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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;
}