#ifndef _AL_AUXEFFECTSLOT_H_
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#define _AL_AUXEFFECTSLOT_H_
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#include <array>
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#include "alMain.h"
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#include "alEffect.h"
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#include "ambidefs.h"
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#include "effects/base.h"
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#include "almalloc.h"
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#include "atomic.h"
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struct ALeffectslot;
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using ALeffectslotArray = al::FlexArray<ALeffectslot*>;
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struct ALeffectslotProps {
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ALfloat Gain;
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ALboolean AuxSendAuto;
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ALeffectslot *Target;
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ALenum Type;
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EffectProps Props;
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EffectState *State;
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std::atomic<ALeffectslotProps*> next;
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};
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struct ALeffectslot {
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ALfloat Gain{1.0f};
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ALboolean AuxSendAuto{AL_TRUE};
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ALeffectslot *Target{nullptr};
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struct {
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ALenum Type{AL_EFFECT_NULL};
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EffectProps Props{};
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EffectState *State{nullptr};
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} Effect;
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std::atomic_flag PropsClean;
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RefCount ref{0u};
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std::atomic<ALeffectslotProps*> Update{nullptr};
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struct {
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ALfloat Gain{1.0f};
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ALboolean AuxSendAuto{AL_TRUE};
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ALeffectslot *Target{nullptr};
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ALenum EffectType{AL_EFFECT_NULL};
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EffectProps mEffectProps{};
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EffectState *mEffectState{nullptr};
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ALfloat RoomRolloff{0.0f}; /* Added to the source's room rolloff, not multiplied. */
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ALfloat DecayTime{0.0f};
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ALfloat DecayLFRatio{0.0f};
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ALfloat DecayHFRatio{0.0f};
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ALboolean DecayHFLimit{AL_FALSE};
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ALfloat AirAbsorptionGainHF{1.0f};
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} Params;
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/* Self ID */
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ALuint id{};
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/* Mixing buffer used by the Wet mix. */
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al::vector<std::array<ALfloat,BUFFERSIZE>,16> MixBuffer;
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/* Wet buffer configuration is ACN channel order with N3D scaling.
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* Consequently, effects that only want to work with mono input can use
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* channel 0 by itself. Effects that want multichannel can process the
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* ambisonics signal and make a B-Format source pan.
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*/
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MixParams Wet;
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ALeffectslot() { PropsClean.test_and_set(std::memory_order_relaxed); }
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ALeffectslot(const ALeffectslot&) = delete;
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ALeffectslot& operator=(const ALeffectslot&) = delete;
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~ALeffectslot();
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static ALeffectslotArray *CreatePtrArray(size_t count) noexcept;
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DEF_PLACE_NEWDEL()
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};
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ALenum InitEffectSlot(ALeffectslot *slot);
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void UpdateEffectSlotProps(ALeffectslot *slot, ALCcontext *context);
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void UpdateAllEffectSlotProps(ALCcontext *context);
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ALenum InitializeEffect(ALCcontext *Context, ALeffectslot *EffectSlot, ALeffect *effect);
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#endif
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