectStateFactory *DedicatedStateFactory_getFactory(void);
ALenum InitializeEffect(ALCcontext *Context, ALeffectslot *EffectSlot, ALeffect *effect);
#endif
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