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- /*
- * OpenAL Reverb Example
- *
- * Copyright (c) 2012 by Chris Robinson <chris.kcat@gmail.com>
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * of this software and associated documentation files (the "Software"), to deal
- * in the Software without restriction, including without limitation the rights
- * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- * copies of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- * THE SOFTWARE.
- */
-
- /* This file contains an example for applying reverb to a sound. */
-
- #include <stdio.h>
- #include <assert.h>
-
- #include <SDL_sound.h>
-
- #include "AL/al.h"
- #include "AL/alc.h"
- #include "AL/alext.h"
- #include "AL/efx-presets.h"
-
- #include "common/alhelpers.h"
-
-
- /* Effect object functions */
- static LPALGENEFFECTS alGenEffects;
- static LPALDELETEEFFECTS alDeleteEffects;
- static LPALISEFFECT alIsEffect;
- static LPALEFFECTI alEffecti;
- static LPALEFFECTIV alEffectiv;
- static LPALEFFECTF alEffectf;
- static LPALEFFECTFV alEffectfv;
- static LPALGETEFFECTI alGetEffecti;
- static LPALGETEFFECTIV alGetEffectiv;
- static LPALGETEFFECTF alGetEffectf;
- static LPALGETEFFECTFV alGetEffectfv;
-
- /* Auxiliary Effect Slot object functions */
- static LPALGENAUXILIARYEFFECTSLOTS alGenAuxiliaryEffectSlots;
- static LPALDELETEAUXILIARYEFFECTSLOTS alDeleteAuxiliaryEffectSlots;
- static LPALISAUXILIARYEFFECTSLOT alIsAuxiliaryEffectSlot;
- static LPALAUXILIARYEFFECTSLOTI alAuxiliaryEffectSloti;
- static LPALAUXILIARYEFFECTSLOTIV alAuxiliaryEffectSlotiv;
- static LPALAUXILIARYEFFECTSLOTF alAuxiliaryEffectSlotf;
- static LPALAUXILIARYEFFECTSLOTFV alAuxiliaryEffectSlotfv;
- static LPALGETAUXILIARYEFFECTSLOTI alGetAuxiliaryEffectSloti;
- static LPALGETAUXILIARYEFFECTSLOTIV alGetAuxiliaryEffectSlotiv;
- static LPALGETAUXILIARYEFFECTSLOTF alGetAuxiliaryEffectSlotf;
- static LPALGETAUXILIARYEFFECTSLOTFV alGetAuxiliaryEffectSlotfv;
-
-
- /* LoadEffect loads the given reverb properties into a new OpenAL effect
- * object, and returns the new effect ID. */
- static ALuint LoadEffect(const EFXEAXREVERBPROPERTIES *reverb)
- {
- ALuint effect = 0;
- ALenum err;
-
- /* Create the effect object and check if we can do EAX reverb. */
- alGenEffects(1, &effect);
- if(alGetEnumValue("AL_EFFECT_EAXREVERB") != 0)
- {
- printf("Using EAX Reverb\n");
-
- /* EAX Reverb is available. Set the EAX effect type then load the
- * reverb properties. */
- alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
-
- alEffectf(effect, AL_EAXREVERB_DENSITY, reverb->flDensity);
- alEffectf(effect, AL_EAXREVERB_DIFFUSION, reverb->flDiffusion);
- alEffectf(effect, AL_EAXREVERB_GAIN, reverb->flGain);
- alEffectf(effect, AL_EAXREVERB_GAINHF, reverb->flGainHF);
- alEffectf(effect, AL_EAXREVERB_GAINLF, reverb->flGainLF);
- alEffectf(effect, AL_EAXREVERB_DECAY_TIME, reverb->flDecayTime);
- alEffectf(effect, AL_EAXREVERB_DECAY_HFRATIO, reverb->flDecayHFRatio);
- alEffectf(effect, AL_EAXREVERB_DECAY_LFRATIO, reverb->flDecayLFRatio);
- alEffectf(effect, AL_EAXREVERB_REFLECTIONS_GAIN, reverb->flReflectionsGain);
- alEffectf(effect, AL_EAXREVERB_REFLECTIONS_DELAY, reverb->flReflectionsDelay);
- alEffectfv(effect, AL_EAXREVERB_REFLECTIONS_PAN, reverb->flReflectionsPan);
- alEffectf(effect, AL_EAXREVERB_LATE_REVERB_GAIN, reverb->flLateReverbGain);
- alEffectf(effect, AL_EAXREVERB_LATE_REVERB_DELAY, reverb->flLateReverbDelay);
- alEffectfv(effect, AL_EAXREVERB_LATE_REVERB_PAN, reverb->flLateReverbPan);
- alEffectf(effect, AL_EAXREVERB_ECHO_TIME, reverb->flEchoTime);
- alEffectf(effect, AL_EAXREVERB_ECHO_DEPTH, reverb->flEchoDepth);
- alEffectf(effect, AL_EAXREVERB_MODULATION_TIME, reverb->flModulationTime);
- alEffectf(effect, AL_EAXREVERB_MODULATION_DEPTH, reverb->flModulationDepth);
- alEffectf(effect, AL_EAXREVERB_AIR_ABSORPTION_GAINHF, reverb->flAirAbsorptionGainHF);
- alEffectf(effect, AL_EAXREVERB_HFREFERENCE, reverb->flHFReference);
- alEffectf(effect, AL_EAXREVERB_LFREFERENCE, reverb->flLFReference);
- alEffectf(effect, AL_EAXREVERB_ROOM_ROLLOFF_FACTOR, reverb->flRoomRolloffFactor);
- alEffecti(effect, AL_EAXREVERB_DECAY_HFLIMIT, reverb->iDecayHFLimit);
- }
- else
- {
- printf("Using Standard Reverb\n");
-
- /* No EAX Reverb. Set the standard reverb effect type then load the
- * available reverb properties. */
- alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_REVERB);
-
- alEffectf(effect, AL_REVERB_DENSITY, reverb->flDensity);
- alEffectf(effect, AL_REVERB_DIFFUSION, reverb->flDiffusion);
- alEffectf(effect, AL_REVERB_GAIN, reverb->flGain);
- alEffectf(effect, AL_REVERB_GAINHF, reverb->flGainHF);
- alEffectf(effect, AL_REVERB_DECAY_TIME, reverb->flDecayTime);
- alEffectf(effect, AL_REVERB_DECAY_HFRATIO, reverb->flDecayHFRatio);
- alEffectf(effect, AL_REVERB_REFLECTIONS_GAIN, reverb->flReflectionsGain);
- alEffectf(effect, AL_REVERB_REFLECTIONS_DELAY, reverb->flReflectionsDelay);
- alEffectf(effect, AL_REVERB_LATE_REVERB_GAIN, reverb->flLateReverbGain);
- alEffectf(effect, AL_REVERB_LATE_REVERB_DELAY, reverb->flLateReverbDelay);
- alEffectf(effect, AL_REVERB_AIR_ABSORPTION_GAINHF, reverb->flAirAbsorptionGainHF);
- alEffectf(effect, AL_REVERB_ROOM_ROLLOFF_FACTOR, reverb->flRoomRolloffFactor);
- alEffecti(effect, AL_REVERB_DECAY_HFLIMIT, reverb->iDecayHFLimit);
- }
-
- /* Check if an error occured, and clean up if so. */
- err = alGetError();
- if(err != AL_NO_ERROR)
- {
- fprintf(stderr, "OpenAL error: %s\n", alGetString(err));
- if(alIsEffect(effect))
- alDeleteEffects(1, &effect);
- return 0;
- }
-
- return effect;
- }
-
-
- /* LoadBuffer loads the named audio file into an OpenAL buffer object, and
- * returns the new buffer ID.
- */
- static ALuint LoadSound(const char *filename)
- {
- Sound_Sample *sample;
- ALenum err, format;
- ALuint buffer;
- Uint32 slen;
-
- /* Open the audio file */
- sample = Sound_NewSampleFromFile(filename, NULL, 65536);
- if(!sample)
- {
- fprintf(stderr, "Could not open audio in %s\n", filename);
- return 0;
- }
-
- /* Get the sound format, and figure out the OpenAL format */
- if(sample->actual.channels == 1)
- {
- if(sample->actual.format == AUDIO_U8)
- format = AL_FORMAT_MONO8;
- else if(sample->actual.format == AUDIO_S16SYS)
- format = AL_FORMAT_MONO16;
- else
- {
- fprintf(stderr, "Unsupported sample format: 0x%04x\n", sample->actual.format);
- Sound_FreeSample(sample);
- return 0;
- }
- }
- else if(sample->actual.channels == 2)
- {
- if(sample->actual.format == AUDIO_U8)
- format = AL_FORMAT_STEREO8;
- else if(sample->actual.format == AUDIO_S16SYS)
- format = AL_FORMAT_STEREO16;
- else
- {
- fprintf(stderr, "Unsupported sample format: 0x%04x\n", sample->actual.format);
- Sound_FreeSample(sample);
- return 0;
- }
- }
- else
- {
- fprintf(stderr, "Unsupported channel count: %d\n", sample->actual.channels);
- Sound_FreeSample(sample);
- return 0;
- }
-
- /* Decode the whole audio stream to a buffer. */
- slen = Sound_DecodeAll(sample);
- if(!sample->buffer || slen == 0)
- {
- fprintf(stderr, "Failed to read audio from %s\n", filename);
- Sound_FreeSample(sample);
- return 0;
- }
-
- /* Buffer the audio data into a new buffer object, then free the data and
- * close the file. */
- buffer = 0;
- alGenBuffers(1, &buffer);
- alBufferData(buffer, format, sample->buffer, slen, sample->actual.rate);
- Sound_FreeSample(sample);
-
- /* Check if an error occured, and clean up if so. */
- err = alGetError();
- if(err != AL_NO_ERROR)
- {
- fprintf(stderr, "OpenAL Error: %s\n", alGetString(err));
- if(buffer && alIsBuffer(buffer))
- alDeleteBuffers(1, &buffer);
- return 0;
- }
-
- return buffer;
- }
-
-
- int main(int argc, char **argv)
- {
- EFXEAXREVERBPROPERTIES reverb = EFX_REVERB_PRESET_GENERIC;
- ALuint source, buffer, effect, slot;
- ALenum state;
-
- /* Print out usage if no arguments were specified */
- if(argc < 2)
- {
- fprintf(stderr, "Usage: %s [-device <name] <filename>\n", argv[0]);
- return 1;
- }
-
- /* Initialize OpenAL, and check for EFX support. */
- argv++; argc--;
- if(InitAL(&argv, &argc) != 0)
- return 1;
-
- if(!alcIsExtensionPresent(alcGetContextsDevice(alcGetCurrentContext()), "ALC_EXT_EFX"))
- {
- fprintf(stderr, "Error: EFX not supported\n");
- CloseAL();
- return 1;
- }
-
- /* Define a macro to help load the function pointers. */
- #define LOAD_PROC(x) ((x) = alGetProcAddress(#x))
- LOAD_PROC(alGenEffects);
- LOAD_PROC(alDeleteEffects);
- LOAD_PROC(alIsEffect);
- LOAD_PROC(alEffecti);
- LOAD_PROC(alEffectiv);
- LOAD_PROC(alEffectf);
- LOAD_PROC(alEffectfv);
- LOAD_PROC(alGetEffecti);
- LOAD_PROC(alGetEffectiv);
- LOAD_PROC(alGetEffectf);
- LOAD_PROC(alGetEffectfv);
-
- LOAD_PROC(alGenAuxiliaryEffectSlots);
- LOAD_PROC(alDeleteAuxiliaryEffectSlots);
- LOAD_PROC(alIsAuxiliaryEffectSlot);
- LOAD_PROC(alAuxiliaryEffectSloti);
- LOAD_PROC(alAuxiliaryEffectSlotiv);
- LOAD_PROC(alAuxiliaryEffectSlotf);
- LOAD_PROC(alAuxiliaryEffectSlotfv);
- LOAD_PROC(alGetAuxiliaryEffectSloti);
- LOAD_PROC(alGetAuxiliaryEffectSlotiv);
- LOAD_PROC(alGetAuxiliaryEffectSlotf);
- LOAD_PROC(alGetAuxiliaryEffectSlotfv);
- #undef LOAD_PROC
-
- /* Initialize SDL_sound. */
- Sound_Init();
-
- /* Load the sound into a buffer. */
- buffer = LoadSound(argv[0]);
- if(!buffer)
- {
- CloseAL();
- Sound_Quit();
- return 1;
- }
-
- /* Load the reverb into an effect. */
- effect = LoadEffect(&reverb);
- if(!effect)
- {
- alDeleteBuffers(1, &buffer);
- Sound_Quit();
- CloseAL();
- return 1;
- }
-
- /* Create the effect slot object. This is what "plays" an effect on sources
- * that connect to it. */
- slot = 0;
- alGenAuxiliaryEffectSlots(1, &slot);
-
- /* Tell the effect slot to use the loaded effect object. Note that the this
- * effectively copies the effect properties. You can modify or delete the
- * effect object afterward without affecting the effect slot.
- */
- alAuxiliaryEffectSloti(slot, AL_EFFECTSLOT_EFFECT, effect);
- assert(alGetError()==AL_NO_ERROR && "Failed to set effect slot");
-
- /* Create the source to play the sound with. */
- source = 0;
- alGenSources(1, &source);
- alSourcei(source, AL_BUFFER, buffer);
-
- /* Connect the source to the effect slot. This tells the source to use the
- * effect slot 'slot', on send #0 with the AL_FILTER_NULL filter object.
- */
- alSource3i(source, AL_AUXILIARY_SEND_FILTER, slot, 0, AL_FILTER_NULL);
- assert(alGetError()==AL_NO_ERROR && "Failed to setup sound source");
-
- /* Play the sound until it finishes. */
- alSourcePlay(source);
- do {
- al_nssleep(10000000);
- alGetSourcei(source, AL_SOURCE_STATE, &state);
- } while(alGetError() == AL_NO_ERROR && state == AL_PLAYING);
-
- /* All done. Delete resources, and close down SDL_sound and OpenAL. */
- alDeleteSources(1, &source);
- alDeleteAuxiliaryEffectSlots(1, &slot);
- alDeleteEffects(1, &effect);
- alDeleteBuffers(1, &buffer);
-
- Sound_Quit();
- CloseAL();
-
- return 0;
- }
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