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#ifndef EFFECTSLOT_H
#define EFFECTSLOT_H
#include <atomic.h>
#include "almalloc.h"
#include "alcmain.h"
#include "effects/base.h"
#include "intrusive_ptr.h"
struct EffectSlot;
struct WetBuffer;
using EffectSlotArray = al::FlexArray<EffectSlot*>;
enum class EffectSlotType : unsigned char {
None,
Reverb,
Chorus,
Distortion,
Echo,
Flanger,
FrequencyShifter,
VocalMorpher,
PitchShifter,
RingModulator,
Autowah,
Compressor,
Equalizer,
EAXReverb,
DedicatedLFE,
DedicatedDialog,
Convolution
};
struct EffectSlotProps {
float Gain;
bool AuxSendAuto;
EffectSlot *Target;
EffectSlotType Type;
EffectProps Props;
al::intrusive_ptr<EffectState> State;
std::atomic<EffectSlotProps*> next;
DEF_NEWDEL(EffectSlotProps)
};
struct EffectSlot {
std::atomic<EffectSlotProps*> Update{nullptr};
/* 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.
*/
MixParams Wet;
float Gain{1.0f};
bool AuxSendAuto{true};
EffectSlot *Target{nullptr};
EffectSlotType EffectType{EffectSlotType::None};
EffectProps mEffectProps{};
EffectState *mEffectState{nullptr};
float RoomRolloff{0.0f}; /* Added to the source's room rolloff, not multiplied. */
float DecayTime{0.0f};
float DecayLFRatio{0.0f};
float DecayHFRatio{0.0f};
bool DecayHFLimit{false};
float AirAbsorptionGainHF{1.0f};
/* Mixing buffer used by the Wet mix. */
WetBuffer *mWetBuffer{nullptr};
~EffectSlot();
static EffectSlotArray *CreatePtrArray(size_t count) noexcept;
DISABLE_ALLOC()
};
#endif /* EFFECTSLOT_H */
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