alEffect.c 26 KB

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  1. /**
  2. * OpenAL cross platform audio library
  3. * Copyright (C) 1999-2007 by authors.
  4. * This library is free software; you can redistribute it and/or
  5. * modify it under the terms of the GNU Library General Public
  6. * License as published by the Free Software Foundation; either
  7. * version 2 of the License, or (at your option) any later version.
  8. *
  9. * This library is distributed in the hope that it will be useful,
  10. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  12. * Library General Public License for more details.
  13. *
  14. * You should have received a copy of the GNU Library General Public
  15. * License along with this library; if not, write to the
  16. * Free Software Foundation, Inc.,
  17. * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
  18. * Or go to http://www.gnu.org/copyleft/lgpl.html
  19. */
  20. #include "config.h"
  21. #include <stdlib.h>
  22. #include <math.h>
  23. #include <float.h>
  24. #include "AL/al.h"
  25. #include "AL/alc.h"
  26. #include "alMain.h"
  27. #include "alEffect.h"
  28. #include "alError.h"
  29. extern inline void LockEffectList(ALCdevice *device);
  30. extern inline void UnlockEffectList(ALCdevice *device);
  31. extern inline ALboolean IsReverbEffect(ALenum type);
  32. const struct EffectList EffectList[EFFECTLIST_SIZE] = {
  33. { "eaxreverb", EAXREVERB_EFFECT, AL_EFFECT_EAXREVERB },
  34. { "reverb", REVERB_EFFECT, AL_EFFECT_REVERB },
  35. { "chorus", CHORUS_EFFECT, AL_EFFECT_CHORUS },
  36. { "compressor", COMPRESSOR_EFFECT, AL_EFFECT_COMPRESSOR },
  37. { "distortion", DISTORTION_EFFECT, AL_EFFECT_DISTORTION },
  38. { "echo", ECHO_EFFECT, AL_EFFECT_ECHO },
  39. { "equalizer", EQUALIZER_EFFECT, AL_EFFECT_EQUALIZER },
  40. { "flanger", FLANGER_EFFECT, AL_EFFECT_FLANGER },
  41. { "modulator", MODULATOR_EFFECT, AL_EFFECT_RING_MODULATOR },
  42. { "pshifter", PSHIFTER_EFFECT, AL_EFFECT_PITCH_SHIFTER },
  43. { "dedicated", DEDICATED_EFFECT, AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT },
  44. { "dedicated", DEDICATED_EFFECT, AL_EFFECT_DEDICATED_DIALOGUE },
  45. };
  46. ALboolean DisabledEffects[MAX_EFFECTS];
  47. static ALeffect *AllocEffect(ALCcontext *context);
  48. static void FreeEffect(ALCdevice *device, ALeffect *effect);
  49. static void InitEffectParams(ALeffect *effect, ALenum type);
  50. static inline ALeffect *LookupEffect(ALCdevice *device, ALuint id)
  51. {
  52. EffectSubList *sublist;
  53. ALuint lidx = (id-1) >> 6;
  54. ALsizei slidx = (id-1) & 0x3f;
  55. if(UNLIKELY(lidx >= VECTOR_SIZE(device->EffectList)))
  56. return NULL;
  57. sublist = &VECTOR_ELEM(device->EffectList, lidx);
  58. if(UNLIKELY(sublist->FreeMask & (U64(1)<<slidx)))
  59. return NULL;
  60. return sublist->Effects + slidx;
  61. }
  62. AL_API ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects)
  63. {
  64. ALCcontext *context;
  65. ALsizei cur;
  66. context = GetContextRef();
  67. if(!context) return;
  68. if(!(n >= 0))
  69. alSetError(context, AL_INVALID_VALUE, "Generating %d effects", n);
  70. else for(cur = 0;cur < n;cur++)
  71. {
  72. ALeffect *effect = AllocEffect(context);
  73. if(!effect)
  74. {
  75. alDeleteEffects(cur, effects);
  76. break;
  77. }
  78. effects[cur] = effect->id;
  79. }
  80. ALCcontext_DecRef(context);
  81. }
  82. AL_API ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects)
  83. {
  84. ALCdevice *device;
  85. ALCcontext *context;
  86. ALeffect *effect;
  87. ALsizei i;
  88. context = GetContextRef();
  89. if(!context) return;
  90. device = context->Device;
  91. LockEffectList(device);
  92. if(!(n >= 0))
  93. SETERR_GOTO(context, AL_INVALID_VALUE, done, "Deleting %d effects", n);
  94. for(i = 0;i < n;i++)
  95. {
  96. if(effects[i] && LookupEffect(device, effects[i]) == NULL)
  97. SETERR_GOTO(context, AL_INVALID_NAME, done, "Invalid effect ID %u", effects[i]);
  98. }
  99. for(i = 0;i < n;i++)
  100. {
  101. if((effect=LookupEffect(device, effects[i])) != NULL)
  102. FreeEffect(device, effect);
  103. }
  104. done:
  105. UnlockEffectList(device);
  106. ALCcontext_DecRef(context);
  107. }
  108. AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect)
  109. {
  110. ALCcontext *Context;
  111. ALboolean result;
  112. Context = GetContextRef();
  113. if(!Context) return AL_FALSE;
  114. LockEffectList(Context->Device);
  115. result = ((!effect || LookupEffect(Context->Device, effect)) ?
  116. AL_TRUE : AL_FALSE);
  117. UnlockEffectList(Context->Device);
  118. ALCcontext_DecRef(Context);
  119. return result;
  120. }
  121. AL_API ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint value)
  122. {
  123. ALCcontext *Context;
  124. ALCdevice *Device;
  125. ALeffect *ALEffect;
  126. Context = GetContextRef();
  127. if(!Context) return;
  128. Device = Context->Device;
  129. LockEffectList(Device);
  130. if((ALEffect=LookupEffect(Device, effect)) == NULL)
  131. alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
  132. else
  133. {
  134. if(param == AL_EFFECT_TYPE)
  135. {
  136. ALboolean isOk = (value == AL_EFFECT_NULL);
  137. ALint i;
  138. for(i = 0;!isOk && i < EFFECTLIST_SIZE;i++)
  139. {
  140. if(value == EffectList[i].val &&
  141. !DisabledEffects[EffectList[i].type])
  142. isOk = AL_TRUE;
  143. }
  144. if(isOk)
  145. InitEffectParams(ALEffect, value);
  146. else
  147. alSetError(Context, AL_INVALID_VALUE, "Effect type 0x%04x not supported", value);
  148. }
  149. else
  150. {
  151. /* Call the appropriate handler */
  152. ALeffect_setParami(ALEffect, Context, param, value);
  153. }
  154. }
  155. UnlockEffectList(Device);
  156. ALCcontext_DecRef(Context);
  157. }
  158. AL_API ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, const ALint *values)
  159. {
  160. ALCcontext *Context;
  161. ALCdevice *Device;
  162. ALeffect *ALEffect;
  163. switch(param)
  164. {
  165. case AL_EFFECT_TYPE:
  166. alEffecti(effect, param, values[0]);
  167. return;
  168. }
  169. Context = GetContextRef();
  170. if(!Context) return;
  171. Device = Context->Device;
  172. LockEffectList(Device);
  173. if((ALEffect=LookupEffect(Device, effect)) == NULL)
  174. alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
  175. else
  176. {
  177. /* Call the appropriate handler */
  178. ALeffect_setParamiv(ALEffect, Context, param, values);
  179. }
  180. UnlockEffectList(Device);
  181. ALCcontext_DecRef(Context);
  182. }
  183. AL_API ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat value)
  184. {
  185. ALCcontext *Context;
  186. ALCdevice *Device;
  187. ALeffect *ALEffect;
  188. Context = GetContextRef();
  189. if(!Context) return;
  190. Device = Context->Device;
  191. LockEffectList(Device);
  192. if((ALEffect=LookupEffect(Device, effect)) == NULL)
  193. alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
  194. else
  195. {
  196. /* Call the appropriate handler */
  197. ALeffect_setParamf(ALEffect, Context, param, value);
  198. }
  199. UnlockEffectList(Device);
  200. ALCcontext_DecRef(Context);
  201. }
  202. AL_API ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *values)
  203. {
  204. ALCcontext *Context;
  205. ALCdevice *Device;
  206. ALeffect *ALEffect;
  207. Context = GetContextRef();
  208. if(!Context) return;
  209. Device = Context->Device;
  210. LockEffectList(Device);
  211. if((ALEffect=LookupEffect(Device, effect)) == NULL)
  212. alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
  213. else
  214. {
  215. /* Call the appropriate handler */
  216. ALeffect_setParamfv(ALEffect, Context, param, values);
  217. }
  218. UnlockEffectList(Device);
  219. ALCcontext_DecRef(Context);
  220. }
  221. AL_API ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *value)
  222. {
  223. ALCcontext *Context;
  224. ALCdevice *Device;
  225. ALeffect *ALEffect;
  226. Context = GetContextRef();
  227. if(!Context) return;
  228. Device = Context->Device;
  229. LockEffectList(Device);
  230. if((ALEffect=LookupEffect(Device, effect)) == NULL)
  231. alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
  232. else
  233. {
  234. if(param == AL_EFFECT_TYPE)
  235. *value = ALEffect->type;
  236. else
  237. {
  238. /* Call the appropriate handler */
  239. ALeffect_getParami(ALEffect, Context, param, value);
  240. }
  241. }
  242. UnlockEffectList(Device);
  243. ALCcontext_DecRef(Context);
  244. }
  245. AL_API ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *values)
  246. {
  247. ALCcontext *Context;
  248. ALCdevice *Device;
  249. ALeffect *ALEffect;
  250. switch(param)
  251. {
  252. case AL_EFFECT_TYPE:
  253. alGetEffecti(effect, param, values);
  254. return;
  255. }
  256. Context = GetContextRef();
  257. if(!Context) return;
  258. Device = Context->Device;
  259. LockEffectList(Device);
  260. if((ALEffect=LookupEffect(Device, effect)) == NULL)
  261. alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
  262. else
  263. {
  264. /* Call the appropriate handler */
  265. ALeffect_getParamiv(ALEffect, Context, param, values);
  266. }
  267. UnlockEffectList(Device);
  268. ALCcontext_DecRef(Context);
  269. }
  270. AL_API ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *value)
  271. {
  272. ALCcontext *Context;
  273. ALCdevice *Device;
  274. ALeffect *ALEffect;
  275. Context = GetContextRef();
  276. if(!Context) return;
  277. Device = Context->Device;
  278. LockEffectList(Device);
  279. if((ALEffect=LookupEffect(Device, effect)) == NULL)
  280. alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
  281. else
  282. {
  283. /* Call the appropriate handler */
  284. ALeffect_getParamf(ALEffect, Context, param, value);
  285. }
  286. UnlockEffectList(Device);
  287. ALCcontext_DecRef(Context);
  288. }
  289. AL_API ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *values)
  290. {
  291. ALCcontext *Context;
  292. ALCdevice *Device;
  293. ALeffect *ALEffect;
  294. Context = GetContextRef();
  295. if(!Context) return;
  296. Device = Context->Device;
  297. LockEffectList(Device);
  298. if((ALEffect=LookupEffect(Device, effect)) == NULL)
  299. alSetError(Context, AL_INVALID_NAME, "Invalid effect ID %u", effect);
  300. else
  301. {
  302. /* Call the appropriate handler */
  303. ALeffect_getParamfv(ALEffect, Context, param, values);
  304. }
  305. UnlockEffectList(Device);
  306. ALCcontext_DecRef(Context);
  307. }
  308. void InitEffect(ALeffect *effect)
  309. {
  310. InitEffectParams(effect, AL_EFFECT_NULL);
  311. }
  312. static ALeffect *AllocEffect(ALCcontext *context)
  313. {
  314. ALCdevice *device = context->Device;
  315. EffectSubList *sublist, *subend;
  316. ALeffect *effect = NULL;
  317. ALsizei lidx = 0;
  318. ALsizei slidx;
  319. almtx_lock(&device->EffectLock);
  320. sublist = VECTOR_BEGIN(device->EffectList);
  321. subend = VECTOR_END(device->EffectList);
  322. for(;sublist != subend;++sublist)
  323. {
  324. if(sublist->FreeMask)
  325. {
  326. slidx = CTZ64(sublist->FreeMask);
  327. effect = sublist->Effects + slidx;
  328. break;
  329. }
  330. ++lidx;
  331. }
  332. if(UNLIKELY(!effect))
  333. {
  334. const EffectSubList empty_sublist = { 0, NULL };
  335. /* Don't allocate so many list entries that the 32-bit ID could
  336. * overflow...
  337. */
  338. if(UNLIKELY(VECTOR_SIZE(device->EffectList) >= 1<<25))
  339. {
  340. almtx_unlock(&device->EffectLock);
  341. alSetError(context, AL_OUT_OF_MEMORY, "Too many effects allocated");
  342. return NULL;
  343. }
  344. lidx = (ALsizei)VECTOR_SIZE(device->EffectList);
  345. VECTOR_PUSH_BACK(device->EffectList, empty_sublist);
  346. sublist = &VECTOR_BACK(device->EffectList);
  347. sublist->FreeMask = ~U64(0);
  348. sublist->Effects = al_calloc(16, sizeof(ALeffect)*64);
  349. if(UNLIKELY(!sublist->Effects))
  350. {
  351. VECTOR_POP_BACK(device->EffectList);
  352. almtx_unlock(&device->EffectLock);
  353. alSetError(context, AL_OUT_OF_MEMORY, "Failed to allocate effect batch");
  354. return NULL;
  355. }
  356. slidx = 0;
  357. effect = sublist->Effects + slidx;
  358. }
  359. memset(effect, 0, sizeof(*effect));
  360. InitEffectParams(effect, AL_EFFECT_NULL);
  361. /* Add 1 to avoid effect ID 0. */
  362. effect->id = ((lidx<<6) | slidx) + 1;
  363. sublist->FreeMask &= ~(U64(1)<<slidx);
  364. almtx_unlock(&device->EffectLock);
  365. return effect;
  366. }
  367. static void FreeEffect(ALCdevice *device, ALeffect *effect)
  368. {
  369. ALuint id = effect->id - 1;
  370. ALsizei lidx = id >> 6;
  371. ALsizei slidx = id & 0x3f;
  372. memset(effect, 0, sizeof(*effect));
  373. VECTOR_ELEM(device->EffectList, lidx).FreeMask |= U64(1) << slidx;
  374. }
  375. void ReleaseALEffects(ALCdevice *device)
  376. {
  377. EffectSubList *sublist = VECTOR_BEGIN(device->EffectList);
  378. EffectSubList *subend = VECTOR_END(device->EffectList);
  379. size_t leftover = 0;
  380. for(;sublist != subend;++sublist)
  381. {
  382. ALuint64 usemask = ~sublist->FreeMask;
  383. while(usemask)
  384. {
  385. ALsizei idx = CTZ64(usemask);
  386. ALeffect *effect = sublist->Effects + idx;
  387. memset(effect, 0, sizeof(*effect));
  388. ++leftover;
  389. usemask &= ~(U64(1) << idx);
  390. }
  391. sublist->FreeMask = ~usemask;
  392. }
  393. if(leftover > 0)
  394. WARN("(%p) Deleted "SZFMT" Effect%s\n", device, leftover, (leftover==1)?"":"s");
  395. }
  396. static void InitEffectParams(ALeffect *effect, ALenum type)
  397. {
  398. switch(type)
  399. {
  400. case AL_EFFECT_EAXREVERB:
  401. effect->Props.Reverb.Density = AL_EAXREVERB_DEFAULT_DENSITY;
  402. effect->Props.Reverb.Diffusion = AL_EAXREVERB_DEFAULT_DIFFUSION;
  403. effect->Props.Reverb.Gain = AL_EAXREVERB_DEFAULT_GAIN;
  404. effect->Props.Reverb.GainHF = AL_EAXREVERB_DEFAULT_GAINHF;
  405. effect->Props.Reverb.GainLF = AL_EAXREVERB_DEFAULT_GAINLF;
  406. effect->Props.Reverb.DecayTime = AL_EAXREVERB_DEFAULT_DECAY_TIME;
  407. effect->Props.Reverb.DecayHFRatio = AL_EAXREVERB_DEFAULT_DECAY_HFRATIO;
  408. effect->Props.Reverb.DecayLFRatio = AL_EAXREVERB_DEFAULT_DECAY_LFRATIO;
  409. effect->Props.Reverb.ReflectionsGain = AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN;
  410. effect->Props.Reverb.ReflectionsDelay = AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY;
  411. effect->Props.Reverb.ReflectionsPan[0] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ;
  412. effect->Props.Reverb.ReflectionsPan[1] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ;
  413. effect->Props.Reverb.ReflectionsPan[2] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ;
  414. effect->Props.Reverb.LateReverbGain = AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN;
  415. effect->Props.Reverb.LateReverbDelay = AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY;
  416. effect->Props.Reverb.LateReverbPan[0] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ;
  417. effect->Props.Reverb.LateReverbPan[1] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ;
  418. effect->Props.Reverb.LateReverbPan[2] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ;
  419. effect->Props.Reverb.EchoTime = AL_EAXREVERB_DEFAULT_ECHO_TIME;
  420. effect->Props.Reverb.EchoDepth = AL_EAXREVERB_DEFAULT_ECHO_DEPTH;
  421. effect->Props.Reverb.ModulationTime = AL_EAXREVERB_DEFAULT_MODULATION_TIME;
  422. effect->Props.Reverb.ModulationDepth = AL_EAXREVERB_DEFAULT_MODULATION_DEPTH;
  423. effect->Props.Reverb.AirAbsorptionGainHF = AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF;
  424. effect->Props.Reverb.HFReference = AL_EAXREVERB_DEFAULT_HFREFERENCE;
  425. effect->Props.Reverb.LFReference = AL_EAXREVERB_DEFAULT_LFREFERENCE;
  426. effect->Props.Reverb.RoomRolloffFactor = AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR;
  427. effect->Props.Reverb.DecayHFLimit = AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT;
  428. effect->vtab = &ALeaxreverb_vtable;
  429. break;
  430. case AL_EFFECT_REVERB:
  431. effect->Props.Reverb.Density = AL_REVERB_DEFAULT_DENSITY;
  432. effect->Props.Reverb.Diffusion = AL_REVERB_DEFAULT_DIFFUSION;
  433. effect->Props.Reverb.Gain = AL_REVERB_DEFAULT_GAIN;
  434. effect->Props.Reverb.GainHF = AL_REVERB_DEFAULT_GAINHF;
  435. effect->Props.Reverb.GainLF = 1.0f;
  436. effect->Props.Reverb.DecayTime = AL_REVERB_DEFAULT_DECAY_TIME;
  437. effect->Props.Reverb.DecayHFRatio = AL_REVERB_DEFAULT_DECAY_HFRATIO;
  438. effect->Props.Reverb.DecayLFRatio = 1.0f;
  439. effect->Props.Reverb.ReflectionsGain = AL_REVERB_DEFAULT_REFLECTIONS_GAIN;
  440. effect->Props.Reverb.ReflectionsDelay = AL_REVERB_DEFAULT_REFLECTIONS_DELAY;
  441. effect->Props.Reverb.ReflectionsPan[0] = 0.0f;
  442. effect->Props.Reverb.ReflectionsPan[1] = 0.0f;
  443. effect->Props.Reverb.ReflectionsPan[2] = 0.0f;
  444. effect->Props.Reverb.LateReverbGain = AL_REVERB_DEFAULT_LATE_REVERB_GAIN;
  445. effect->Props.Reverb.LateReverbDelay = AL_REVERB_DEFAULT_LATE_REVERB_DELAY;
  446. effect->Props.Reverb.LateReverbPan[0] = 0.0f;
  447. effect->Props.Reverb.LateReverbPan[1] = 0.0f;
  448. effect->Props.Reverb.LateReverbPan[2] = 0.0f;
  449. effect->Props.Reverb.EchoTime = 0.25f;
  450. effect->Props.Reverb.EchoDepth = 0.0f;
  451. effect->Props.Reverb.ModulationTime = 0.25f;
  452. effect->Props.Reverb.ModulationDepth = 0.0f;
  453. effect->Props.Reverb.AirAbsorptionGainHF = AL_REVERB_DEFAULT_AIR_ABSORPTION_GAINHF;
  454. effect->Props.Reverb.HFReference = 5000.0f;
  455. effect->Props.Reverb.LFReference = 250.0f;
  456. effect->Props.Reverb.RoomRolloffFactor = AL_REVERB_DEFAULT_ROOM_ROLLOFF_FACTOR;
  457. effect->Props.Reverb.DecayHFLimit = AL_REVERB_DEFAULT_DECAY_HFLIMIT;
  458. effect->vtab = &ALreverb_vtable;
  459. break;
  460. case AL_EFFECT_CHORUS:
  461. effect->Props.Chorus.Waveform = AL_CHORUS_DEFAULT_WAVEFORM;
  462. effect->Props.Chorus.Phase = AL_CHORUS_DEFAULT_PHASE;
  463. effect->Props.Chorus.Rate = AL_CHORUS_DEFAULT_RATE;
  464. effect->Props.Chorus.Depth = AL_CHORUS_DEFAULT_DEPTH;
  465. effect->Props.Chorus.Feedback = AL_CHORUS_DEFAULT_FEEDBACK;
  466. effect->Props.Chorus.Delay = AL_CHORUS_DEFAULT_DELAY;
  467. effect->vtab = &ALchorus_vtable;
  468. break;
  469. case AL_EFFECT_COMPRESSOR:
  470. effect->Props.Compressor.OnOff = AL_COMPRESSOR_DEFAULT_ONOFF;
  471. effect->vtab = &ALcompressor_vtable;
  472. break;
  473. case AL_EFFECT_DISTORTION:
  474. effect->Props.Distortion.Edge = AL_DISTORTION_DEFAULT_EDGE;
  475. effect->Props.Distortion.Gain = AL_DISTORTION_DEFAULT_GAIN;
  476. effect->Props.Distortion.LowpassCutoff = AL_DISTORTION_DEFAULT_LOWPASS_CUTOFF;
  477. effect->Props.Distortion.EQCenter = AL_DISTORTION_DEFAULT_EQCENTER;
  478. effect->Props.Distortion.EQBandwidth = AL_DISTORTION_DEFAULT_EQBANDWIDTH;
  479. effect->vtab = &ALdistortion_vtable;
  480. break;
  481. case AL_EFFECT_ECHO:
  482. effect->Props.Echo.Delay = AL_ECHO_DEFAULT_DELAY;
  483. effect->Props.Echo.LRDelay = AL_ECHO_DEFAULT_LRDELAY;
  484. effect->Props.Echo.Damping = AL_ECHO_DEFAULT_DAMPING;
  485. effect->Props.Echo.Feedback = AL_ECHO_DEFAULT_FEEDBACK;
  486. effect->Props.Echo.Spread = AL_ECHO_DEFAULT_SPREAD;
  487. effect->vtab = &ALecho_vtable;
  488. break;
  489. case AL_EFFECT_EQUALIZER:
  490. effect->Props.Equalizer.LowCutoff = AL_EQUALIZER_DEFAULT_LOW_CUTOFF;
  491. effect->Props.Equalizer.LowGain = AL_EQUALIZER_DEFAULT_LOW_GAIN;
  492. effect->Props.Equalizer.Mid1Center = AL_EQUALIZER_DEFAULT_MID1_CENTER;
  493. effect->Props.Equalizer.Mid1Gain = AL_EQUALIZER_DEFAULT_MID1_GAIN;
  494. effect->Props.Equalizer.Mid1Width = AL_EQUALIZER_DEFAULT_MID1_WIDTH;
  495. effect->Props.Equalizer.Mid2Center = AL_EQUALIZER_DEFAULT_MID2_CENTER;
  496. effect->Props.Equalizer.Mid2Gain = AL_EQUALIZER_DEFAULT_MID2_GAIN;
  497. effect->Props.Equalizer.Mid2Width = AL_EQUALIZER_DEFAULT_MID2_WIDTH;
  498. effect->Props.Equalizer.HighCutoff = AL_EQUALIZER_DEFAULT_HIGH_CUTOFF;
  499. effect->Props.Equalizer.HighGain = AL_EQUALIZER_DEFAULT_HIGH_GAIN;
  500. effect->vtab = &ALequalizer_vtable;
  501. break;
  502. case AL_EFFECT_FLANGER:
  503. effect->Props.Chorus.Waveform = AL_FLANGER_DEFAULT_WAVEFORM;
  504. effect->Props.Chorus.Phase = AL_FLANGER_DEFAULT_PHASE;
  505. effect->Props.Chorus.Rate = AL_FLANGER_DEFAULT_RATE;
  506. effect->Props.Chorus.Depth = AL_FLANGER_DEFAULT_DEPTH;
  507. effect->Props.Chorus.Feedback = AL_FLANGER_DEFAULT_FEEDBACK;
  508. effect->Props.Chorus.Delay = AL_FLANGER_DEFAULT_DELAY;
  509. effect->vtab = &ALflanger_vtable;
  510. break;
  511. case AL_EFFECT_RING_MODULATOR:
  512. effect->Props.Modulator.Frequency = AL_RING_MODULATOR_DEFAULT_FREQUENCY;
  513. effect->Props.Modulator.HighPassCutoff = AL_RING_MODULATOR_DEFAULT_HIGHPASS_CUTOFF;
  514. effect->Props.Modulator.Waveform = AL_RING_MODULATOR_DEFAULT_WAVEFORM;
  515. effect->vtab = &ALmodulator_vtable;
  516. break;
  517. case AL_EFFECT_PITCH_SHIFTER:
  518. effect->Props.Pshifter.CoarseTune = AL_PITCH_SHIFTER_DEFAULT_COARSE_TUNE;
  519. effect->Props.Pshifter.FineTune = AL_PITCH_SHIFTER_DEFAULT_FINE_TUNE;
  520. effect->vtab = &ALpshifter_vtable;
  521. break;
  522. case AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT:
  523. case AL_EFFECT_DEDICATED_DIALOGUE:
  524. effect->Props.Dedicated.Gain = 1.0f;
  525. effect->vtab = &ALdedicated_vtable;
  526. break;
  527. default:
  528. effect->vtab = &ALnull_vtable;
  529. break;
  530. }
  531. effect->type = type;
  532. }
  533. #include "AL/efx-presets.h"
  534. #define DECL(x) { #x, EFX_REVERB_PRESET_##x }
  535. static const struct {
  536. const char name[32];
  537. EFXEAXREVERBPROPERTIES props;
  538. } reverblist[] = {
  539. DECL(GENERIC),
  540. DECL(PADDEDCELL),
  541. DECL(ROOM),
  542. DECL(BATHROOM),
  543. DECL(LIVINGROOM),
  544. DECL(STONEROOM),
  545. DECL(AUDITORIUM),
  546. DECL(CONCERTHALL),
  547. DECL(CAVE),
  548. DECL(ARENA),
  549. DECL(HANGAR),
  550. DECL(CARPETEDHALLWAY),
  551. DECL(HALLWAY),
  552. DECL(STONECORRIDOR),
  553. DECL(ALLEY),
  554. DECL(FOREST),
  555. DECL(CITY),
  556. DECL(MOUNTAINS),
  557. DECL(QUARRY),
  558. DECL(PLAIN),
  559. DECL(PARKINGLOT),
  560. DECL(SEWERPIPE),
  561. DECL(UNDERWATER),
  562. DECL(DRUGGED),
  563. DECL(DIZZY),
  564. DECL(PSYCHOTIC),
  565. DECL(CASTLE_SMALLROOM),
  566. DECL(CASTLE_SHORTPASSAGE),
  567. DECL(CASTLE_MEDIUMROOM),
  568. DECL(CASTLE_LARGEROOM),
  569. DECL(CASTLE_LONGPASSAGE),
  570. DECL(CASTLE_HALL),
  571. DECL(CASTLE_CUPBOARD),
  572. DECL(CASTLE_COURTYARD),
  573. DECL(CASTLE_ALCOVE),
  574. DECL(FACTORY_SMALLROOM),
  575. DECL(FACTORY_SHORTPASSAGE),
  576. DECL(FACTORY_MEDIUMROOM),
  577. DECL(FACTORY_LARGEROOM),
  578. DECL(FACTORY_LONGPASSAGE),
  579. DECL(FACTORY_HALL),
  580. DECL(FACTORY_CUPBOARD),
  581. DECL(FACTORY_COURTYARD),
  582. DECL(FACTORY_ALCOVE),
  583. DECL(ICEPALACE_SMALLROOM),
  584. DECL(ICEPALACE_SHORTPASSAGE),
  585. DECL(ICEPALACE_MEDIUMROOM),
  586. DECL(ICEPALACE_LARGEROOM),
  587. DECL(ICEPALACE_LONGPASSAGE),
  588. DECL(ICEPALACE_HALL),
  589. DECL(ICEPALACE_CUPBOARD),
  590. DECL(ICEPALACE_COURTYARD),
  591. DECL(ICEPALACE_ALCOVE),
  592. DECL(SPACESTATION_SMALLROOM),
  593. DECL(SPACESTATION_SHORTPASSAGE),
  594. DECL(SPACESTATION_MEDIUMROOM),
  595. DECL(SPACESTATION_LARGEROOM),
  596. DECL(SPACESTATION_LONGPASSAGE),
  597. DECL(SPACESTATION_HALL),
  598. DECL(SPACESTATION_CUPBOARD),
  599. DECL(SPACESTATION_ALCOVE),
  600. DECL(WOODEN_SMALLROOM),
  601. DECL(WOODEN_SHORTPASSAGE),
  602. DECL(WOODEN_MEDIUMROOM),
  603. DECL(WOODEN_LARGEROOM),
  604. DECL(WOODEN_LONGPASSAGE),
  605. DECL(WOODEN_HALL),
  606. DECL(WOODEN_CUPBOARD),
  607. DECL(WOODEN_COURTYARD),
  608. DECL(WOODEN_ALCOVE),
  609. DECL(SPORT_EMPTYSTADIUM),
  610. DECL(SPORT_SQUASHCOURT),
  611. DECL(SPORT_SMALLSWIMMINGPOOL),
  612. DECL(SPORT_LARGESWIMMINGPOOL),
  613. DECL(SPORT_GYMNASIUM),
  614. DECL(SPORT_FULLSTADIUM),
  615. DECL(SPORT_STADIUMTANNOY),
  616. DECL(PREFAB_WORKSHOP),
  617. DECL(PREFAB_SCHOOLROOM),
  618. DECL(PREFAB_PRACTISEROOM),
  619. DECL(PREFAB_OUTHOUSE),
  620. DECL(PREFAB_CARAVAN),
  621. DECL(DOME_TOMB),
  622. DECL(PIPE_SMALL),
  623. DECL(DOME_SAINTPAULS),
  624. DECL(PIPE_LONGTHIN),
  625. DECL(PIPE_LARGE),
  626. DECL(PIPE_RESONANT),
  627. DECL(OUTDOORS_BACKYARD),
  628. DECL(OUTDOORS_ROLLINGPLAINS),
  629. DECL(OUTDOORS_DEEPCANYON),
  630. DECL(OUTDOORS_CREEK),
  631. DECL(OUTDOORS_VALLEY),
  632. DECL(MOOD_HEAVEN),
  633. DECL(MOOD_HELL),
  634. DECL(MOOD_MEMORY),
  635. DECL(DRIVING_COMMENTATOR),
  636. DECL(DRIVING_PITGARAGE),
  637. DECL(DRIVING_INCAR_RACER),
  638. DECL(DRIVING_INCAR_SPORTS),
  639. DECL(DRIVING_INCAR_LUXURY),
  640. DECL(DRIVING_FULLGRANDSTAND),
  641. DECL(DRIVING_EMPTYGRANDSTAND),
  642. DECL(DRIVING_TUNNEL),
  643. DECL(CITY_STREETS),
  644. DECL(CITY_SUBWAY),
  645. DECL(CITY_MUSEUM),
  646. DECL(CITY_LIBRARY),
  647. DECL(CITY_UNDERPASS),
  648. DECL(CITY_ABANDONED),
  649. DECL(DUSTYROOM),
  650. DECL(CHAPEL),
  651. DECL(SMALLWATERROOM),
  652. };
  653. #undef DECL
  654. void LoadReverbPreset(const char *name, ALeffect *effect)
  655. {
  656. size_t i;
  657. if(strcasecmp(name, "NONE") == 0)
  658. {
  659. InitEffectParams(effect, AL_EFFECT_NULL);
  660. TRACE("Loading reverb '%s'\n", "NONE");
  661. return;
  662. }
  663. if(!DisabledEffects[EAXREVERB_EFFECT])
  664. InitEffectParams(effect, AL_EFFECT_EAXREVERB);
  665. else if(!DisabledEffects[REVERB_EFFECT])
  666. InitEffectParams(effect, AL_EFFECT_REVERB);
  667. else
  668. InitEffectParams(effect, AL_EFFECT_NULL);
  669. for(i = 0;i < COUNTOF(reverblist);i++)
  670. {
  671. const EFXEAXREVERBPROPERTIES *props;
  672. if(strcasecmp(name, reverblist[i].name) != 0)
  673. continue;
  674. TRACE("Loading reverb '%s'\n", reverblist[i].name);
  675. props = &reverblist[i].props;
  676. effect->Props.Reverb.Density = props->flDensity;
  677. effect->Props.Reverb.Diffusion = props->flDiffusion;
  678. effect->Props.Reverb.Gain = props->flGain;
  679. effect->Props.Reverb.GainHF = props->flGainHF;
  680. effect->Props.Reverb.GainLF = props->flGainLF;
  681. effect->Props.Reverb.DecayTime = props->flDecayTime;
  682. effect->Props.Reverb.DecayHFRatio = props->flDecayHFRatio;
  683. effect->Props.Reverb.DecayLFRatio = props->flDecayLFRatio;
  684. effect->Props.Reverb.ReflectionsGain = props->flReflectionsGain;
  685. effect->Props.Reverb.ReflectionsDelay = props->flReflectionsDelay;
  686. effect->Props.Reverb.ReflectionsPan[0] = props->flReflectionsPan[0];
  687. effect->Props.Reverb.ReflectionsPan[1] = props->flReflectionsPan[1];
  688. effect->Props.Reverb.ReflectionsPan[2] = props->flReflectionsPan[2];
  689. effect->Props.Reverb.LateReverbGain = props->flLateReverbGain;
  690. effect->Props.Reverb.LateReverbDelay = props->flLateReverbDelay;
  691. effect->Props.Reverb.LateReverbPan[0] = props->flLateReverbPan[0];
  692. effect->Props.Reverb.LateReverbPan[1] = props->flLateReverbPan[1];
  693. effect->Props.Reverb.LateReverbPan[2] = props->flLateReverbPan[2];
  694. effect->Props.Reverb.EchoTime = props->flEchoTime;
  695. effect->Props.Reverb.EchoDepth = props->flEchoDepth;
  696. effect->Props.Reverb.ModulationTime = props->flModulationTime;
  697. effect->Props.Reverb.ModulationDepth = props->flModulationDepth;
  698. effect->Props.Reverb.AirAbsorptionGainHF = props->flAirAbsorptionGainHF;
  699. effect->Props.Reverb.HFReference = props->flHFReference;
  700. effect->Props.Reverb.LFReference = props->flLFReference;
  701. effect->Props.Reverb.RoomRolloffFactor = props->flRoomRolloffFactor;
  702. effect->Props.Reverb.DecayHFLimit = props->iDecayHFLimit;
  703. return;
  704. }
  705. WARN("Reverb preset '%s' not found\n", name);
  706. }