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/**
* 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 <cstdlib>
#include <cmath>
#include <cfloat>
#include <algorithm>
#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<typename... T>
void ALeffect_setParami(ALeffect *effect, T&& ...args)
{ effect->vtab->setParami(&effect->Props, std::forward<T>(args)...); }
template<typename... T>
void ALeffect_setParamiv(ALeffect *effect, T&& ...args)
{ effect->vtab->setParamiv(&effect->Props, std::forward<T>(args)...); }
template<typename... T>
void ALeffect_setParamf(ALeffect *effect, T&& ...args)
{ effect->vtab->setParamf(&effect->Props, std::forward<T>(args)...); }
template<typename... T>
void ALeffect_setParamfv(ALeffect *effect, T&& ...args)
{ effect->vtab->setParamfv(&effect->Props, std::forward<T>(args)...); }
template<typename... T>
void ALeffect_getParami(const ALeffect *effect, T&& ...args)
{ effect->vtab->getParami(&effect->Props, std::forward<T>(args)...); }
template<typename... T>
void ALeffect_getParamiv(const ALeffect *effect, T&& ...args)
{ effect->vtab->getParamiv(&effect->Props, std::forward<T>(args)...); }
template<typename... T>
void ALeffect_getParamf(const ALeffect *effect, T&& ...args)
{ effect->vtab->getParamf(&effect->Props, std::forward<T>(args)...); }
template<typename... T>
void ALeffect_getParamfv(const ALeffect *effect, T&& ...args)
{ effect->vtab->getParamfv(&effect->Props, std::forward<T>(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<std::mutex> _{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<ALsizei>(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<ALeffect*>(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<ALuint> ids;
ids.reserve(n);
do {
ALeffect *effect = AllocEffect(context.get());
if(!effect)
{
alDeleteEffects(static_cast<ALsizei>(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<std::mutex> _{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<std::mutex> _{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<std::mutex> _{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<std::mutex> _{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<std::mutex> _{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<std::mutex> _{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<std::mutex> _{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<std::mutex> _{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<std::mutex> _{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<std::mutex> _{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);
}