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#ifndef _AL_EFFECT_H_
#define _AL_EFFECT_H_

#include "alMain.h"


struct ALeffect;
struct EffectVtable;
struct EffectStateFactory;

enum {
    EAXREVERB_EFFECT = 0,
    REVERB_EFFECT,
    AUTOWAH_EFFECT,
    CHORUS_EFFECT,
    COMPRESSOR_EFFECT,
    DISTORTION_EFFECT,
    ECHO_EFFECT,
    EQUALIZER_EFFECT,
    FLANGER_EFFECT,
    FSHIFTER_EFFECT,
    MODULATOR_EFFECT,
    PSHIFTER_EFFECT,
    DEDICATED_EFFECT,

    MAX_EFFECTS
};
extern ALboolean DisabledEffects[MAX_EFFECTS];

extern ALfloat ReverbBoost;

struct EffectList {
    const char name[16];
    int type;
    ALenum val;
};
extern const EffectList gEffectList[14];


union ALeffectProps {
    struct {
        // Shared Reverb Properties
        ALfloat Density;
        ALfloat Diffusion;
        ALfloat Gain;
        ALfloat GainHF;
        ALfloat DecayTime;
        ALfloat DecayHFRatio;
        ALfloat ReflectionsGain;
        ALfloat ReflectionsDelay;
        ALfloat LateReverbGain;
        ALfloat LateReverbDelay;
        ALfloat AirAbsorptionGainHF;
        ALfloat RoomRolloffFactor;
        ALboolean DecayHFLimit;

        // Additional EAX Reverb Properties
        ALfloat GainLF;
        ALfloat DecayLFRatio;
        ALfloat ReflectionsPan[3];
        ALfloat LateReverbPan[3];
        ALfloat EchoTime;
        ALfloat EchoDepth;
        ALfloat ModulationTime;
        ALfloat ModulationDepth;
        ALfloat HFReference;
        ALfloat LFReference;
    } Reverb;

    struct {
        ALfloat AttackTime;
        ALfloat ReleaseTime;
        ALfloat Resonance;
        ALfloat PeakGain;
    } Autowah;

    struct {
        ALint Waveform;
        ALint Phase;
        ALfloat Rate;
        ALfloat Depth;
        ALfloat Feedback;
        ALfloat Delay;
    } Chorus; /* Also Flanger */

    struct {
        ALboolean OnOff;
    } Compressor;

    struct {
        ALfloat Edge;
        ALfloat Gain;
        ALfloat LowpassCutoff;
        ALfloat EQCenter;
        ALfloat EQBandwidth;
    } Distortion;

    struct {
        ALfloat Delay;
        ALfloat LRDelay;

        ALfloat Damping;
        ALfloat Feedback;

        ALfloat Spread;
    } Echo;

    struct {
        ALfloat LowCutoff;
        ALfloat LowGain;
        ALfloat Mid1Center;
        ALfloat Mid1Gain;
        ALfloat Mid1Width;
        ALfloat Mid2Center;
        ALfloat Mid2Gain;
        ALfloat Mid2Width;
        ALfloat HighCutoff;
        ALfloat HighGain;
    } Equalizer;

    struct {
        ALfloat Frequency;
        ALint LeftDirection;
        ALint RightDirection;
    } Fshifter;

    struct {
        ALfloat Frequency;
        ALfloat HighPassCutoff;
        ALint Waveform;
    } Modulator;

    struct {
        ALint CoarseTune;
        ALint FineTune;
    } Pshifter;

    struct {
        ALfloat Gain;
    } Dedicated;
};

struct ALeffect {
    // Effect type (AL_EFFECT_NULL, ...)
    ALenum type{AL_EFFECT_NULL};

    ALeffectProps Props{};

    const EffectVtable *vtab{nullptr};

    /* Self ID */
    ALuint id{0u};
};

inline ALboolean IsReverbEffect(ALenum type)
{ return type == AL_EFFECT_REVERB || type == AL_EFFECT_EAXREVERB; }

EffectStateFactory *getFactoryByType(ALenum type);

void InitEffect(ALeffect *effect);

void LoadReverbPreset(const char *name, ALeffect *effect);

#endif