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/**
* OpenAL cross platform audio library
* Copyright (C) 2011 by Chris Robinson.
* 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 <algorithm>
#include <array>
#include <cstdlib>
#include <iterator>
#include "alc/effects/base.h"
#include "almalloc.h"
#include "alspan.h"
#include "core/bufferline.h"
#include "core/devformat.h"
#include "core/device.h"
#include "core/effectslot.h"
#include "core/mixer.h"
#include "intrusive_ptr.h"
struct ContextBase;
namespace {
using uint = unsigned int;
struct DedicatedState : public EffectState {
/* The "dedicated" effect can output to the real output, so should have
* gains for all possible output channels and not just the main ambisonic
* buffer.
*/
std::array<float,MaxOutputChannels> mCurrentGains{};
std::array<float,MaxOutputChannels> mTargetGains{};
void deviceUpdate(const DeviceBase *device, const BufferStorage *buffer) final;
void update(const ContextBase *context, const EffectSlot *slot, const EffectProps *props,
const EffectTarget target) override;
void process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn,
const al::span<FloatBufferLine> samplesOut) final;
};
struct DedicatedLfeState final : public DedicatedState {
void update(const ContextBase *context, const EffectSlot *slot, const EffectProps *props,
const EffectTarget target) final;
};
void DedicatedState::deviceUpdate(const DeviceBase*, const BufferStorage*)
{
std::fill(mCurrentGains.begin(), mCurrentGains.end(), 0.0f);
}
void DedicatedState::update(const ContextBase*, const EffectSlot *slot,
const EffectProps *props, const EffectTarget target)
{
std::fill(mTargetGains.begin(), mTargetGains.end(), 0.0f);
const float Gain{slot->Gain * std::get<DedicatedDialogProps>(*props).Gain};
/* Dialog goes to the front-center speaker if it exists, otherwise it plays
* from the front-center location.
*/
const size_t idx{target.RealOut ? target.RealOut->ChannelIndex[FrontCenter]
: InvalidChannelIndex};
if(idx != InvalidChannelIndex)
{
mOutTarget = target.RealOut->Buffer;
mTargetGains[idx] = Gain;
}
else
{
static constexpr auto coeffs = CalcDirectionCoeffs(std::array{0.0f, 0.0f, -1.0f});
mOutTarget = target.Main->Buffer;
ComputePanGains(target.Main, coeffs, Gain, mTargetGains);
}
}
void DedicatedLfeState::update(const ContextBase*, const EffectSlot *slot,
const EffectProps *props, const EffectTarget target)
{
std::fill(mTargetGains.begin(), mTargetGains.end(), 0.0f);
const float Gain{slot->Gain * std::get<DedicatedLfeProps>(*props).Gain};
const size_t idx{target.RealOut ? target.RealOut->ChannelIndex[LFE] : InvalidChannelIndex};
if(idx != InvalidChannelIndex)
{
mOutTarget = target.RealOut->Buffer;
mTargetGains[idx] = Gain;
}
}
void DedicatedState::process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn, const al::span<FloatBufferLine> samplesOut)
{
MixSamples({samplesIn[0].data(), samplesToDo}, samplesOut, mCurrentGains.data(),
mTargetGains.data(), samplesToDo, 0);
}
struct DedicatedDialogStateFactory final : public EffectStateFactory {
al::intrusive_ptr<EffectState> create() override
{ return al::intrusive_ptr<EffectState>{new DedicatedState{}}; }
};
struct DedicatedLfeStateFactory final : public EffectStateFactory {
al::intrusive_ptr<EffectState> create() override
{ return al::intrusive_ptr<EffectState>{new DedicatedLfeState{}}; }
};
} // namespace
EffectStateFactory *DedicatedDialogStateFactory_getFactory()
{
static DedicatedDialogStateFactory DedicatedFactory{};
return &DedicatedFactory;
}
EffectStateFactory *DedicatedLfeStateFactory_getFactory()
{
static DedicatedLfeStateFactory DedicatedFactory{};
return &DedicatedFactory;
}
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