#include "config.h" #include #include "AL/al.h" #include "AL/efx.h" #include "alc/effects/base.h" #include "effects.h" #ifdef ALSOFT_EAX #include #include "alnumeric.h" #include "AL/efx-presets.h" #include "al/eax_exception.h" #include "al/eax_utils.h" #endif // ALSOFT_EAX namespace { void Reverb_setParami(EffectProps *props, ALenum param, int val) { switch(param) { case AL_EAXREVERB_DECAY_HFLIMIT: if(!(val >= AL_EAXREVERB_MIN_DECAY_HFLIMIT && val <= AL_EAXREVERB_MAX_DECAY_HFLIMIT)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb decay hflimit out of range"}; props->Reverb.DecayHFLimit = val != AL_FALSE; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid EAX reverb integer property 0x%04x", param}; } } void Reverb_setParamiv(EffectProps *props, ALenum param, const int *vals) { Reverb_setParami(props, param, vals[0]); } void Reverb_setParamf(EffectProps *props, ALenum param, float val) { switch(param) { case AL_EAXREVERB_DENSITY: if(!(val >= AL_EAXREVERB_MIN_DENSITY && val <= AL_EAXREVERB_MAX_DENSITY)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb density out of range"}; props->Reverb.Density = val; break; case AL_EAXREVERB_DIFFUSION: if(!(val >= AL_EAXREVERB_MIN_DIFFUSION && val <= AL_EAXREVERB_MAX_DIFFUSION)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb diffusion out of range"}; props->Reverb.Diffusion = val; break; case AL_EAXREVERB_GAIN: if(!(val >= AL_EAXREVERB_MIN_GAIN && val <= AL_EAXREVERB_MAX_GAIN)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb gain out of range"}; props->Reverb.Gain = val; break; case AL_EAXREVERB_GAINHF: if(!(val >= AL_EAXREVERB_MIN_GAINHF && val <= AL_EAXREVERB_MAX_GAINHF)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb gainhf out of range"}; props->Reverb.GainHF = val; break; case AL_EAXREVERB_GAINLF: if(!(val >= AL_EAXREVERB_MIN_GAINLF && val <= AL_EAXREVERB_MAX_GAINLF)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb gainlf out of range"}; props->Reverb.GainLF = val; break; case AL_EAXREVERB_DECAY_TIME: if(!(val >= AL_EAXREVERB_MIN_DECAY_TIME && val <= AL_EAXREVERB_MAX_DECAY_TIME)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb decay time out of range"}; props->Reverb.DecayTime = val; break; case AL_EAXREVERB_DECAY_HFRATIO: if(!(val >= AL_EAXREVERB_MIN_DECAY_HFRATIO && val <= AL_EAXREVERB_MAX_DECAY_HFRATIO)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb decay hfratio out of range"}; props->Reverb.DecayHFRatio = val; break; case AL_EAXREVERB_DECAY_LFRATIO: if(!(val >= AL_EAXREVERB_MIN_DECAY_LFRATIO && val <= AL_EAXREVERB_MAX_DECAY_LFRATIO)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb decay lfratio out of range"}; props->Reverb.DecayLFRatio = val; break; case AL_EAXREVERB_REFLECTIONS_GAIN: if(!(val >= AL_EAXREVERB_MIN_REFLECTIONS_GAIN && val <= AL_EAXREVERB_MAX_REFLECTIONS_GAIN)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb reflections gain out of range"}; props->Reverb.ReflectionsGain = val; break; case AL_EAXREVERB_REFLECTIONS_DELAY: if(!(val >= AL_EAXREVERB_MIN_REFLECTIONS_DELAY && val <= AL_EAXREVERB_MAX_REFLECTIONS_DELAY)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb reflections delay out of range"}; props->Reverb.ReflectionsDelay = val; break; case AL_EAXREVERB_LATE_REVERB_GAIN: if(!(val >= AL_EAXREVERB_MIN_LATE_REVERB_GAIN && val <= AL_EAXREVERB_MAX_LATE_REVERB_GAIN)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb late reverb gain out of range"}; props->Reverb.LateReverbGain = val; break; case AL_EAXREVERB_LATE_REVERB_DELAY: if(!(val >= AL_EAXREVERB_MIN_LATE_REVERB_DELAY && val <= AL_EAXREVERB_MAX_LATE_REVERB_DELAY)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb late reverb delay out of range"}; props->Reverb.LateReverbDelay = val; break; case AL_EAXREVERB_AIR_ABSORPTION_GAINHF: if(!(val >= AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF && val <= AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb air absorption gainhf out of range"}; props->Reverb.AirAbsorptionGainHF = val; break; case AL_EAXREVERB_ECHO_TIME: if(!(val >= AL_EAXREVERB_MIN_ECHO_TIME && val <= AL_EAXREVERB_MAX_ECHO_TIME)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb echo time out of range"}; props->Reverb.EchoTime = val; break; case AL_EAXREVERB_ECHO_DEPTH: if(!(val >= AL_EAXREVERB_MIN_ECHO_DEPTH && val <= AL_EAXREVERB_MAX_ECHO_DEPTH)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb echo depth out of range"}; props->Reverb.EchoDepth = val; break; case AL_EAXREVERB_MODULATION_TIME: if(!(val >= AL_EAXREVERB_MIN_MODULATION_TIME && val <= AL_EAXREVERB_MAX_MODULATION_TIME)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb modulation time out of range"}; props->Reverb.ModulationTime = val; break; case AL_EAXREVERB_MODULATION_DEPTH: if(!(val >= AL_EAXREVERB_MIN_MODULATION_DEPTH && val <= AL_EAXREVERB_MAX_MODULATION_DEPTH)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb modulation depth out of range"}; props->Reverb.ModulationDepth = val; break; case AL_EAXREVERB_HFREFERENCE: if(!(val >= AL_EAXREVERB_MIN_HFREFERENCE && val <= AL_EAXREVERB_MAX_HFREFERENCE)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb hfreference out of range"}; props->Reverb.HFReference = val; break; case AL_EAXREVERB_LFREFERENCE: if(!(val >= AL_EAXREVERB_MIN_LFREFERENCE && val <= AL_EAXREVERB_MAX_LFREFERENCE)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb lfreference out of range"}; props->Reverb.LFReference = val; break; case AL_EAXREVERB_ROOM_ROLLOFF_FACTOR: if(!(val >= AL_EAXREVERB_MIN_ROOM_ROLLOFF_FACTOR && val <= AL_EAXREVERB_MAX_ROOM_ROLLOFF_FACTOR)) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb room rolloff factor out of range"}; props->Reverb.RoomRolloffFactor = val; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid EAX reverb float property 0x%04x", param}; } } void Reverb_setParamfv(EffectProps *props, ALenum param, const float *vals) { switch(param) { case AL_EAXREVERB_REFLECTIONS_PAN: if(!(std::isfinite(vals[0]) && std::isfinite(vals[1]) && std::isfinite(vals[2]))) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb reflections pan out of range"}; props->Reverb.ReflectionsPan[0] = vals[0]; props->Reverb.ReflectionsPan[1] = vals[1]; props->Reverb.ReflectionsPan[2] = vals[2]; break; case AL_EAXREVERB_LATE_REVERB_PAN: if(!(std::isfinite(vals[0]) && std::isfinite(vals[1]) && std::isfinite(vals[2]))) throw effect_exception{AL_INVALID_VALUE, "EAX Reverb late reverb pan out of range"}; props->Reverb.LateReverbPan[0] = vals[0]; props->Reverb.LateReverbPan[1] = vals[1]; props->Reverb.LateReverbPan[2] = vals[2]; break; default: Reverb_setParamf(props, param, vals[0]); break; } } void Reverb_getParami(const EffectProps *props, ALenum param, int *val) { switch(param) { case AL_EAXREVERB_DECAY_HFLIMIT: *val = props->Reverb.DecayHFLimit; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid EAX reverb integer property 0x%04x", param}; } } void Reverb_getParamiv(const EffectProps *props, ALenum param, int *vals) { Reverb_getParami(props, param, vals); } void Reverb_getParamf(const EffectProps *props, ALenum param, float *val) { switch(param) { case AL_EAXREVERB_DENSITY: *val = props->Reverb.Density; break; case AL_EAXREVERB_DIFFUSION: *val = props->Reverb.Diffusion; break; case AL_EAXREVERB_GAIN: *val = props->Reverb.Gain; break; case AL_EAXREVERB_GAINHF: *val = props->Reverb.GainHF; break; case AL_EAXREVERB_GAINLF: *val = props->Reverb.GainLF; break; case AL_EAXREVERB_DECAY_TIME: *val = props->Reverb.DecayTime; break; case AL_EAXREVERB_DECAY_HFRATIO: *val = props->Reverb.DecayHFRatio; break; case AL_EAXREVERB_DECAY_LFRATIO: *val = props->Reverb.DecayLFRatio; break; case AL_EAXREVERB_REFLECTIONS_GAIN: *val = props->Reverb.ReflectionsGain; break; case AL_EAXREVERB_REFLECTIONS_DELAY: *val = props->Reverb.ReflectionsDelay; break; case AL_EAXREVERB_LATE_REVERB_GAIN: *val = props->Reverb.LateReverbGain; break; case AL_EAXREVERB_LATE_REVERB_DELAY: *val = props->Reverb.LateReverbDelay; break; case AL_EAXREVERB_AIR_ABSORPTION_GAINHF: *val = props->Reverb.AirAbsorptionGainHF; break; case AL_EAXREVERB_ECHO_TIME: *val = props->Reverb.EchoTime; break; case AL_EAXREVERB_ECHO_DEPTH: *val = props->Reverb.EchoDepth; break; case AL_EAXREVERB_MODULATION_TIME: *val = props->Reverb.ModulationTime; break; case AL_EAXREVERB_MODULATION_DEPTH: *val = props->Reverb.ModulationDepth; break; case AL_EAXREVERB_HFREFERENCE: *val = props->Reverb.HFReference; break; case AL_EAXREVERB_LFREFERENCE: *val = props->Reverb.LFReference; break; case AL_EAXREVERB_ROOM_ROLLOFF_FACTOR: *val = props->Reverb.RoomRolloffFactor; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid EAX reverb float property 0x%04x", param}; } } void Reverb_getParamfv(const EffectProps *props, ALenum param, float *vals) { switch(param) { case AL_EAXREVERB_REFLECTIONS_PAN: vals[0] = props->Reverb.ReflectionsPan[0]; vals[1] = props->Reverb.ReflectionsPan[1]; vals[2] = props->Reverb.ReflectionsPan[2]; break; case AL_EAXREVERB_LATE_REVERB_PAN: vals[0] = props->Reverb.LateReverbPan[0]; vals[1] = props->Reverb.LateReverbPan[1]; vals[2] = props->Reverb.LateReverbPan[2]; break; default: Reverb_getParamf(props, param, vals); break; } } EffectProps genDefaultProps() noexcept { EffectProps props{}; props.Reverb.Density = AL_EAXREVERB_DEFAULT_DENSITY; props.Reverb.Diffusion = AL_EAXREVERB_DEFAULT_DIFFUSION; props.Reverb.Gain = AL_EAXREVERB_DEFAULT_GAIN; props.Reverb.GainHF = AL_EAXREVERB_DEFAULT_GAINHF; props.Reverb.GainLF = AL_EAXREVERB_DEFAULT_GAINLF; props.Reverb.DecayTime = AL_EAXREVERB_DEFAULT_DECAY_TIME; props.Reverb.DecayHFRatio = AL_EAXREVERB_DEFAULT_DECAY_HFRATIO; props.Reverb.DecayLFRatio = AL_EAXREVERB_DEFAULT_DECAY_LFRATIO; props.Reverb.ReflectionsGain = AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN; props.Reverb.ReflectionsDelay = AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY; props.Reverb.ReflectionsPan[0] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; props.Reverb.ReflectionsPan[1] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; props.Reverb.ReflectionsPan[2] = AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ; props.Reverb.LateReverbGain = AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN; props.Reverb.LateReverbDelay = AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY; props.Reverb.LateReverbPan[0] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; props.Reverb.LateReverbPan[1] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; props.Reverb.LateReverbPan[2] = AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ; props.Reverb.EchoTime = AL_EAXREVERB_DEFAULT_ECHO_TIME; props.Reverb.EchoDepth = AL_EAXREVERB_DEFAULT_ECHO_DEPTH; props.Reverb.ModulationTime = AL_EAXREVERB_DEFAULT_MODULATION_TIME; props.Reverb.ModulationDepth = AL_EAXREVERB_DEFAULT_MODULATION_DEPTH; props.Reverb.AirAbsorptionGainHF = AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF; props.Reverb.HFReference = AL_EAXREVERB_DEFAULT_HFREFERENCE; props.Reverb.LFReference = AL_EAXREVERB_DEFAULT_LFREFERENCE; props.Reverb.RoomRolloffFactor = AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR; props.Reverb.DecayHFLimit = AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT; return props; } void StdReverb_setParami(EffectProps *props, ALenum param, int val) { switch(param) { case AL_REVERB_DECAY_HFLIMIT: if(!(val >= AL_REVERB_MIN_DECAY_HFLIMIT && val <= AL_REVERB_MAX_DECAY_HFLIMIT)) throw effect_exception{AL_INVALID_VALUE, "Reverb decay hflimit out of range"}; props->Reverb.DecayHFLimit = val != AL_FALSE; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid reverb integer property 0x%04x", param}; } } void StdReverb_setParamiv(EffectProps *props, ALenum param, const int *vals) { StdReverb_setParami(props, param, vals[0]); } void StdReverb_setParamf(EffectProps *props, ALenum param, float val) { switch(param) { case AL_REVERB_DENSITY: if(!(val >= AL_REVERB_MIN_DENSITY && val <= AL_REVERB_MAX_DENSITY)) throw effect_exception{AL_INVALID_VALUE, "Reverb density out of range"}; props->Reverb.Density = val; break; case AL_REVERB_DIFFUSION: if(!(val >= AL_REVERB_MIN_DIFFUSION && val <= AL_REVERB_MAX_DIFFUSION)) throw effect_exception{AL_INVALID_VALUE, "Reverb diffusion out of range"}; props->Reverb.Diffusion = val; break; case AL_REVERB_GAIN: if(!(val >= AL_REVERB_MIN_GAIN && val <= AL_REVERB_MAX_GAIN)) throw effect_exception{AL_INVALID_VALUE, "Reverb gain out of range"}; props->Reverb.Gain = val; break; case AL_REVERB_GAINHF: if(!(val >= AL_REVERB_MIN_GAINHF && val <= AL_REVERB_MAX_GAINHF)) throw effect_exception{AL_INVALID_VALUE, "Reverb gainhf out of range"}; props->Reverb.GainHF = val; break; case AL_REVERB_DECAY_TIME: if(!(val >= AL_REVERB_MIN_DECAY_TIME && val <= AL_REVERB_MAX_DECAY_TIME)) throw effect_exception{AL_INVALID_VALUE, "Reverb decay time out of range"}; props->Reverb.DecayTime = val; break; case AL_REVERB_DECAY_HFRATIO: if(!(val >= AL_REVERB_MIN_DECAY_HFRATIO && val <= AL_REVERB_MAX_DECAY_HFRATIO)) throw effect_exception{AL_INVALID_VALUE, "Reverb decay hfratio out of range"}; props->Reverb.DecayHFRatio = val; break; case AL_REVERB_REFLECTIONS_GAIN: if(!(val >= AL_REVERB_MIN_REFLECTIONS_GAIN && val <= AL_REVERB_MAX_REFLECTIONS_GAIN)) throw effect_exception{AL_INVALID_VALUE, "Reverb reflections gain out of range"}; props->Reverb.ReflectionsGain = val; break; case AL_REVERB_REFLECTIONS_DELAY: if(!(val >= AL_REVERB_MIN_REFLECTIONS_DELAY && val <= AL_REVERB_MAX_REFLECTIONS_DELAY)) throw effect_exception{AL_INVALID_VALUE, "Reverb reflections delay out of range"}; props->Reverb.ReflectionsDelay = val; break; case AL_REVERB_LATE_REVERB_GAIN: if(!(val >= AL_REVERB_MIN_LATE_REVERB_GAIN && val <= AL_REVERB_MAX_LATE_REVERB_GAIN)) throw effect_exception{AL_INVALID_VALUE, "Reverb late reverb gain out of range"}; props->Reverb.LateReverbGain = val; break; case AL_REVERB_LATE_REVERB_DELAY: if(!(val >= AL_REVERB_MIN_LATE_REVERB_DELAY && val <= AL_REVERB_MAX_LATE_REVERB_DELAY)) throw effect_exception{AL_INVALID_VALUE, "Reverb late reverb delay out of range"}; props->Reverb.LateReverbDelay = val; break; case AL_REVERB_AIR_ABSORPTION_GAINHF: if(!(val >= AL_REVERB_MIN_AIR_ABSORPTION_GAINHF && val <= AL_REVERB_MAX_AIR_ABSORPTION_GAINHF)) throw effect_exception{AL_INVALID_VALUE, "Reverb air absorption gainhf out of range"}; props->Reverb.AirAbsorptionGainHF = val; break; case AL_REVERB_ROOM_ROLLOFF_FACTOR: if(!(val >= AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR && val <= AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR)) throw effect_exception{AL_INVALID_VALUE, "Reverb room rolloff factor out of range"}; props->Reverb.RoomRolloffFactor = val; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid reverb float property 0x%04x", param}; } } void StdReverb_setParamfv(EffectProps *props, ALenum param, const float *vals) { StdReverb_setParamf(props, param, vals[0]); } void StdReverb_getParami(const EffectProps *props, ALenum param, int *val) { switch(param) { case AL_REVERB_DECAY_HFLIMIT: *val = props->Reverb.DecayHFLimit; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid reverb integer property 0x%04x", param}; } } void StdReverb_getParamiv(const EffectProps *props, ALenum param, int *vals) { StdReverb_getParami(props, param, vals); } void StdReverb_getParamf(const EffectProps *props, ALenum param, float *val) { switch(param) { case AL_REVERB_DENSITY: *val = props->Reverb.Density; break; case AL_REVERB_DIFFUSION: *val = props->Reverb.Diffusion; break; case AL_REVERB_GAIN: *val = props->Reverb.Gain; break; case AL_REVERB_GAINHF: *val = props->Reverb.GainHF; break; case AL_REVERB_DECAY_TIME: *val = props->Reverb.DecayTime; break; case AL_REVERB_DECAY_HFRATIO: *val = props->Reverb.DecayHFRatio; break; case AL_REVERB_REFLECTIONS_GAIN: *val = props->Reverb.ReflectionsGain; break; case AL_REVERB_REFLECTIONS_DELAY: *val = props->Reverb.ReflectionsDelay; break; case AL_REVERB_LATE_REVERB_GAIN: *val = props->Reverb.LateReverbGain; break; case AL_REVERB_LATE_REVERB_DELAY: *val = props->Reverb.LateReverbDelay; break; case AL_REVERB_AIR_ABSORPTION_GAINHF: *val = props->Reverb.AirAbsorptionGainHF; break; case AL_REVERB_ROOM_ROLLOFF_FACTOR: *val = props->Reverb.RoomRolloffFactor; break; default: throw effect_exception{AL_INVALID_ENUM, "Invalid reverb float property 0x%04x", param}; } } void StdReverb_getParamfv(const EffectProps *props, ALenum param, float *vals) { StdReverb_getParamf(props, param, vals); } EffectProps genDefaultStdProps() noexcept { EffectProps props{}; props.Reverb.Density = AL_REVERB_DEFAULT_DENSITY; props.Reverb.Diffusion = AL_REVERB_DEFAULT_DIFFUSION; props.Reverb.Gain = AL_REVERB_DEFAULT_GAIN; props.Reverb.GainHF = AL_REVERB_DEFAULT_GAINHF; props.Reverb.GainLF = 1.0f; props.Reverb.DecayTime = AL_REVERB_DEFAULT_DECAY_TIME; props.Reverb.DecayHFRatio = AL_REVERB_DEFAULT_DECAY_HFRATIO; props.Reverb.DecayLFRatio = 1.0f; props.Reverb.ReflectionsGain = AL_REVERB_DEFAULT_REFLECTIONS_GAIN; props.Reverb.ReflectionsDelay = AL_REVERB_DEFAULT_REFLECTIONS_DELAY; props.Reverb.ReflectionsPan[0] = 0.0f; props.Reverb.ReflectionsPan[1] = 0.0f; props.Reverb.ReflectionsPan[2] = 0.0f; props.Reverb.LateReverbGain = AL_REVERB_DEFAULT_LATE_REVERB_GAIN; props.Reverb.LateReverbDelay = AL_REVERB_DEFAULT_LATE_REVERB_DELAY; props.Reverb.LateReverbPan[0] = 0.0f; props.Reverb.LateReverbPan[1] = 0.0f; props.Reverb.LateReverbPan[2] = 0.0f; props.Reverb.EchoTime = 0.25f; props.Reverb.EchoDepth = 0.0f; props.Reverb.ModulationTime = 0.25f; props.Reverb.ModulationDepth = 0.0f; props.Reverb.AirAbsorptionGainHF = AL_REVERB_DEFAULT_AIR_ABSORPTION_GAINHF; props.Reverb.HFReference = 5000.0f; props.Reverb.LFReference = 250.0f; props.Reverb.RoomRolloffFactor = AL_REVERB_DEFAULT_ROOM_ROLLOFF_FACTOR; props.Reverb.DecayHFLimit = AL_REVERB_DEFAULT_DECAY_HFLIMIT; return props; } } // namespace DEFINE_ALEFFECT_VTABLE(Reverb); const EffectProps ReverbEffectProps{genDefaultProps()}; DEFINE_ALEFFECT_VTABLE(StdReverb); const EffectProps StdReverbEffectProps{genDefaultStdProps()}; #ifdef ALSOFT_EAX namespace { extern const EFXEAXREVERBPROPERTIES eax_efx_reverb_presets[]; using EaxReverbEffectDirtyFlagsValue = std::uint_least32_t; struct EaxReverbEffectDirtyFlags { using EaxIsBitFieldStruct = bool; EaxReverbEffectDirtyFlagsValue ulEnvironment : 1; EaxReverbEffectDirtyFlagsValue flEnvironmentSize : 1; EaxReverbEffectDirtyFlagsValue flEnvironmentDiffusion : 1; EaxReverbEffectDirtyFlagsValue lRoom : 1; EaxReverbEffectDirtyFlagsValue lRoomHF : 1; EaxReverbEffectDirtyFlagsValue lRoomLF : 1; EaxReverbEffectDirtyFlagsValue flDecayTime : 1; EaxReverbEffectDirtyFlagsValue flDecayHFRatio : 1; EaxReverbEffectDirtyFlagsValue flDecayLFRatio : 1; EaxReverbEffectDirtyFlagsValue lReflections : 1; EaxReverbEffectDirtyFlagsValue flReflectionsDelay : 1; EaxReverbEffectDirtyFlagsValue vReflectionsPan : 1; EaxReverbEffectDirtyFlagsValue lReverb : 1; EaxReverbEffectDirtyFlagsValue flReverbDelay : 1; EaxReverbEffectDirtyFlagsValue vReverbPan : 1; EaxReverbEffectDirtyFlagsValue flEchoTime : 1; EaxReverbEffectDirtyFlagsValue flEchoDepth : 1; EaxReverbEffectDirtyFlagsValue flModulationTime : 1; EaxReverbEffectDirtyFlagsValue flModulationDepth : 1; EaxReverbEffectDirtyFlagsValue flAirAbsorptionHF : 1; EaxReverbEffectDirtyFlagsValue flHFReference : 1; EaxReverbEffectDirtyFlagsValue flLFReference : 1; EaxReverbEffectDirtyFlagsValue flRoomRolloffFactor : 1; EaxReverbEffectDirtyFlagsValue ulFlags : 1; }; // EaxReverbEffectDirtyFlags struct Eax1ReverbEffectDirtyFlags { using EaxIsBitFieldStruct = bool; EaxReverbEffectDirtyFlagsValue ulEnvironment : 1; EaxReverbEffectDirtyFlagsValue flVolume : 1; EaxReverbEffectDirtyFlagsValue flDecayTime : 1; EaxReverbEffectDirtyFlagsValue flDamping : 1; }; // Eax1ReverbEffectDirtyFlags class EaxReverbEffect final : public EaxEffect { public: EaxReverbEffect(); void dispatch(const EaxEaxCall& eax_call) override; // [[nodiscard]] bool apply_deferred() override; private: EAX_REVERBPROPERTIES eax1_{}; EAX_REVERBPROPERTIES eax1_d_{}; Eax1ReverbEffectDirtyFlags eax1_dirty_flags_{}; EAXREVERBPROPERTIES eax_{}; EAXREVERBPROPERTIES eax_d_{}; EaxReverbEffectDirtyFlags eax_dirty_flags_{}; [[noreturn]] static void eax_fail(const char* message); void set_eax_defaults(); void set_efx_density_from_environment_size(); void set_efx_diffusion(); void set_efx_gain(); void set_efx_gain_hf(); void set_efx_gain_lf(); void set_efx_decay_time(); void set_efx_decay_hf_ratio(); void set_efx_decay_lf_ratio(); void set_efx_reflections_gain(); void set_efx_reflections_delay(); void set_efx_reflections_pan(); void set_efx_late_reverb_gain(); void set_efx_late_reverb_delay(); void set_efx_late_reverb_pan(); void set_efx_echo_time(); void set_efx_echo_depth(); void set_efx_modulation_time(); void set_efx_modulation_depth(); void set_efx_air_absorption_gain_hf(); void set_efx_hf_reference(); void set_efx_lf_reference(); void set_efx_room_rolloff_factor(); void set_efx_flags(); void set_efx_defaults(); void v1_get(const EaxEaxCall& eax_call) const; void get_all(const EaxEaxCall& eax_call) const; void get(const EaxEaxCall& eax_call) const; static void v1_validate_environment(unsigned long environment); static void v1_validate_volume(float volume); static void v1_validate_decay_time(float decay_time); static void v1_validate_damping(float damping); static void v1_validate_all(const EAX_REVERBPROPERTIES& all); void v1_defer_environment(unsigned long environment); void v1_defer_volume(float volume); void v1_defer_decay_time(float decay_time); void v1_defer_damping(float damping); void v1_defer_all(const EAX_REVERBPROPERTIES& all); void v1_defer_environment(const EaxEaxCall& eax_call); void v1_defer_volume(const EaxEaxCall& eax_call); void v1_defer_decay_time(const EaxEaxCall& eax_call); void v1_defer_damping(const EaxEaxCall& eax_call); void v1_defer_all(const EaxEaxCall& eax_call); void v1_defer(const EaxEaxCall& eax_call); void v1_set_efx(); static void validate_environment(unsigned long ulEnvironment, int version, bool is_standalone); static void validate_environment_size(float flEnvironmentSize); static void validate_environment_diffusion(float flEnvironmentDiffusion); static void validate_room(long lRoom); static void validate_room_hf(long lRoomHF); static void validate_room_lf(long lRoomLF); static void validate_decay_time(float flDecayTime); static void validate_decay_hf_ratio(float flDecayHFRatio); static void validate_decay_lf_ratio(float flDecayLFRatio); static void validate_reflections(long lReflections); static void validate_reflections_delay(float flReflectionsDelay); static void validate_reflections_pan(const EAXVECTOR& vReflectionsPan); static void validate_reverb(long lReverb); static void validate_reverb_delay(float flReverbDelay); static void validate_reverb_pan(const EAXVECTOR& vReverbPan); static void validate_echo_time(float flEchoTime); static void validate_echo_depth(float flEchoDepth); static void validate_modulation_time(float flModulationTime); static void validate_modulation_depth(float flModulationDepth); static void validate_air_absorbtion_hf(float air_absorbtion_hf); static void validate_hf_reference(float flHFReference); static void validate_lf_reference(float flLFReference); static void validate_room_rolloff_factor(float flRoomRolloffFactor); static void validate_flags(unsigned long ulFlags); static void validate_all(const EAX20LISTENERPROPERTIES& all, int version); static void validate_all(const EAXREVERBPROPERTIES& all, int version); void defer_environment(unsigned long ulEnvironment); void defer_environment_size(float flEnvironmentSize); void defer_environment_diffusion(float flEnvironmentDiffusion); void defer_room(long lRoom); void defer_room_hf(long lRoomHF); void defer_room_lf(long lRoomLF); void defer_decay_time(float flDecayTime); void defer_decay_hf_ratio(float flDecayHFRatio); void defer_decay_lf_ratio(float flDecayLFRatio); void defer_reflections(long lReflections); void defer_reflections_delay(float flReflectionsDelay); void defer_reflections_pan(const EAXVECTOR& vReflectionsPan); void defer_reverb(long lReverb); void defer_reverb_delay(float flReverbDelay); void defer_reverb_pan(const EAXVECTOR& vReverbPan); void defer_echo_time(float flEchoTime); void defer_echo_depth(float flEchoDepth); void defer_modulation_time(float flModulationTime); void defer_modulation_depth(float flModulationDepth); void defer_air_absorbtion_hf(float flAirAbsorptionHF); void defer_hf_reference(float flHFReference); void defer_lf_reference(float flLFReference); void defer_room_rolloff_factor(float flRoomRolloffFactor); void defer_flags(unsigned long ulFlags); void defer_all(const EAX20LISTENERPROPERTIES& all); void defer_all(const EAXREVERBPROPERTIES& all); void defer_environment(const EaxEaxCall& eax_call); void defer_environment_size(const EaxEaxCall& eax_call); void defer_environment_diffusion(const EaxEaxCall& eax_call); void defer_room(const EaxEaxCall& eax_call); void defer_room_hf(const EaxEaxCall& eax_call); void defer_room_lf(const EaxEaxCall& eax_call); void defer_decay_time(const EaxEaxCall& eax_call); void defer_decay_hf_ratio(const EaxEaxCall& eax_call); void defer_decay_lf_ratio(const EaxEaxCall& eax_call); void defer_reflections(const EaxEaxCall& eax_call); void defer_reflections_delay(const EaxEaxCall& eax_call); void defer_reflections_pan(const EaxEaxCall& eax_call); void defer_reverb(const EaxEaxCall& eax_call); void defer_reverb_delay(const EaxEaxCall& eax_call); void defer_reverb_pan(const EaxEaxCall& eax_call); void defer_echo_time(const EaxEaxCall& eax_call); void defer_echo_depth(const EaxEaxCall& eax_call); void defer_modulation_time(const EaxEaxCall& eax_call); void defer_modulation_depth(const EaxEaxCall& eax_call); void defer_air_absorbtion_hf(const EaxEaxCall& eax_call); void defer_hf_reference(const EaxEaxCall& eax_call); void defer_lf_reference(const EaxEaxCall& eax_call); void defer_room_rolloff_factor(const EaxEaxCall& eax_call); void defer_flags(const EaxEaxCall& eax_call); void defer_all(const EaxEaxCall& eax_call); void set(const EaxEaxCall& eax_call); }; // EaxReverbEffect class EaxReverbEffectException : public EaxException { public: explicit EaxReverbEffectException( const char* message) : EaxException{"EAX_REVERB_EFFECT", message} { } }; // EaxReverbEffectException EaxReverbEffect::EaxReverbEffect() : EaxEffect{AL_EFFECT_EAXREVERB} { set_eax_defaults(); set_efx_defaults(); } void EaxReverbEffect::dispatch(const EaxEaxCall& eax_call) { eax_call.is_get() ? get(eax_call) : set(eax_call); } [[noreturn]] void EaxReverbEffect::eax_fail(const char* message) { throw EaxReverbEffectException{message}; } void EaxReverbEffect::set_eax_defaults() { eax1_ = EAX1REVERB_PRESETS[EAX_ENVIRONMENT_GENERIC]; eax1_d_ = eax1_; eax_ = EAXREVERB_PRESETS[EAX_ENVIRONMENT_GENERIC]; /* HACK: EAX2 has a default room volume of -10,000dB (silence), although * newer versions use -1,000dB. What should be happening is properties for * each EAX version is tracked separately, with the last version used for * the properties to apply (presumably v2 or nothing being the default). */ eax_.lRoom = EAXREVERB_MINROOM; eax_d_ = eax_; } void EaxReverbEffect::set_efx_density_from_environment_size() { const auto eax_environment_size = eax_.flEnvironmentSize; const auto efx_density = clamp( (eax_environment_size * eax_environment_size * eax_environment_size) / 16.0F, AL_EAXREVERB_MIN_DENSITY, AL_EAXREVERB_MAX_DENSITY); al_effect_props_.Reverb.Density = efx_density; } void EaxReverbEffect::set_efx_diffusion() { const auto efx_diffusion = clamp( eax_.flEnvironmentDiffusion, AL_EAXREVERB_MIN_DIFFUSION, AL_EAXREVERB_MAX_DIFFUSION); al_effect_props_.Reverb.Diffusion = efx_diffusion; } void EaxReverbEffect::set_efx_gain() { const auto efx_gain = clamp( level_mb_to_gain(static_cast(eax_.lRoom)), AL_EAXREVERB_MIN_GAIN, AL_EAXREVERB_MAX_GAIN); al_effect_props_.Reverb.Gain = efx_gain; } void EaxReverbEffect::set_efx_gain_hf() { const auto efx_gain_hf = clamp( level_mb_to_gain(static_cast(eax_.lRoomHF)), AL_EAXREVERB_MIN_GAINHF, AL_EAXREVERB_MAX_GAINHF); al_effect_props_.Reverb.GainHF = efx_gain_hf; } void EaxReverbEffect::set_efx_gain_lf() { const auto efx_gain_lf = clamp( level_mb_to_gain(static_cast(eax_.lRoomLF)), AL_EAXREVERB_MIN_GAINLF, AL_EAXREVERB_MAX_GAINLF); al_effect_props_.Reverb.GainLF = efx_gain_lf; } void EaxReverbEffect::set_efx_decay_time() { const auto efx_decay_time = clamp( eax_.flDecayTime, AL_EAXREVERB_MIN_DECAY_TIME, AL_EAXREVERB_MAX_DECAY_TIME); al_effect_props_.Reverb.DecayTime = efx_decay_time; } void EaxReverbEffect::set_efx_decay_hf_ratio() { const auto efx_decay_hf_ratio = clamp( eax_.flDecayHFRatio, AL_EAXREVERB_MIN_DECAY_HFRATIO, AL_EAXREVERB_MAX_DECAY_HFRATIO); al_effect_props_.Reverb.DecayHFRatio = efx_decay_hf_ratio; } void EaxReverbEffect::set_efx_decay_lf_ratio() { const auto efx_decay_lf_ratio = clamp( eax_.flDecayLFRatio, AL_EAXREVERB_MIN_DECAY_LFRATIO, AL_EAXREVERB_MAX_DECAY_LFRATIO); al_effect_props_.Reverb.DecayLFRatio = efx_decay_lf_ratio; } void EaxReverbEffect::set_efx_reflections_gain() { const auto efx_reflections_gain = clamp( level_mb_to_gain(static_cast(eax_.lReflections)), AL_EAXREVERB_MIN_REFLECTIONS_GAIN, AL_EAXREVERB_MAX_REFLECTIONS_GAIN); al_effect_props_.Reverb.ReflectionsGain = efx_reflections_gain; } void EaxReverbEffect::set_efx_reflections_delay() { const auto efx_reflections_delay = clamp( eax_.flReflectionsDelay, AL_EAXREVERB_MIN_REFLECTIONS_DELAY, AL_EAXREVERB_MAX_REFLECTIONS_DELAY); al_effect_props_.Reverb.ReflectionsDelay = efx_reflections_delay; } void EaxReverbEffect::set_efx_reflections_pan() { al_effect_props_.Reverb.ReflectionsPan[0] = eax_.vReflectionsPan.x; al_effect_props_.Reverb.ReflectionsPan[1] = eax_.vReflectionsPan.y; al_effect_props_.Reverb.ReflectionsPan[2] = eax_.vReflectionsPan.z; } void EaxReverbEffect::set_efx_late_reverb_gain() { const auto efx_late_reverb_gain = clamp( level_mb_to_gain(static_cast(eax_.lReverb)), AL_EAXREVERB_MIN_LATE_REVERB_GAIN, AL_EAXREVERB_MAX_LATE_REVERB_GAIN); al_effect_props_.Reverb.LateReverbGain = efx_late_reverb_gain; } void EaxReverbEffect::set_efx_late_reverb_delay() { const auto efx_late_reverb_delay = clamp( eax_.flReverbDelay, AL_EAXREVERB_MIN_LATE_REVERB_DELAY, AL_EAXREVERB_MAX_LATE_REVERB_DELAY); al_effect_props_.Reverb.LateReverbDelay = efx_late_reverb_delay; } void EaxReverbEffect::set_efx_late_reverb_pan() { al_effect_props_.Reverb.LateReverbPan[0] = eax_.vReverbPan.x; al_effect_props_.Reverb.LateReverbPan[1] = eax_.vReverbPan.y; al_effect_props_.Reverb.LateReverbPan[2] = eax_.vReverbPan.z; } void EaxReverbEffect::set_efx_echo_time() { const auto efx_echo_time = clamp( eax_.flEchoTime, AL_EAXREVERB_MIN_ECHO_TIME, AL_EAXREVERB_MAX_ECHO_TIME); al_effect_props_.Reverb.EchoTime = efx_echo_time; } void EaxReverbEffect::set_efx_echo_depth() { const auto efx_echo_depth = clamp( eax_.flEchoDepth, AL_EAXREVERB_MIN_ECHO_DEPTH, AL_EAXREVERB_MAX_ECHO_DEPTH); al_effect_props_.Reverb.EchoDepth = efx_echo_depth; } void EaxReverbEffect::set_efx_modulation_time() { const auto efx_modulation_time = clamp( eax_.flModulationTime, AL_EAXREVERB_MIN_MODULATION_TIME, AL_EAXREVERB_MAX_MODULATION_TIME); al_effect_props_.Reverb.ModulationTime = efx_modulation_time; } void EaxReverbEffect::set_efx_modulation_depth() { const auto efx_modulation_depth = clamp( eax_.flModulationDepth, AL_EAXREVERB_MIN_MODULATION_DEPTH, AL_EAXREVERB_MAX_MODULATION_DEPTH); al_effect_props_.Reverb.ModulationDepth = efx_modulation_depth; } void EaxReverbEffect::set_efx_air_absorption_gain_hf() { const auto efx_air_absorption_hf = clamp( level_mb_to_gain(eax_.flAirAbsorptionHF), AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF, AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF); al_effect_props_.Reverb.AirAbsorptionGainHF = efx_air_absorption_hf; } void EaxReverbEffect::set_efx_hf_reference() { const auto efx_hf_reference = clamp( eax_.flHFReference, AL_EAXREVERB_MIN_HFREFERENCE, AL_EAXREVERB_MAX_HFREFERENCE); al_effect_props_.Reverb.HFReference = efx_hf_reference; } void EaxReverbEffect::set_efx_lf_reference() { const auto efx_lf_reference = clamp( eax_.flLFReference, AL_EAXREVERB_MIN_LFREFERENCE, AL_EAXREVERB_MAX_LFREFERENCE); al_effect_props_.Reverb.LFReference = efx_lf_reference; } void EaxReverbEffect::set_efx_room_rolloff_factor() { const auto efx_room_rolloff_factor = clamp( eax_.flRoomRolloffFactor, AL_EAXREVERB_MIN_ROOM_ROLLOFF_FACTOR, AL_EAXREVERB_MAX_ROOM_ROLLOFF_FACTOR); al_effect_props_.Reverb.RoomRolloffFactor = efx_room_rolloff_factor; } void EaxReverbEffect::set_efx_flags() { al_effect_props_.Reverb.DecayHFLimit = ((eax_.ulFlags & EAXREVERBFLAGS_DECAYHFLIMIT) != 0); } void EaxReverbEffect::set_efx_defaults() { set_efx_density_from_environment_size(); set_efx_diffusion(); set_efx_gain(); set_efx_gain_hf(); set_efx_gain_lf(); set_efx_decay_time(); set_efx_decay_hf_ratio(); set_efx_decay_lf_ratio(); set_efx_reflections_gain(); set_efx_reflections_delay(); set_efx_reflections_pan(); set_efx_late_reverb_gain(); set_efx_late_reverb_delay(); set_efx_late_reverb_pan(); set_efx_echo_time(); set_efx_echo_depth(); set_efx_modulation_time(); set_efx_modulation_depth(); set_efx_air_absorption_gain_hf(); set_efx_hf_reference(); set_efx_lf_reference(); set_efx_room_rolloff_factor(); set_efx_flags(); } void EaxReverbEffect::v1_get(const EaxEaxCall& eax_call) const { switch(eax_call.get_property_id()) { case DSPROPERTY_EAX_ALL: eax_call.set_value(eax1_); break; case DSPROPERTY_EAX_ENVIRONMENT: eax_call.set_value(eax1_.environment); break; case DSPROPERTY_EAX_VOLUME: eax_call.set_value(eax1_.fVolume); break; case DSPROPERTY_EAX_DECAYTIME: eax_call.set_value(eax1_.fDecayTime_sec); break; case DSPROPERTY_EAX_DAMPING: eax_call.set_value(eax1_.fDamping); break; default: eax_fail("Unsupported property id."); } } void EaxReverbEffect::get_all( const EaxEaxCall& eax_call) const { if (eax_call.get_version() == 2) { auto& eax_reverb = eax_call.get_value(); eax_reverb.lRoom = eax_.lRoom; eax_reverb.lRoomHF = eax_.lRoomHF; eax_reverb.flRoomRolloffFactor = eax_.flRoomRolloffFactor; eax_reverb.flDecayTime = eax_.flDecayTime; eax_reverb.flDecayHFRatio = eax_.flDecayHFRatio; eax_reverb.lReflections = eax_.lReflections; eax_reverb.flReflectionsDelay = eax_.flReflectionsDelay; eax_reverb.lReverb = eax_.lReverb; eax_reverb.flReverbDelay = eax_.flReverbDelay; eax_reverb.dwEnvironment = eax_.ulEnvironment; eax_reverb.flEnvironmentSize = eax_.flEnvironmentSize; eax_reverb.flEnvironmentDiffusion = eax_.flEnvironmentDiffusion; eax_reverb.flAirAbsorptionHF = eax_.flAirAbsorptionHF; eax_reverb.dwFlags = eax_.ulFlags; } else { eax_call.set_value(eax_); } } void EaxReverbEffect::get(const EaxEaxCall& eax_call) const { if(eax_call.get_version() == 1) v1_get(eax_call); else switch(eax_call.get_property_id()) { case EAXREVERB_NONE: break; case EAXREVERB_ALLPARAMETERS: get_all(eax_call); break; case EAXREVERB_ENVIRONMENT: eax_call.set_value(eax_.ulEnvironment); break; case EAXREVERB_ENVIRONMENTSIZE: eax_call.set_value(eax_.flEnvironmentSize); break; case EAXREVERB_ENVIRONMENTDIFFUSION: eax_call.set_value(eax_.flEnvironmentDiffusion); break; case EAXREVERB_ROOM: eax_call.set_value(eax_.lRoom); break; case EAXREVERB_ROOMHF: eax_call.set_value(eax_.lRoomHF); break; case EAXREVERB_ROOMLF: eax_call.set_value(eax_.lRoomLF); break; case EAXREVERB_DECAYTIME: eax_call.set_value(eax_.flDecayTime); break; case EAXREVERB_DECAYHFRATIO: eax_call.set_value(eax_.flDecayHFRatio); break; case EAXREVERB_DECAYLFRATIO: eax_call.set_value(eax_.flDecayLFRatio); break; case EAXREVERB_REFLECTIONS: eax_call.set_value(eax_.lReflections); break; case EAXREVERB_REFLECTIONSDELAY: eax_call.set_value(eax_.flReflectionsDelay); break; case EAXREVERB_REFLECTIONSPAN: eax_call.set_value(eax_.vReflectionsPan); break; case EAXREVERB_REVERB: eax_call.set_value(eax_.lReverb); break; case EAXREVERB_REVERBDELAY: eax_call.set_value(eax_.flReverbDelay); break; case EAXREVERB_REVERBPAN: eax_call.set_value(eax_.vReverbPan); break; case EAXREVERB_ECHOTIME: eax_call.set_value(eax_.flEchoTime); break; case EAXREVERB_ECHODEPTH: eax_call.set_value(eax_.flEchoDepth); break; case EAXREVERB_MODULATIONTIME: eax_call.set_value(eax_.flModulationTime); break; case EAXREVERB_MODULATIONDEPTH: eax_call.set_value(eax_.flModulationDepth); break; case EAXREVERB_AIRABSORPTIONHF: eax_call.set_value(eax_.flAirAbsorptionHF); break; case EAXREVERB_HFREFERENCE: eax_call.set_value(eax_.flHFReference); break; case EAXREVERB_LFREFERENCE: eax_call.set_value(eax_.flLFReference); break; case EAXREVERB_ROOMROLLOFFFACTOR: eax_call.set_value(eax_.flRoomRolloffFactor); break; case EAXREVERB_FLAGS: eax_call.set_value(eax_.ulFlags); break; default: eax_fail("Unsupported property id."); } } void EaxReverbEffect::v1_validate_environment(unsigned long environment) { validate_environment(environment, 1, true); } void EaxReverbEffect::v1_validate_volume(float volume) { eax_validate_range("Volume", volume, EAX1REVERB_MINVOLUME, EAX1REVERB_MAXVOLUME); } void EaxReverbEffect::v1_validate_decay_time(float decay_time) { validate_decay_time(decay_time); } void EaxReverbEffect::v1_validate_damping(float damping) { eax_validate_range("Damping", damping, EAX1REVERB_MINDAMPING, EAX1REVERB_MAXDAMPING); } void EaxReverbEffect::v1_validate_all(const EAX_REVERBPROPERTIES& all) { v1_validate_environment(all.environment); v1_validate_volume(all.fVolume); v1_validate_decay_time(all.fDecayTime_sec); v1_validate_damping(all.fDamping); } void EaxReverbEffect::validate_environment( unsigned long ulEnvironment, int version, bool is_standalone) { eax_validate_range( "Environment", ulEnvironment, EAXREVERB_MINENVIRONMENT, (version <= 2 || is_standalone) ? EAX1REVERB_MAXENVIRONMENT : EAX30REVERB_MAXENVIRONMENT); } void EaxReverbEffect::validate_environment_size( float flEnvironmentSize) { eax_validate_range( "Environment Size", flEnvironmentSize, EAXREVERB_MINENVIRONMENTSIZE, EAXREVERB_MAXENVIRONMENTSIZE); } void EaxReverbEffect::validate_environment_diffusion( float flEnvironmentDiffusion) { eax_validate_range( "Environment Diffusion", flEnvironmentDiffusion, EAXREVERB_MINENVIRONMENTDIFFUSION, EAXREVERB_MAXENVIRONMENTDIFFUSION); } void EaxReverbEffect::validate_room( long lRoom) { eax_validate_range( "Room", lRoom, EAXREVERB_MINROOM, EAXREVERB_MAXROOM); } void EaxReverbEffect::validate_room_hf( long lRoomHF) { eax_validate_range( "Room HF", lRoomHF, EAXREVERB_MINROOMHF, EAXREVERB_MAXROOMHF); } void EaxReverbEffect::validate_room_lf( long lRoomLF) { eax_validate_range( "Room LF", lRoomLF, EAXREVERB_MINROOMLF, EAXREVERB_MAXROOMLF); } void EaxReverbEffect::validate_decay_time( float flDecayTime) { eax_validate_range( "Decay Time", flDecayTime, EAXREVERB_MINDECAYTIME, EAXREVERB_MAXDECAYTIME); } void EaxReverbEffect::validate_decay_hf_ratio( float flDecayHFRatio) { eax_validate_range( "Decay HF Ratio", flDecayHFRatio, EAXREVERB_MINDECAYHFRATIO, EAXREVERB_MAXDECAYHFRATIO); } void EaxReverbEffect::validate_decay_lf_ratio( float flDecayLFRatio) { eax_validate_range( "Decay LF Ratio", flDecayLFRatio, EAXREVERB_MINDECAYLFRATIO, EAXREVERB_MAXDECAYLFRATIO); } void EaxReverbEffect::validate_reflections( long lReflections) { eax_validate_range( "Reflections", lReflections, EAXREVERB_MINREFLECTIONS, EAXREVERB_MAXREFLECTIONS); } void EaxReverbEffect::validate_reflections_delay( float flReflectionsDelay) { eax_validate_range( "Reflections Delay", flReflectionsDelay, EAXREVERB_MINREFLECTIONSDELAY, EAXREVERB_MAXREFLECTIONSDELAY); } void EaxReverbEffect::validate_reflections_pan( const EAXVECTOR& vReflectionsPan) { std::ignore = vReflectionsPan; } void EaxReverbEffect::validate_reverb( long lReverb) { eax_validate_range( "Reverb", lReverb, EAXREVERB_MINREVERB, EAXREVERB_MAXREVERB); } void EaxReverbEffect::validate_reverb_delay( float flReverbDelay) { eax_validate_range( "Reverb Delay", flReverbDelay, EAXREVERB_MINREVERBDELAY, EAXREVERB_MAXREVERBDELAY); } void EaxReverbEffect::validate_reverb_pan( const EAXVECTOR& vReverbPan) { std::ignore = vReverbPan; } void EaxReverbEffect::validate_echo_time( float flEchoTime) { eax_validate_range( "Echo Time", flEchoTime, EAXREVERB_MINECHOTIME, EAXREVERB_MAXECHOTIME); } void EaxReverbEffect::validate_echo_depth( float flEchoDepth) { eax_validate_range( "Echo Depth", flEchoDepth, EAXREVERB_MINECHODEPTH, EAXREVERB_MAXECHODEPTH); } void EaxReverbEffect::validate_modulation_time( float flModulationTime) { eax_validate_range( "Modulation Time", flModulationTime, EAXREVERB_MINMODULATIONTIME, EAXREVERB_MAXMODULATIONTIME); } void EaxReverbEffect::validate_modulation_depth( float flModulationDepth) { eax_validate_range( "Modulation Depth", flModulationDepth, EAXREVERB_MINMODULATIONDEPTH, EAXREVERB_MAXMODULATIONDEPTH); } void EaxReverbEffect::validate_air_absorbtion_hf( float air_absorbtion_hf) { eax_validate_range( "Air Absorbtion HF", air_absorbtion_hf, EAXREVERB_MINAIRABSORPTIONHF, EAXREVERB_MAXAIRABSORPTIONHF); } void EaxReverbEffect::validate_hf_reference( float flHFReference) { eax_validate_range( "HF Reference", flHFReference, EAXREVERB_MINHFREFERENCE, EAXREVERB_MAXHFREFERENCE); } void EaxReverbEffect::validate_lf_reference( float flLFReference) { eax_validate_range( "LF Reference", flLFReference, EAXREVERB_MINLFREFERENCE, EAXREVERB_MAXLFREFERENCE); } void EaxReverbEffect::validate_room_rolloff_factor( float flRoomRolloffFactor) { eax_validate_range( "Room Rolloff Factor", flRoomRolloffFactor, EAXREVERB_MINROOMROLLOFFFACTOR, EAXREVERB_MAXROOMROLLOFFFACTOR); } void EaxReverbEffect::validate_flags( unsigned long ulFlags) { eax_validate_range( "Flags", ulFlags, 0UL, ~EAXREVERBFLAGS_RESERVED); } void EaxReverbEffect::validate_all( const EAX20LISTENERPROPERTIES& listener, int version) { validate_room(listener.lRoom); validate_room_hf(listener.lRoomHF); validate_room_rolloff_factor(listener.flRoomRolloffFactor); validate_decay_time(listener.flDecayTime); validate_decay_hf_ratio(listener.flDecayHFRatio); validate_reflections(listener.lReflections); validate_reflections_delay(listener.flReflectionsDelay); validate_reverb(listener.lReverb); validate_reverb_delay(listener.flReverbDelay); validate_environment(listener.dwEnvironment, version, false); validate_environment_size(listener.flEnvironmentSize); validate_environment_diffusion(listener.flEnvironmentDiffusion); validate_air_absorbtion_hf(listener.flAirAbsorptionHF); validate_flags(listener.dwFlags); } void EaxReverbEffect::validate_all( const EAXREVERBPROPERTIES& lReverb, int version) { validate_environment(lReverb.ulEnvironment, version, false); validate_environment_size(lReverb.flEnvironmentSize); validate_environment_diffusion(lReverb.flEnvironmentDiffusion); validate_room(lReverb.lRoom); validate_room_hf(lReverb.lRoomHF); validate_room_lf(lReverb.lRoomLF); validate_decay_time(lReverb.flDecayTime); validate_decay_hf_ratio(lReverb.flDecayHFRatio); validate_decay_lf_ratio(lReverb.flDecayLFRatio); validate_reflections(lReverb.lReflections); validate_reflections_delay(lReverb.flReflectionsDelay); validate_reverb(lReverb.lReverb); validate_reverb_delay(lReverb.flReverbDelay); validate_echo_time(lReverb.flEchoTime); validate_echo_depth(lReverb.flEchoDepth); validate_modulation_time(lReverb.flModulationTime); validate_modulation_depth(lReverb.flModulationDepth); validate_air_absorbtion_hf(lReverb.flAirAbsorptionHF); validate_hf_reference(lReverb.flHFReference); validate_lf_reference(lReverb.flLFReference); validate_room_rolloff_factor(lReverb.flRoomRolloffFactor); validate_flags(lReverb.ulFlags); } void EaxReverbEffect::v1_defer_environment(unsigned long environment) { eax1_d_ = EAX1REVERB_PRESETS[environment]; eax1_dirty_flags_.ulEnvironment = true; } void EaxReverbEffect::v1_defer_volume(float volume) { eax1_d_.fVolume = volume; eax1_dirty_flags_.flVolume = (eax1_.fVolume != eax1_d_.fVolume); } void EaxReverbEffect::v1_defer_decay_time(float decay_time) { eax1_d_.fDecayTime_sec = decay_time; eax1_dirty_flags_.flDecayTime = (eax1_.fDecayTime_sec != eax1_d_.fDecayTime_sec); } void EaxReverbEffect::v1_defer_damping(float damping) { eax1_d_.fDamping = damping; eax1_dirty_flags_.flDamping = (eax1_.fDamping != eax1_d_.fDamping); } void EaxReverbEffect::v1_defer_all(const EAX_REVERBPROPERTIES& lReverb) { v1_defer_environment(lReverb.environment); v1_defer_volume(lReverb.fVolume); v1_defer_decay_time(lReverb.fDecayTime_sec); v1_defer_damping(lReverb.fDamping); } void EaxReverbEffect::v1_set_efx() { auto efx_props = eax_efx_reverb_presets[eax1_.environment]; efx_props.flGain = eax1_.fVolume; efx_props.flDecayTime = eax1_.fDecayTime_sec; efx_props.flDecayHFRatio = clamp(eax1_.fDamping, AL_EAXREVERB_MIN_DECAY_HFRATIO, AL_EAXREVERB_MAX_DECAY_HFRATIO); al_effect_props_.Reverb.Density = efx_props.flDensity; al_effect_props_.Reverb.Diffusion = efx_props.flDiffusion; al_effect_props_.Reverb.Gain = efx_props.flGain; al_effect_props_.Reverb.GainHF = efx_props.flGainHF; al_effect_props_.Reverb.GainLF = efx_props.flGainLF; al_effect_props_.Reverb.DecayTime = efx_props.flDecayTime; al_effect_props_.Reverb.DecayHFRatio = efx_props.flDecayHFRatio; al_effect_props_.Reverb.DecayLFRatio = efx_props.flDecayLFRatio; al_effect_props_.Reverb.ReflectionsGain = efx_props.flReflectionsGain; al_effect_props_.Reverb.ReflectionsDelay = efx_props.flReflectionsDelay; al_effect_props_.Reverb.ReflectionsPan[0] = efx_props.flReflectionsPan[0]; al_effect_props_.Reverb.ReflectionsPan[1] = efx_props.flReflectionsPan[1]; al_effect_props_.Reverb.ReflectionsPan[2] = efx_props.flReflectionsPan[2]; al_effect_props_.Reverb.LateReverbGain = efx_props.flLateReverbGain; al_effect_props_.Reverb.LateReverbDelay = efx_props.flLateReverbDelay; al_effect_props_.Reverb.LateReverbPan[0] = efx_props.flLateReverbPan[0]; al_effect_props_.Reverb.LateReverbPan[1] = efx_props.flLateReverbPan[1]; al_effect_props_.Reverb.LateReverbPan[2] = efx_props.flLateReverbPan[2]; al_effect_props_.Reverb.EchoTime = efx_props.flEchoTime; al_effect_props_.Reverb.EchoDepth = efx_props.flEchoDepth; al_effect_props_.Reverb.ModulationTime = efx_props.flModulationTime; al_effect_props_.Reverb.ModulationDepth = efx_props.flModulationDepth; al_effect_props_.Reverb.HFReference = efx_props.flHFReference; al_effect_props_.Reverb.LFReference = efx_props.flLFReference; al_effect_props_.Reverb.RoomRolloffFactor = efx_props.flRoomRolloffFactor; al_effect_props_.Reverb.AirAbsorptionGainHF = efx_props.flAirAbsorptionGainHF; al_effect_props_.Reverb.DecayHFLimit = false; } void EaxReverbEffect::defer_environment( unsigned long ulEnvironment) { eax_d_.ulEnvironment = ulEnvironment; eax_dirty_flags_.ulEnvironment = (eax_.ulEnvironment != eax_d_.ulEnvironment); } void EaxReverbEffect::defer_environment_size( float flEnvironmentSize) { eax_d_.flEnvironmentSize = flEnvironmentSize; eax_dirty_flags_.flEnvironmentSize = (eax_.flEnvironmentSize != eax_d_.flEnvironmentSize); } void EaxReverbEffect::defer_environment_diffusion( float flEnvironmentDiffusion) { eax_d_.flEnvironmentDiffusion = flEnvironmentDiffusion; eax_dirty_flags_.flEnvironmentDiffusion = (eax_.flEnvironmentDiffusion != eax_d_.flEnvironmentDiffusion); } void EaxReverbEffect::defer_room( long lRoom) { eax_d_.lRoom = lRoom; eax_dirty_flags_.lRoom = (eax_.lRoom != eax_d_.lRoom); } void EaxReverbEffect::defer_room_hf( long lRoomHF) { eax_d_.lRoomHF = lRoomHF; eax_dirty_flags_.lRoomHF = (eax_.lRoomHF != eax_d_.lRoomHF); } void EaxReverbEffect::defer_room_lf( long lRoomLF) { eax_d_.lRoomLF = lRoomLF; eax_dirty_flags_.lRoomLF = (eax_.lRoomLF != eax_d_.lRoomLF); } void EaxReverbEffect::defer_decay_time( float flDecayTime) { eax_d_.flDecayTime = flDecayTime; eax_dirty_flags_.flDecayTime = (eax_.flDecayTime != eax_d_.flDecayTime); } void EaxReverbEffect::defer_decay_hf_ratio( float flDecayHFRatio) { eax_d_.flDecayHFRatio = flDecayHFRatio; eax_dirty_flags_.flDecayHFRatio = (eax_.flDecayHFRatio != eax_d_.flDecayHFRatio); } void EaxReverbEffect::defer_decay_lf_ratio( float flDecayLFRatio) { eax_d_.flDecayLFRatio = flDecayLFRatio; eax_dirty_flags_.flDecayLFRatio = (eax_.flDecayLFRatio != eax_d_.flDecayLFRatio); } void EaxReverbEffect::defer_reflections( long lReflections) { eax_d_.lReflections = lReflections; eax_dirty_flags_.lReflections = (eax_.lReflections != eax_d_.lReflections); } void EaxReverbEffect::defer_reflections_delay( float flReflectionsDelay) { eax_d_.flReflectionsDelay = flReflectionsDelay; eax_dirty_flags_.flReflectionsDelay = (eax_.flReflectionsDelay != eax_d_.flReflectionsDelay); } void EaxReverbEffect::defer_reflections_pan( const EAXVECTOR& vReflectionsPan) { eax_d_.vReflectionsPan = vReflectionsPan; eax_dirty_flags_.vReflectionsPan = (eax_.vReflectionsPan != eax_d_.vReflectionsPan); } void EaxReverbEffect::defer_reverb( long lReverb) { eax_d_.lReverb = lReverb; eax_dirty_flags_.lReverb = (eax_.lReverb != eax_d_.lReverb); } void EaxReverbEffect::defer_reverb_delay( float flReverbDelay) { eax_d_.flReverbDelay = flReverbDelay; eax_dirty_flags_.flReverbDelay = (eax_.flReverbDelay != eax_d_.flReverbDelay); } void EaxReverbEffect::defer_reverb_pan( const EAXVECTOR& vReverbPan) { eax_d_.vReverbPan = vReverbPan; eax_dirty_flags_.vReverbPan = (eax_.vReverbPan != eax_d_.vReverbPan); } void EaxReverbEffect::defer_echo_time( float flEchoTime) { eax_d_.flEchoTime = flEchoTime; eax_dirty_flags_.flEchoTime = (eax_.flEchoTime != eax_d_.flEchoTime); } void EaxReverbEffect::defer_echo_depth( float flEchoDepth) { eax_d_.flEchoDepth = flEchoDepth; eax_dirty_flags_.flEchoDepth = (eax_.flEchoDepth != eax_d_.flEchoDepth); } void EaxReverbEffect::defer_modulation_time( float flModulationTime) { eax_d_.flModulationTime = flModulationTime; eax_dirty_flags_.flModulationTime = (eax_.flModulationTime != eax_d_.flModulationTime); } void EaxReverbEffect::defer_modulation_depth( float flModulationDepth) { eax_d_.flModulationDepth = flModulationDepth; eax_dirty_flags_.flModulationDepth = (eax_.flModulationDepth != eax_d_.flModulationDepth); } void EaxReverbEffect::defer_air_absorbtion_hf( float flAirAbsorptionHF) { eax_d_.flAirAbsorptionHF = flAirAbsorptionHF; eax_dirty_flags_.flAirAbsorptionHF = (eax_.flAirAbsorptionHF != eax_d_.flAirAbsorptionHF); } void EaxReverbEffect::defer_hf_reference( float flHFReference) { eax_d_.flHFReference = flHFReference; eax_dirty_flags_.flHFReference = (eax_.flHFReference != eax_d_.flHFReference); } void EaxReverbEffect::defer_lf_reference( float flLFReference) { eax_d_.flLFReference = flLFReference; eax_dirty_flags_.flLFReference = (eax_.flLFReference != eax_d_.flLFReference); } void EaxReverbEffect::defer_room_rolloff_factor( float flRoomRolloffFactor) { eax_d_.flRoomRolloffFactor = flRoomRolloffFactor; eax_dirty_flags_.flRoomRolloffFactor = (eax_.flRoomRolloffFactor != eax_d_.flRoomRolloffFactor); } void EaxReverbEffect::defer_flags( unsigned long ulFlags) { eax_d_.ulFlags = ulFlags; eax_dirty_flags_.ulFlags = (eax_.ulFlags != eax_d_.ulFlags); } void EaxReverbEffect::defer_all( const EAX20LISTENERPROPERTIES& listener) { defer_room(listener.lRoom); defer_room_hf(listener.lRoomHF); defer_room_rolloff_factor(listener.flRoomRolloffFactor); defer_decay_time(listener.flDecayTime); defer_decay_hf_ratio(listener.flDecayHFRatio); defer_reflections(listener.lReflections); defer_reflections_delay(listener.flReflectionsDelay); defer_reverb(listener.lReverb); defer_reverb_delay(listener.flReverbDelay); defer_environment(listener.dwEnvironment); defer_environment_size(listener.flEnvironmentSize); defer_environment_diffusion(listener.flEnvironmentDiffusion); defer_air_absorbtion_hf(listener.flAirAbsorptionHF); defer_flags(listener.dwFlags); } void EaxReverbEffect::defer_all( const EAXREVERBPROPERTIES& lReverb) { defer_environment(lReverb.ulEnvironment); defer_environment_size(lReverb.flEnvironmentSize); defer_environment_diffusion(lReverb.flEnvironmentDiffusion); defer_room(lReverb.lRoom); defer_room_hf(lReverb.lRoomHF); defer_room_lf(lReverb.lRoomLF); defer_decay_time(lReverb.flDecayTime); defer_decay_hf_ratio(lReverb.flDecayHFRatio); defer_decay_lf_ratio(lReverb.flDecayLFRatio); defer_reflections(lReverb.lReflections); defer_reflections_delay(lReverb.flReflectionsDelay); defer_reflections_pan(lReverb.vReflectionsPan); defer_reverb(lReverb.lReverb); defer_reverb_delay(lReverb.flReverbDelay); defer_reverb_pan(lReverb.vReverbPan); defer_echo_time(lReverb.flEchoTime); defer_echo_depth(lReverb.flEchoDepth); defer_modulation_time(lReverb.flModulationTime); defer_modulation_depth(lReverb.flModulationDepth); defer_air_absorbtion_hf(lReverb.flAirAbsorptionHF); defer_hf_reference(lReverb.flHFReference); defer_lf_reference(lReverb.flLFReference); defer_room_rolloff_factor(lReverb.flRoomRolloffFactor); defer_flags(lReverb.ulFlags); } void EaxReverbEffect::v1_defer_environment(const EaxEaxCall& eax_call) { const auto& environment = eax_call.get_value(); validate_environment(environment, 1, true); const auto& reverb_preset = EAX1REVERB_PRESETS[environment]; v1_defer_all(reverb_preset); } void EaxReverbEffect::v1_defer_volume(const EaxEaxCall& eax_call) { const auto& volume = eax_call.get_value(); v1_validate_volume(volume); v1_defer_volume(volume); } void EaxReverbEffect::v1_defer_decay_time(const EaxEaxCall& eax_call) { const auto& decay_time = eax_call.get_value(); v1_validate_decay_time(decay_time); v1_defer_decay_time(decay_time); } void EaxReverbEffect::v1_defer_damping(const EaxEaxCall& eax_call) { const auto& damping = eax_call.get_value(); v1_validate_damping(damping); v1_defer_damping(damping); } void EaxReverbEffect::v1_defer_all(const EaxEaxCall& eax_call) { const auto& reverb_all = eax_call.get_value(); v1_validate_all(reverb_all); v1_defer_all(reverb_all); } void EaxReverbEffect::defer_environment( const EaxEaxCall& eax_call) { const auto& ulEnvironment = eax_call.get_value(); validate_environment(ulEnvironment, eax_call.get_version(), true); if (eax_d_.ulEnvironment == ulEnvironment) { return; } const auto& reverb_preset = EAXREVERB_PRESETS[ulEnvironment]; defer_all(reverb_preset); } void EaxReverbEffect::defer_environment_size( const EaxEaxCall& eax_call) { const auto& flEnvironmentSize = eax_call.get_value(); validate_environment_size(flEnvironmentSize); if (eax_d_.flEnvironmentSize == flEnvironmentSize) { return; } const auto scale = flEnvironmentSize / eax_d_.flEnvironmentSize; defer_environment_size(flEnvironmentSize); if ((eax_d_.ulFlags & EAXREVERBFLAGS_DECAYTIMESCALE) != 0) { const auto flDecayTime = clamp( scale * eax_d_.flDecayTime, EAXREVERB_MINDECAYTIME, EAXREVERB_MAXDECAYTIME); defer_decay_time(flDecayTime); } if ((eax_d_.ulFlags & EAXREVERBFLAGS_REFLECTIONSSCALE) != 0) { if ((eax_d_.ulFlags & EAXREVERBFLAGS_REFLECTIONSDELAYSCALE) != 0) { const auto lReflections = clamp( eax_d_.lReflections - static_cast(gain_to_level_mb(scale)), EAXREVERB_MINREFLECTIONS, EAXREVERB_MAXREFLECTIONS); defer_reflections(lReflections); } } if ((eax_d_.ulFlags & EAXREVERBFLAGS_REFLECTIONSDELAYSCALE) != 0) { const auto flReflectionsDelay = clamp( eax_d_.flReflectionsDelay * scale, EAXREVERB_MINREFLECTIONSDELAY, EAXREVERB_MAXREFLECTIONSDELAY); defer_reflections_delay(flReflectionsDelay); } if ((eax_d_.ulFlags & EAXREVERBFLAGS_REVERBSCALE) != 0) { const auto log_scalar = ((eax_d_.ulFlags & EAXREVERBFLAGS_DECAYTIMESCALE) != 0) ? 2'000.0F : 3'000.0F; const auto lReverb = clamp( eax_d_.lReverb - static_cast(std::log10(scale) * log_scalar), EAXREVERB_MINREVERB, EAXREVERB_MAXREVERB); defer_reverb(lReverb); } if ((eax_d_.ulFlags & EAXREVERBFLAGS_REVERBDELAYSCALE) != 0) { const auto flReverbDelay = clamp( scale * eax_d_.flReverbDelay, EAXREVERB_MINREVERBDELAY, EAXREVERB_MAXREVERBDELAY); defer_reverb_delay(flReverbDelay); } if ((eax_d_.ulFlags & EAXREVERBFLAGS_ECHOTIMESCALE) != 0) { const auto flEchoTime = clamp( eax_d_.flEchoTime * scale, EAXREVERB_MINECHOTIME, EAXREVERB_MAXECHOTIME); defer_echo_time(flEchoTime); } if ((eax_d_.ulFlags & EAXREVERBFLAGS_MODULATIONTIMESCALE) != 0) { const auto flModulationTime = clamp( scale * eax_d_.flModulationTime, EAXREVERB_MINMODULATIONTIME, EAXREVERB_MAXMODULATIONTIME); defer_modulation_time(flModulationTime); } } void EaxReverbEffect::defer_environment_diffusion( const EaxEaxCall& eax_call) { const auto& flEnvironmentDiffusion = eax_call.get_value(); validate_environment_diffusion(flEnvironmentDiffusion); defer_environment_diffusion(flEnvironmentDiffusion); } void EaxReverbEffect::defer_room( const EaxEaxCall& eax_call) { const auto& lRoom = eax_call.get_value(); validate_room(lRoom); defer_room(lRoom); } void EaxReverbEffect::defer_room_hf( const EaxEaxCall& eax_call) { const auto& lRoomHF = eax_call.get_value(); validate_room_hf(lRoomHF); defer_room_hf(lRoomHF); } void EaxReverbEffect::defer_room_lf( const EaxEaxCall& eax_call) { const auto& lRoomLF = eax_call.get_value(); validate_room_lf(lRoomLF); defer_room_lf(lRoomLF); } void EaxReverbEffect::defer_decay_time( const EaxEaxCall& eax_call) { const auto& flDecayTime = eax_call.get_value(); validate_decay_time(flDecayTime); defer_decay_time(flDecayTime); } void EaxReverbEffect::defer_decay_hf_ratio( const EaxEaxCall& eax_call) { const auto& flDecayHFRatio = eax_call.get_value(); validate_decay_hf_ratio(flDecayHFRatio); defer_decay_hf_ratio(flDecayHFRatio); } void EaxReverbEffect::defer_decay_lf_ratio( const EaxEaxCall& eax_call) { const auto& flDecayLFRatio = eax_call.get_value(); validate_decay_lf_ratio(flDecayLFRatio); defer_decay_lf_ratio(flDecayLFRatio); } void EaxReverbEffect::defer_reflections( const EaxEaxCall& eax_call) { const auto& lReflections = eax_call.get_value(); validate_reflections(lReflections); defer_reflections(lReflections); } void EaxReverbEffect::defer_reflections_delay( const EaxEaxCall& eax_call) { const auto& flReflectionsDelay = eax_call.get_value(); validate_reflections_delay(flReflectionsDelay); defer_reflections_delay(flReflectionsDelay); } void EaxReverbEffect::defer_reflections_pan( const EaxEaxCall& eax_call) { const auto& vReflectionsPan = eax_call.get_value(); validate_reflections_pan(vReflectionsPan); defer_reflections_pan(vReflectionsPan); } void EaxReverbEffect::defer_reverb( const EaxEaxCall& eax_call) { const auto& lReverb = eax_call.get_value(); validate_reverb(lReverb); defer_reverb(lReverb); } void EaxReverbEffect::defer_reverb_delay( const EaxEaxCall& eax_call) { const auto& flReverbDelay = eax_call.get_value(); validate_reverb_delay(flReverbDelay); defer_reverb_delay(flReverbDelay); } void EaxReverbEffect::defer_reverb_pan( const EaxEaxCall& eax_call) { const auto& vReverbPan = eax_call.get_value(); validate_reverb_pan(vReverbPan); defer_reverb_pan(vReverbPan); } void EaxReverbEffect::defer_echo_time( const EaxEaxCall& eax_call) { const auto& flEchoTime = eax_call.get_value(); validate_echo_time(flEchoTime); defer_echo_time(flEchoTime); } void EaxReverbEffect::defer_echo_depth( const EaxEaxCall& eax_call) { const auto& flEchoDepth = eax_call.get_value(); validate_echo_depth(flEchoDepth); defer_echo_depth(flEchoDepth); } void EaxReverbEffect::defer_modulation_time( const EaxEaxCall& eax_call) { const auto& flModulationTime = eax_call.get_value(); validate_modulation_time(flModulationTime); defer_modulation_time(flModulationTime); } void EaxReverbEffect::defer_modulation_depth( const EaxEaxCall& eax_call) { const auto& flModulationDepth = eax_call.get_value(); validate_modulation_depth(flModulationDepth); defer_modulation_depth(flModulationDepth); } void EaxReverbEffect::defer_air_absorbtion_hf( const EaxEaxCall& eax_call) { const auto& air_absorbtion_hf = eax_call.get_value(); validate_air_absorbtion_hf(air_absorbtion_hf); defer_air_absorbtion_hf(air_absorbtion_hf); } void EaxReverbEffect::defer_hf_reference( const EaxEaxCall& eax_call) { const auto& flHFReference = eax_call.get_value(); validate_hf_reference(flHFReference); defer_hf_reference(flHFReference); } void EaxReverbEffect::defer_lf_reference( const EaxEaxCall& eax_call) { const auto& flLFReference = eax_call.get_value(); validate_lf_reference(flLFReference); defer_lf_reference(flLFReference); } void EaxReverbEffect::defer_room_rolloff_factor( const EaxEaxCall& eax_call) { const auto& flRoomRolloffFactor = eax_call.get_value(); validate_room_rolloff_factor(flRoomRolloffFactor); defer_room_rolloff_factor(flRoomRolloffFactor); } void EaxReverbEffect::defer_flags( const EaxEaxCall& eax_call) { const auto& ulFlags = eax_call.get_value(); validate_flags(ulFlags); defer_flags(ulFlags); } void EaxReverbEffect::defer_all( const EaxEaxCall& eax_call) { const auto eax_version = eax_call.get_version(); if (eax_version == 2) { const auto& listener = eax_call.get_value(); validate_all(listener, eax_version); defer_all(listener); } else { const auto& reverb_all = eax_call.get_value(); validate_all(reverb_all, eax_version); defer_all(reverb_all); } } void EaxReverbEffect::v1_defer(const EaxEaxCall& eax_call) { switch (eax_call.get_property_id()) { case DSPROPERTY_EAX_ALL: return v1_defer_all(eax_call); case DSPROPERTY_EAX_ENVIRONMENT: return v1_defer_environment(eax_call); case DSPROPERTY_EAX_VOLUME: return v1_defer_volume(eax_call); case DSPROPERTY_EAX_DECAYTIME: return v1_defer_decay_time(eax_call); case DSPROPERTY_EAX_DAMPING: return v1_defer_damping(eax_call); default: eax_fail("Unsupported property id."); } } // [[nodiscard]] bool EaxReverbEffect::apply_deferred() { bool ret{false}; if(unlikely(eax1_dirty_flags_ != Eax1ReverbEffectDirtyFlags{})) { eax1_ = eax1_d_; v1_set_efx(); eax1_dirty_flags_ = Eax1ReverbEffectDirtyFlags{}; ret = true; } if(eax_dirty_flags_ == EaxReverbEffectDirtyFlags{}) return ret; eax_ = eax_d_; if (eax_dirty_flags_.ulEnvironment) { } if (eax_dirty_flags_.flEnvironmentSize) { set_efx_density_from_environment_size(); } if (eax_dirty_flags_.flEnvironmentDiffusion) { set_efx_diffusion(); } if (eax_dirty_flags_.lRoom) { set_efx_gain(); } if (eax_dirty_flags_.lRoomHF) { set_efx_gain_hf(); } if (eax_dirty_flags_.lRoomLF) { set_efx_gain_lf(); } if (eax_dirty_flags_.flDecayTime) { set_efx_decay_time(); } if (eax_dirty_flags_.flDecayHFRatio) { set_efx_decay_hf_ratio(); } if (eax_dirty_flags_.flDecayLFRatio) { set_efx_decay_lf_ratio(); } if (eax_dirty_flags_.lReflections) { set_efx_reflections_gain(); } if (eax_dirty_flags_.flReflectionsDelay) { set_efx_reflections_delay(); } if (eax_dirty_flags_.vReflectionsPan) { set_efx_reflections_pan(); } if (eax_dirty_flags_.lReverb) { set_efx_late_reverb_gain(); } if (eax_dirty_flags_.flReverbDelay) { set_efx_late_reverb_delay(); } if (eax_dirty_flags_.vReverbPan) { set_efx_late_reverb_pan(); } if (eax_dirty_flags_.flEchoTime) { set_efx_echo_time(); } if (eax_dirty_flags_.flEchoDepth) { set_efx_echo_depth(); } if (eax_dirty_flags_.flModulationTime) { set_efx_modulation_time(); } if (eax_dirty_flags_.flModulationDepth) { set_efx_modulation_depth(); } if (eax_dirty_flags_.flAirAbsorptionHF) { set_efx_air_absorption_gain_hf(); } if (eax_dirty_flags_.flHFReference) { set_efx_hf_reference(); } if (eax_dirty_flags_.flLFReference) { set_efx_lf_reference(); } if (eax_dirty_flags_.flRoomRolloffFactor) { set_efx_room_rolloff_factor(); } if (eax_dirty_flags_.ulFlags) { set_efx_flags(); } eax_dirty_flags_ = EaxReverbEffectDirtyFlags{}; return true; } void EaxReverbEffect::set(const EaxEaxCall& eax_call) { if(eax_call.get_version() == 1) v1_defer(eax_call); else switch(eax_call.get_property_id()) { case EAXREVERB_NONE: break; case EAXREVERB_ALLPARAMETERS: defer_all(eax_call); break; case EAXREVERB_ENVIRONMENT: defer_environment(eax_call); break; case EAXREVERB_ENVIRONMENTSIZE: defer_environment_size(eax_call); break; case EAXREVERB_ENVIRONMENTDIFFUSION: defer_environment_diffusion(eax_call); break; case EAXREVERB_ROOM: defer_room(eax_call); break; case EAXREVERB_ROOMHF: defer_room_hf(eax_call); break; case EAXREVERB_ROOMLF: defer_room_lf(eax_call); break; case EAXREVERB_DECAYTIME: defer_decay_time(eax_call); break; case EAXREVERB_DECAYHFRATIO: defer_decay_hf_ratio(eax_call); break; case EAXREVERB_DECAYLFRATIO: defer_decay_lf_ratio(eax_call); break; case EAXREVERB_REFLECTIONS: defer_reflections(eax_call); break; case EAXREVERB_REFLECTIONSDELAY: defer_reflections_delay(eax_call); break; case EAXREVERB_REFLECTIONSPAN: defer_reflections_pan(eax_call); break; case EAXREVERB_REVERB: defer_reverb(eax_call); break; case EAXREVERB_REVERBDELAY: defer_reverb_delay(eax_call); break; case EAXREVERB_REVERBPAN: defer_reverb_pan(eax_call); break; case EAXREVERB_ECHOTIME: defer_echo_time(eax_call); break; case EAXREVERB_ECHODEPTH: defer_echo_depth(eax_call); break; case EAXREVERB_MODULATIONTIME: defer_modulation_time(eax_call); break; case EAXREVERB_MODULATIONDEPTH: defer_modulation_depth(eax_call); break; case EAXREVERB_AIRABSORPTIONHF: defer_air_absorbtion_hf(eax_call); break; case EAXREVERB_HFREFERENCE: defer_hf_reference(eax_call); break; case EAXREVERB_LFREFERENCE: defer_lf_reference(eax_call); break; case EAXREVERB_ROOMROLLOFFFACTOR: defer_room_rolloff_factor(eax_call); break; case EAXREVERB_FLAGS: defer_flags(eax_call); break; default: eax_fail("Unsupported property id."); } } const EFXEAXREVERBPROPERTIES eax_efx_reverb_presets[EAX1_ENVIRONMENT_COUNT] = { EFX_REVERB_PRESET_GENERIC, EFX_REVERB_PRESET_PADDEDCELL, EFX_REVERB_PRESET_ROOM, EFX_REVERB_PRESET_BATHROOM, EFX_REVERB_PRESET_LIVINGROOM, EFX_REVERB_PRESET_STONEROOM, EFX_REVERB_PRESET_AUDITORIUM, EFX_REVERB_PRESET_CONCERTHALL, EFX_REVERB_PRESET_CAVE, EFX_REVERB_PRESET_ARENA, EFX_REVERB_PRESET_HANGAR, EFX_REVERB_PRESET_CARPETEDHALLWAY, EFX_REVERB_PRESET_HALLWAY, EFX_REVERB_PRESET_STONECORRIDOR, EFX_REVERB_PRESET_ALLEY, EFX_REVERB_PRESET_FOREST, EFX_REVERB_PRESET_CITY, EFX_REVERB_PRESET_MOUNTAINS, EFX_REVERB_PRESET_QUARRY, EFX_REVERB_PRESET_PLAIN, EFX_REVERB_PRESET_PARKINGLOT, EFX_REVERB_PRESET_SEWERPIPE, EFX_REVERB_PRESET_UNDERWATER, EFX_REVERB_PRESET_DRUGGED, EFX_REVERB_PRESET_DIZZY, EFX_REVERB_PRESET_PSYCHOTIC, }; // EFXEAXREVERBPROPERTIES } // namespace EaxEffectUPtr eax_create_eax_reverb_effect() { return std::make_unique(); } #endif // ALSOFT_EAX