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#include "config.h"
#include <cmath>
#include "AL/al.h"
#include "AL/efx.h"
#include "alc/effects/base.h"
#include "effects.h"
#ifdef ALSOFT_EAX
#include <tuple>
#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<float>(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<float>(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<float>(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<float>(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<float>(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<EaxReverbEffectException>(eax1_);
break;
case DSPROPERTY_EAX_ENVIRONMENT:
eax_call.set_value<EaxReverbEffectException>(eax1_.environment);
break;
case DSPROPERTY_EAX_VOLUME:
eax_call.set_value<EaxReverbEffectException>(eax1_.fVolume);
break;
case DSPROPERTY_EAX_DECAYTIME:
eax_call.set_value<EaxReverbEffectException>(eax1_.fDecayTime_sec);
break;
case DSPROPERTY_EAX_DAMPING:
eax_call.set_value<EaxReverbEffectException>(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<EaxReverbEffectException, EAX20LISTENERPROPERTIES>();
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<EaxReverbEffectException>(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<EaxReverbEffectException>(eax_.ulEnvironment);
break;
case EAXREVERB_ENVIRONMENTSIZE:
eax_call.set_value<EaxReverbEffectException>(eax_.flEnvironmentSize);
break;
case EAXREVERB_ENVIRONMENTDIFFUSION:
eax_call.set_value<EaxReverbEffectException>(eax_.flEnvironmentDiffusion);
break;
case EAXREVERB_ROOM:
eax_call.set_value<EaxReverbEffectException>(eax_.lRoom);
break;
case EAXREVERB_ROOMHF:
eax_call.set_value<EaxReverbEffectException>(eax_.lRoomHF);
break;
case EAXREVERB_ROOMLF:
eax_call.set_value<EaxReverbEffectException>(eax_.lRoomLF);
break;
case EAXREVERB_DECAYTIME:
eax_call.set_value<EaxReverbEffectException>(eax_.flDecayTime);
break;
case EAXREVERB_DECAYHFRATIO:
eax_call.set_value<EaxReverbEffectException>(eax_.flDecayHFRatio);
break;
case EAXREVERB_DECAYLFRATIO:
eax_call.set_value<EaxReverbEffectException>(eax_.flDecayLFRatio);
break;
case EAXREVERB_REFLECTIONS:
eax_call.set_value<EaxReverbEffectException>(eax_.lReflections);
break;
case EAXREVERB_REFLECTIONSDELAY:
eax_call.set_value<EaxReverbEffectException>(eax_.flReflectionsDelay);
break;
case EAXREVERB_REFLECTIONSPAN:
eax_call.set_value<EaxReverbEffectException>(eax_.vReflectionsPan);
break;
case EAXREVERB_REVERB:
eax_call.set_value<EaxReverbEffectException>(eax_.lReverb);
break;
case EAXREVERB_REVERBDELAY:
eax_call.set_value<EaxReverbEffectException>(eax_.flReverbDelay);
break;
case EAXREVERB_REVERBPAN:
eax_call.set_value<EaxReverbEffectException>(eax_.vReverbPan);
break;
case EAXREVERB_ECHOTIME:
eax_call.set_value<EaxReverbEffectException>(eax_.flEchoTime);
break;
case EAXREVERB_ECHODEPTH:
eax_call.set_value<EaxReverbEffectException>(eax_.flEchoDepth);
break;
case EAXREVERB_MODULATIONTIME:
eax_call.set_value<EaxReverbEffectException>(eax_.flModulationTime);
break;
case EAXREVERB_MODULATIONDEPTH:
eax_call.set_value<EaxReverbEffectException>(eax_.flModulationDepth);
break;
case EAXREVERB_AIRABSORPTIONHF:
eax_call.set_value<EaxReverbEffectException>(eax_.flAirAbsorptionHF);
break;
case EAXREVERB_HFREFERENCE:
eax_call.set_value<EaxReverbEffectException>(eax_.flHFReference);
break;
case EAXREVERB_LFREFERENCE:
eax_call.set_value<EaxReverbEffectException>(eax_.flLFReference);
break;
case EAXREVERB_ROOMROLLOFFFACTOR:
eax_call.set_value<EaxReverbEffectException>(eax_.flRoomRolloffFactor);
break;
case EAXREVERB_FLAGS:
eax_call.set_value<EaxReverbEffectException>(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<EaxReverbEffectException>("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<EaxReverbEffectException>("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<EaxReverbEffectException>(
"Environment",
ulEnvironment,
EAXREVERB_MINENVIRONMENT,
(version <= 2 || is_standalone) ? EAX1REVERB_MAXENVIRONMENT : EAX30REVERB_MAXENVIRONMENT);
}
void EaxReverbEffect::validate_environment_size(
float flEnvironmentSize)
{
eax_validate_range<EaxReverbEffectException>(
"Environment Size",
flEnvironmentSize,
EAXREVERB_MINENVIRONMENTSIZE,
EAXREVERB_MAXENVIRONMENTSIZE);
}
void EaxReverbEffect::validate_environment_diffusion(
float flEnvironmentDiffusion)
{
eax_validate_range<EaxReverbEffectException>(
"Environment Diffusion",
flEnvironmentDiffusion,
EAXREVERB_MINENVIRONMENTDIFFUSION,
EAXREVERB_MAXENVIRONMENTDIFFUSION);
}
void EaxReverbEffect::validate_room(
long lRoom)
{
eax_validate_range<EaxReverbEffectException>(
"Room",
lRoom,
EAXREVERB_MINROOM,
EAXREVERB_MAXROOM);
}
void EaxReverbEffect::validate_room_hf(
long lRoomHF)
{
eax_validate_range<EaxReverbEffectException>(
"Room HF",
lRoomHF,
EAXREVERB_MINROOMHF,
EAXREVERB_MAXROOMHF);
}
void EaxReverbEffect::validate_room_lf(
long lRoomLF)
{
eax_validate_range<EaxReverbEffectException>(
"Room LF",
lRoomLF,
EAXREVERB_MINROOMLF,
EAXREVERB_MAXROOMLF);
}
void EaxReverbEffect::validate_decay_time(
float flDecayTime)
{
eax_validate_range<EaxReverbEffectException>(
"Decay Time",
flDecayTime,
EAXREVERB_MINDECAYTIME,
EAXREVERB_MAXDECAYTIME);
}
void EaxReverbEffect::validate_decay_hf_ratio(
float flDecayHFRatio)
{
eax_validate_range<EaxReverbEffectException>(
"Decay HF Ratio",
flDecayHFRatio,
EAXREVERB_MINDECAYHFRATIO,
EAXREVERB_MAXDECAYHFRATIO);
}
void EaxReverbEffect::validate_decay_lf_ratio(
float flDecayLFRatio)
{
eax_validate_range<EaxReverbEffectException>(
"Decay LF Ratio",
flDecayLFRatio,
EAXREVERB_MINDECAYLFRATIO,
EAXREVERB_MAXDECAYLFRATIO);
}
void EaxReverbEffect::validate_reflections(
long lReflections)
{
eax_validate_range<EaxReverbEffectException>(
"Reflections",
lReflections,
EAXREVERB_MINREFLECTIONS,
EAXREVERB_MAXREFLECTIONS);
}
void EaxReverbEffect::validate_reflections_delay(
float flReflectionsDelay)
{
eax_validate_range<EaxReverbEffectException>(
"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<EaxReverbEffectException>(
"Reverb",
lReverb,
EAXREVERB_MINREVERB,
EAXREVERB_MAXREVERB);
}
void EaxReverbEffect::validate_reverb_delay(
float flReverbDelay)
{
eax_validate_range<EaxReverbEffectException>(
"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<EaxReverbEffectException>(
"Echo Time",
flEchoTime,
EAXREVERB_MINECHOTIME,
EAXREVERB_MAXECHOTIME);
}
void EaxReverbEffect::validate_echo_depth(
float flEchoDepth)
{
eax_validate_range<EaxReverbEffectException>(
"Echo Depth",
flEchoDepth,
EAXREVERB_MINECHODEPTH,
EAXREVERB_MAXECHODEPTH);
}
void EaxReverbEffect::validate_modulation_time(
float flModulationTime)
{
eax_validate_range<EaxReverbEffectException>(
"Modulation Time",
flModulationTime,
EAXREVERB_MINMODULATIONTIME,
EAXREVERB_MAXMODULATIONTIME);
}
void EaxReverbEffect::validate_modulation_depth(
float flModulationDepth)
{
eax_validate_range<EaxReverbEffectException>(
"Modulation Depth",
flModulationDepth,
EAXREVERB_MINMODULATIONDEPTH,
EAXREVERB_MAXMODULATIONDEPTH);
}
void EaxReverbEffect::validate_air_absorbtion_hf(
float air_absorbtion_hf)
{
eax_validate_range<EaxReverbEffectException>(
"Air Absorbtion HF",
air_absorbtion_hf,
EAXREVERB_MINAIRABSORPTIONHF,
EAXREVERB_MAXAIRABSORPTIONHF);
}
void EaxReverbEffect::validate_hf_reference(
float flHFReference)
{
eax_validate_range<EaxReverbEffectException>(
"HF Reference",
flHFReference,
EAXREVERB_MINHFREFERENCE,
EAXREVERB_MAXHFREFERENCE);
}
void EaxReverbEffect::validate_lf_reference(
float flLFReference)
{
eax_validate_range<EaxReverbEffectException>(
"LF Reference",
flLFReference,
EAXREVERB_MINLFREFERENCE,
EAXREVERB_MAXLFREFERENCE);
}
void EaxReverbEffect::validate_room_rolloff_factor(
float flRoomRolloffFactor)
{
eax_validate_range<EaxReverbEffectException>(
"Room Rolloff Factor",
flRoomRolloffFactor,
EAXREVERB_MINROOMROLLOFFFACTOR,
EAXREVERB_MAXROOMROLLOFFFACTOR);
}
void EaxReverbEffect::validate_flags(
unsigned long ulFlags)
{
eax_validate_range<EaxReverbEffectException>(
"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<EaxReverbEffectException,
const decltype(EAX_REVERBPROPERTIES::environment)>();
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<EaxReverbEffectException,
const decltype(EAX_REVERBPROPERTIES::fVolume)>();
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<EaxReverbEffectException,
const decltype(EAX_REVERBPROPERTIES::fDecayTime_sec)>();
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<EaxReverbEffectException,
const decltype(EAX_REVERBPROPERTIES::fDamping)>();
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<EaxReverbEffectException,
const EAX_REVERBPROPERTIES>();
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<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::ulEnvironment)>();
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<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flEnvironmentSize)>();
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<long>(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<long>(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<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flEnvironmentDiffusion)>();
validate_environment_diffusion(flEnvironmentDiffusion);
defer_environment_diffusion(flEnvironmentDiffusion);
}
void EaxReverbEffect::defer_room(
const EaxEaxCall& eax_call)
{
const auto& lRoom =
eax_call.get_value<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::lRoom)>();
validate_room(lRoom);
defer_room(lRoom);
}
void EaxReverbEffect::defer_room_hf(
const EaxEaxCall& eax_call)
{
const auto& lRoomHF =
eax_call.get_value<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::lRoomHF)>();
validate_room_hf(lRoomHF);
defer_room_hf(lRoomHF);
}
void EaxReverbEffect::defer_room_lf(
const EaxEaxCall& eax_call)
{
const auto& lRoomLF =
eax_call.get_value<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::lRoomLF)>();
validate_room_lf(lRoomLF);
defer_room_lf(lRoomLF);
}
void EaxReverbEffect::defer_decay_time(
const EaxEaxCall& eax_call)
{
const auto& flDecayTime =
eax_call.get_value<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flDecayTime)>();
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<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flDecayHFRatio)>();
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<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flDecayLFRatio)>();
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<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::lReflections)>();
validate_reflections(lReflections);
defer_reflections(lReflections);
}
void EaxReverbEffect::defer_reflections_delay(
const EaxEaxCall& eax_call)
{
const auto& flReflectionsDelay =
eax_call.get_value<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flReflectionsDelay)>();
validate_reflections_delay(flReflectionsDelay);
defer_reflections_delay(flReflectionsDelay);
}
void EaxReverbEffect::defer_reflections_pan(
const EaxEaxCall& eax_call)
{
const auto& vReflectionsPan =
eax_call.get_value<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::vReflectionsPan)>();
validate_reflections_pan(vReflectionsPan);
defer_reflections_pan(vReflectionsPan);
}
void EaxReverbEffect::defer_reverb(
const EaxEaxCall& eax_call)
{
const auto& lReverb =
eax_call.get_value<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::lReverb)>();
validate_reverb(lReverb);
defer_reverb(lReverb);
}
void EaxReverbEffect::defer_reverb_delay(
const EaxEaxCall& eax_call)
{
const auto& flReverbDelay =
eax_call.get_value<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flReverbDelay)>();
validate_reverb_delay(flReverbDelay);
defer_reverb_delay(flReverbDelay);
}
void EaxReverbEffect::defer_reverb_pan(
const EaxEaxCall& eax_call)
{
const auto& vReverbPan =
eax_call.get_value<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::vReverbPan)>();
validate_reverb_pan(vReverbPan);
defer_reverb_pan(vReverbPan);
}
void EaxReverbEffect::defer_echo_time(
const EaxEaxCall& eax_call)
{
const auto& flEchoTime =
eax_call.get_value<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flEchoTime)>();
validate_echo_time(flEchoTime);
defer_echo_time(flEchoTime);
}
void EaxReverbEffect::defer_echo_depth(
const EaxEaxCall& eax_call)
{
const auto& flEchoDepth =
eax_call.get_value<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flEchoDepth)>();
validate_echo_depth(flEchoDepth);
defer_echo_depth(flEchoDepth);
}
void EaxReverbEffect::defer_modulation_time(
const EaxEaxCall& eax_call)
{
const auto& flModulationTime =
eax_call.get_value<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flModulationTime)>();
validate_modulation_time(flModulationTime);
defer_modulation_time(flModulationTime);
}
void EaxReverbEffect::defer_modulation_depth(
const EaxEaxCall& eax_call)
{
const auto& flModulationDepth =
eax_call.get_value<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flModulationDepth)>();
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<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flAirAbsorptionHF)>();
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<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flHFReference)>();
validate_hf_reference(flHFReference);
defer_hf_reference(flHFReference);
}
void EaxReverbEffect::defer_lf_reference(
const EaxEaxCall& eax_call)
{
const auto& flLFReference =
eax_call.get_value<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flLFReference)>();
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<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::flRoomRolloffFactor)>();
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<EaxReverbEffectException, const decltype(EAXREVERBPROPERTIES::ulFlags)>();
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<EaxReverbEffectException, const EAX20LISTENERPROPERTIES>();
validate_all(listener, eax_version);
defer_all(listener);
}
else
{
const auto& reverb_all =
eax_call.get_value<EaxReverbEffectException, const EAXREVERBPROPERTIES>();
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<EaxReverbEffect>();
}
#endif // ALSOFT_EAX