/** * OpenAL cross platform audio library * Copyright (C) 1999-2007 by authors. * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. * Or go to http://www.gnu.org/copyleft/lgpl.html */ #include "config.h" #include #include #include #include #include "AL/al.h" #include "AL/alc.h" #include "alMain.h" #include "alcontext.h" #include "alEffect.h" #include "alError.h" #include "alexcpt.h" #include "effects/base.h" const EffectList gEffectList[14]{ { "eaxreverb", EAXREVERB_EFFECT, AL_EFFECT_EAXREVERB }, { "reverb", REVERB_EFFECT, AL_EFFECT_REVERB }, { "autowah", AUTOWAH_EFFECT, AL_EFFECT_AUTOWAH }, { "chorus", CHORUS_EFFECT, AL_EFFECT_CHORUS }, { "compressor", COMPRESSOR_EFFECT, AL_EFFECT_COMPRESSOR }, { "distortion", DISTORTION_EFFECT, AL_EFFECT_DISTORTION }, { "echo", ECHO_EFFECT, AL_EFFECT_ECHO }, { "equalizer", EQUALIZER_EFFECT, AL_EFFECT_EQUALIZER }, { "flanger", FLANGER_EFFECT, AL_EFFECT_FLANGER }, { "fshifter", FSHIFTER_EFFECT, AL_EFFECT_FREQUENCY_SHIFTER }, { "modulator", MODULATOR_EFFECT, AL_EFFECT_RING_MODULATOR }, { "pshifter", PSHIFTER_EFFECT, AL_EFFECT_PITCH_SHIFTER }, { "dedicated", DEDICATED_EFFECT, AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT }, { "dedicated", DEDICATED_EFFECT, AL_EFFECT_DEDICATED_DIALOGUE }, }; ALboolean DisabledEffects[MAX_EFFECTS]; namespace { constexpr struct FactoryItem { ALenum Type; EffectStateFactory* (&GetFactory)(void); } FactoryList[] = { { AL_EFFECT_NULL, NullStateFactory_getFactory }, { AL_EFFECT_EAXREVERB, ReverbStateFactory_getFactory }, { AL_EFFECT_REVERB, StdReverbStateFactory_getFactory }, { AL_EFFECT_AUTOWAH, AutowahStateFactory_getFactory }, { AL_EFFECT_CHORUS, ChorusStateFactory_getFactory }, { AL_EFFECT_COMPRESSOR, CompressorStateFactory_getFactory }, { AL_EFFECT_DISTORTION, DistortionStateFactory_getFactory }, { AL_EFFECT_ECHO, EchoStateFactory_getFactory }, { AL_EFFECT_EQUALIZER, EqualizerStateFactory_getFactory }, { AL_EFFECT_FLANGER, FlangerStateFactory_getFactory }, { AL_EFFECT_FREQUENCY_SHIFTER, FshifterStateFactory_getFactory }, { AL_EFFECT_RING_MODULATOR, ModulatorStateFactory_getFactory }, { AL_EFFECT_PITCH_SHIFTER, PshifterStateFactory_getFactory}, { AL_EFFECT_DEDICATED_DIALOGUE, DedicatedStateFactory_getFactory }, { AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT, DedicatedStateFactory_getFactory } }; template void ALeffect_setParami(ALeffect *effect, T&& ...args) { effect->vtab->setParami(&effect->Props, std::forward(args)...); } template void ALeffect_setParamiv(ALeffect *effect, T&& ...args) { effect->vtab->setParamiv(&effect->Props, std::forward(args)...); } template void ALeffect_setParamf(ALeffect *effect, T&& ...args) { effect->vtab->setParamf(&effect->Props, std::forward(args)...); } template void ALeffect_setParamfv(ALeffect *effect, T&& ...args) { effect->vtab->setParamfv(&effect->Props, std::forward(args)...); } template void ALeffect_getParami(const ALeffect *effect, T&& ...args) { effect->vtab->getParami(&effect->Props, std::forward(args)...); } template void ALeffect_getParamiv(const ALeffect *effect, T&& ...args) { effect->vtab->getParamiv(&effect->Props, std::forward(args)...); } template void ALeffect_getParamf(const ALeffect *effect, T&& ...args) { effect->vtab->getParamf(&effect->Props, std::forward(args)...); } template void ALeffect_getParamfv(const ALeffect *effect, T&& ...args) { effect->vtab->getParamfv(&effect->Props, std::forward(args)...); } void InitEffectParams(ALeffect *effect, ALenum type) { EffectStateFactory *factory = getFactoryByType(type); if(factory) { effect->Props = factory->getDefaultProps(); effect->vtab = factory->getEffectVtable(); } else { effect->Props = EffectProps {}; effect->vtab = nullptr; } effect->type = type; } ALeffect *AllocEffect(ALCcontext *context) { ALCdevice *device{context->Device}; std::lock_guard _{device->EffectLock}; auto sublist = std::find_if(device->EffectList.begin(), device->EffectList.end(), [](const EffectSubList &entry) noexcept -> bool { return entry.FreeMask != 0; } ); auto lidx = static_cast(std::distance(device->EffectList.begin(), sublist)); ALeffect *effect{nullptr}; ALsizei slidx{0}; if(LIKELY(sublist != device->EffectList.end())) { slidx = CTZ64(sublist->FreeMask); effect = sublist->Effects + slidx; } else { /* Don't allocate so many list entries that the 32-bit ID could * overflow... */ if(UNLIKELY(device->EffectList.size() >= 1<<25)) { alSetError(context, AL_OUT_OF_MEMORY, "Too many effects allocated"); return nullptr; } device->EffectList.emplace_back(); sublist = device->EffectList.end() - 1; sublist->FreeMask = ~0_u64; sublist->Effects = static_cast(al_calloc(16, sizeof(ALeffect)*64)); if(UNLIKELY(!sublist->Effects)) { device->EffectList.pop_back(); alSetError(context, AL_OUT_OF_MEMORY, "Failed to allocate effect batch"); return nullptr; } slidx = 0; effect = sublist->Effects + slidx; } effect = new (effect) ALeffect{}; InitEffectParams(effect, AL_EFFECT_NULL); /* Add 1 to avoid effect ID 0. */ effect->id = ((lidx<<6) | slidx) + 1; sublist->FreeMask &= ~(1_u64 << slidx); return effect; } void FreeEffect(ALCdevice *device, ALeffect *effect) { ALuint id = effect->id - 1; ALsizei lidx = id >> 6; ALsizei slidx = id & 0x3f; effect->~ALeffect(); device->EffectList[lidx].FreeMask |= 1_u64 << slidx; } inline ALeffect *LookupEffect(ALCdevice *device, ALuint id) { ALuint lidx = (id-1) >> 6; ALsizei slidx = (id-1) & 0x3f; if(UNLIKELY(lidx >= device->EffectList.size())) return nullptr; EffectSubList &sublist = device->EffectList[lidx]; if(UNLIKELY(sublist.FreeMask & (1_u64 << slidx))) return nullptr; return sublist.Effects + slidx; } } // namespace AL_API ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects) START_API_FUNC { ContextRef context{GetContextRef()}; if(UNLIKELY(!context)) return; if(UNLIKELY(n < 0)) { alSetError(context.get(), AL_INVALID_VALUE, "Generating %d effects", n); return; } if(LIKELY(n == 1)) { /* Special handling for the easy and normal case. */ ALeffect *effect = AllocEffect(context.get()); if(effect) effects[0] = effect->id; } else if(n > 1) { /* Store the allocated buffer IDs in a separate local list, to avoid * modifying the user storage in case of failure. */ al::vector ids; ids.reserve(n); do { ALeffect *effect = AllocEffect(context.get()); if(!effect) { alDeleteEffects(static_cast(ids.size()), ids.data()); return; } ids.emplace_back(effect->id); } while(--n); std::copy(ids.begin(), ids.end(), effects); } } END_API_FUNC AL_API ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects) START_API_FUNC { ContextRef context{GetContextRef()}; if(UNLIKELY(!context)) return; if(UNLIKELY(n < 0)) { alSetError(context.get(), AL_INVALID_VALUE, "Deleting %d effects", n); return; } if(UNLIKELY(n == 0)) return; ALCdevice *device{context->Device}; std::lock_guard _{device->EffectLock}; /* First try to find any effects that are invalid. */ const ALuint *effects_end = effects + n; auto inveffect = std::find_if(effects, effects_end, [device, &context](ALuint eid) -> bool { if(!eid) return false; ALeffect *effect{LookupEffect(device, eid)}; if(UNLIKELY(!effect)) { alSetError(context.get(), AL_INVALID_NAME, "Invalid effect ID %u", eid); return true; } return false; } ); if(LIKELY(inveffect == effects_end)) { /* All good. Delete non-0 effect IDs. */ std::for_each(effects, effects_end, [device](ALuint eid) -> void { ALeffect *effect{eid ? LookupEffect(device, eid) : nullptr}; if(effect) FreeEffect(device, effect); } ); } } END_API_FUNC AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect) START_API_FUNC { ContextRef context{GetContextRef()}; if(LIKELY(context)) { ALCdevice *device{context->Device}; std::lock_guard _{device->EffectLock}; if(!effect || LookupEffect(device, effect)) return AL_TRUE; } return AL_FALSE; } END_API_FUNC AL_API ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint value) START_API_FUNC { ContextRef context{GetContextRef()}; if(UNLIKELY(!context)) return; ALCdevice *device{context->Device}; std::lock_guard _{device->EffectLock}; ALeffect *aleffect{LookupEffect(device, effect)}; if(UNLIKELY(!aleffect)) alSetError(context.get(), AL_INVALID_NAME, "Invalid effect ID %u", effect); else { if(param == AL_EFFECT_TYPE) { ALboolean isOk = (value == AL_EFFECT_NULL); for(size_t i{0u};!isOk && i < countof(gEffectList);i++) { if(value == gEffectList[i].val && !DisabledEffects[gEffectList[i].type]) isOk = AL_TRUE; } if(isOk) InitEffectParams(aleffect, value); else alSetError(context.get(), AL_INVALID_VALUE, "Effect type 0x%04x not supported", value); } else { /* Call the appropriate handler */ ALeffect_setParami(aleffect, context.get(), param, value); } } } END_API_FUNC AL_API ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, const ALint *values) START_API_FUNC { switch(param) { case AL_EFFECT_TYPE: alEffecti(effect, param, values[0]); return; } ContextRef context{GetContextRef()}; if(UNLIKELY(!context)) return; ALCdevice *device{context->Device}; std::lock_guard _{device->EffectLock}; ALeffect *aleffect{LookupEffect(device, effect)}; if(UNLIKELY(!aleffect)) alSetError(context.get(), AL_INVALID_NAME, "Invalid effect ID %u", effect); else { /* Call the appropriate handler */ ALeffect_setParamiv(aleffect, context.get(), param, values); } } END_API_FUNC AL_API ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat value) START_API_FUNC { ContextRef context{GetContextRef()}; if(UNLIKELY(!context)) return; ALCdevice *device{context->Device}; std::lock_guard _{device->EffectLock}; ALeffect *aleffect{LookupEffect(device, effect)}; if(UNLIKELY(!aleffect)) alSetError(context.get(), AL_INVALID_NAME, "Invalid effect ID %u", effect); else { /* Call the appropriate handler */ ALeffect_setParamf(aleffect, context.get(), param, value); } } END_API_FUNC AL_API ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *values) START_API_FUNC { ContextRef context{GetContextRef()}; if(UNLIKELY(!context)) return; ALCdevice *device{context->Device}; std::lock_guard _{device->EffectLock}; ALeffect *aleffect{LookupEffect(device, effect)}; if(UNLIKELY(!aleffect)) alSetError(context.get(), AL_INVALID_NAME, "Invalid effect ID %u", effect); else { /* Call the appropriate handler */ ALeffect_setParamfv(aleffect, context.get(), param, values); } } END_API_FUNC AL_API ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *value) START_API_FUNC { ContextRef context{GetContextRef()}; if(UNLIKELY(!context)) return; ALCdevice *device{context->Device}; std::lock_guard _{device->EffectLock}; const ALeffect *aleffect{LookupEffect(device, effect)}; if(UNLIKELY(!aleffect)) alSetError(context.get(), AL_INVALID_NAME, "Invalid effect ID %u", effect); else { if(param == AL_EFFECT_TYPE) *value = aleffect->type; else { /* Call the appropriate handler */ ALeffect_getParami(aleffect, context.get(), param, value); } } } END_API_FUNC AL_API ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *values) START_API_FUNC { switch(param) { case AL_EFFECT_TYPE: alGetEffecti(effect, param, values); return; } ContextRef context{GetContextRef()}; if(UNLIKELY(!context)) return; ALCdevice *device{context->Device}; std::lock_guard _{device->EffectLock}; const ALeffect *aleffect{LookupEffect(device, effect)}; if(UNLIKELY(!aleffect)) alSetError(context.get(), AL_INVALID_NAME, "Invalid effect ID %u", effect); else { /* Call the appropriate handler */ ALeffect_getParamiv(aleffect, context.get(), param, values); } } END_API_FUNC AL_API ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *value) START_API_FUNC { ContextRef context{GetContextRef()}; if(UNLIKELY(!context)) return; ALCdevice *device{context->Device}; std::lock_guard _{device->EffectLock}; const ALeffect *aleffect{LookupEffect(device, effect)}; if(UNLIKELY(!aleffect)) alSetError(context.get(), AL_INVALID_NAME, "Invalid effect ID %u", effect); else { /* Call the appropriate handler */ ALeffect_getParamf(aleffect, context.get(), param, value); } } END_API_FUNC AL_API ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *values) START_API_FUNC { ContextRef context{GetContextRef()}; if(UNLIKELY(!context)) return; ALCdevice *device{context->Device}; std::lock_guard _{device->EffectLock}; const ALeffect *aleffect{LookupEffect(device, effect)}; if(UNLIKELY(!aleffect)) alSetError(context.get(), AL_INVALID_NAME, "Invalid effect ID %u", effect); else { /* Call the appropriate handler */ ALeffect_getParamfv(aleffect, context.get(), param, values); } } END_API_FUNC void InitEffect(ALeffect *effect) { InitEffectParams(effect, AL_EFFECT_NULL); } EffectSubList::~EffectSubList() { uint64_t usemask{~FreeMask}; while(usemask) { ALsizei idx = CTZ64(usemask); Effects[idx].~ALeffect(); usemask &= ~(1_u64 << idx); } FreeMask = ~usemask; al_free(Effects); Effects = nullptr; } EffectStateFactory *getFactoryByType(ALenum type) { auto iter = std::find_if(std::begin(FactoryList), std::end(FactoryList), [type](const FactoryItem &item) noexcept -> bool { return item.Type == type; } ); return (iter != std::end(FactoryList)) ? iter->GetFactory() : nullptr; } #include "AL/efx-presets.h" #define DECL(x) { #x, EFX_REVERB_PRESET_##x } static const struct { const char name[32]; EFXEAXREVERBPROPERTIES props; } reverblist[] = { DECL(GENERIC), DECL(PADDEDCELL), DECL(ROOM), DECL(BATHROOM), DECL(LIVINGROOM), DECL(STONEROOM), DECL(AUDITORIUM), DECL(CONCERTHALL), DECL(CAVE), DECL(ARENA), DECL(HANGAR), DECL(CARPETEDHALLWAY), DECL(HALLWAY), DECL(STONECORRIDOR), DECL(ALLEY), DECL(FOREST), DECL(CITY), DECL(MOUNTAINS), DECL(QUARRY), DECL(PLAIN), DECL(PARKINGLOT), DECL(SEWERPIPE), DECL(UNDERWATER), DECL(DRUGGED), DECL(DIZZY), DECL(PSYCHOTIC), DECL(CASTLE_SMALLROOM), DECL(CASTLE_SHORTPASSAGE), DECL(CASTLE_MEDIUMROOM), DECL(CASTLE_LARGEROOM), DECL(CASTLE_LONGPASSAGE), DECL(CASTLE_HALL), DECL(CASTLE_CUPBOARD), DECL(CASTLE_COURTYARD), DECL(CASTLE_ALCOVE), DECL(FACTORY_SMALLROOM), DECL(FACTORY_SHORTPASSAGE), DECL(FACTORY_MEDIUMROOM), DECL(FACTORY_LARGEROOM), DECL(FACTORY_LONGPASSAGE), DECL(FACTORY_HALL), DECL(FACTORY_CUPBOARD), DECL(FACTORY_COURTYARD), DECL(FACTORY_ALCOVE), DECL(ICEPALACE_SMALLROOM), DECL(ICEPALACE_SHORTPASSAGE), DECL(ICEPALACE_MEDIUMROOM), DECL(ICEPALACE_LARGEROOM), DECL(ICEPALACE_LONGPASSAGE), DECL(ICEPALACE_HALL), DECL(ICEPALACE_CUPBOARD), DECL(ICEPALACE_COURTYARD), DECL(ICEPALACE_ALCOVE), DECL(SPACESTATION_SMALLROOM), DECL(SPACESTATION_SHORTPASSAGE), DECL(SPACESTATION_MEDIUMROOM), DECL(SPACESTATION_LARGEROOM), DECL(SPACESTATION_LONGPASSAGE), DECL(SPACESTATION_HALL), DECL(SPACESTATION_CUPBOARD), DECL(SPACESTATION_ALCOVE), DECL(WOODEN_SMALLROOM), DECL(WOODEN_SHORTPASSAGE), DECL(WOODEN_MEDIUMROOM), DECL(WOODEN_LARGEROOM), DECL(WOODEN_LONGPASSAGE), DECL(WOODEN_HALL), DECL(WOODEN_CUPBOARD), DECL(WOODEN_COURTYARD), DECL(WOODEN_ALCOVE), DECL(SPORT_EMPTYSTADIUM), DECL(SPORT_SQUASHCOURT), DECL(SPORT_SMALLSWIMMINGPOOL), DECL(SPORT_LARGESWIMMINGPOOL), DECL(SPORT_GYMNASIUM), DECL(SPORT_FULLSTADIUM), DECL(SPORT_STADIUMTANNOY), DECL(PREFAB_WORKSHOP), DECL(PREFAB_SCHOOLROOM), DECL(PREFAB_PRACTISEROOM), DECL(PREFAB_OUTHOUSE), DECL(PREFAB_CARAVAN), DECL(DOME_TOMB), DECL(PIPE_SMALL), DECL(DOME_SAINTPAULS), DECL(PIPE_LONGTHIN), DECL(PIPE_LARGE), DECL(PIPE_RESONANT), DECL(OUTDOORS_BACKYARD), DECL(OUTDOORS_ROLLINGPLAINS), DECL(OUTDOORS_DEEPCANYON), DECL(OUTDOORS_CREEK), DECL(OUTDOORS_VALLEY), DECL(MOOD_HEAVEN), DECL(MOOD_HELL), DECL(MOOD_MEMORY), DECL(DRIVING_COMMENTATOR), DECL(DRIVING_PITGARAGE), DECL(DRIVING_INCAR_RACER), DECL(DRIVING_INCAR_SPORTS), DECL(DRIVING_INCAR_LUXURY), DECL(DRIVING_FULLGRANDSTAND), DECL(DRIVING_EMPTYGRANDSTAND), DECL(DRIVING_TUNNEL), DECL(CITY_STREETS), DECL(CITY_SUBWAY), DECL(CITY_MUSEUM), DECL(CITY_LIBRARY), DECL(CITY_UNDERPASS), DECL(CITY_ABANDONED), DECL(DUSTYROOM), DECL(CHAPEL), DECL(SMALLWATERROOM), }; #undef DECL void LoadReverbPreset(const char *name, ALeffect *effect) { size_t i; if(strcasecmp(name, "NONE") == 0) { InitEffectParams(effect, AL_EFFECT_NULL); TRACE("Loading reverb '%s'\n", "NONE"); return; } if(!DisabledEffects[EAXREVERB_EFFECT]) InitEffectParams(effect, AL_EFFECT_EAXREVERB); else if(!DisabledEffects[REVERB_EFFECT]) InitEffectParams(effect, AL_EFFECT_REVERB); else InitEffectParams(effect, AL_EFFECT_NULL); for(i = 0;i < COUNTOF(reverblist);i++) { const EFXEAXREVERBPROPERTIES *props; if(strcasecmp(name, reverblist[i].name) != 0) continue; TRACE("Loading reverb '%s'\n", reverblist[i].name); props = &reverblist[i].props; effect->Props.Reverb.Density = props->flDensity; effect->Props.Reverb.Diffusion = props->flDiffusion; effect->Props.Reverb.Gain = props->flGain; effect->Props.Reverb.GainHF = props->flGainHF; effect->Props.Reverb.GainLF = props->flGainLF; effect->Props.Reverb.DecayTime = props->flDecayTime; effect->Props.Reverb.DecayHFRatio = props->flDecayHFRatio; effect->Props.Reverb.DecayLFRatio = props->flDecayLFRatio; effect->Props.Reverb.ReflectionsGain = props->flReflectionsGain; effect->Props.Reverb.ReflectionsDelay = props->flReflectionsDelay; effect->Props.Reverb.ReflectionsPan[0] = props->flReflectionsPan[0]; effect->Props.Reverb.ReflectionsPan[1] = props->flReflectionsPan[1]; effect->Props.Reverb.ReflectionsPan[2] = props->flReflectionsPan[2]; effect->Props.Reverb.LateReverbGain = props->flLateReverbGain; effect->Props.Reverb.LateReverbDelay = props->flLateReverbDelay; effect->Props.Reverb.LateReverbPan[0] = props->flLateReverbPan[0]; effect->Props.Reverb.LateReverbPan[1] = props->flLateReverbPan[1]; effect->Props.Reverb.LateReverbPan[2] = props->flLateReverbPan[2]; effect->Props.Reverb.EchoTime = props->flEchoTime; effect->Props.Reverb.EchoDepth = props->flEchoDepth; effect->Props.Reverb.ModulationTime = props->flModulationTime; effect->Props.Reverb.ModulationDepth = props->flModulationDepth; effect->Props.Reverb.AirAbsorptionGainHF = props->flAirAbsorptionGainHF; effect->Props.Reverb.HFReference = props->flHFReference; effect->Props.Reverb.LFReference = props->flLFReference; effect->Props.Reverb.RoomRolloffFactor = props->flRoomRolloffFactor; effect->Props.Reverb.DecayHFLimit = props->iDecayHFLimit; return; } WARN("Reverb preset '%s' not found\n", name); }