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/*
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* OpenAL Reverb Example
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*
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* Copyright (c) 2012 by Chris Robinson <chris.kcat@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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/* This file contains an example for applying reverb to a sound. */
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#include <assert.h>
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#include <inttypes.h>
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#include <limits.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "sndfile.h"
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#include "AL/al.h"
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#include "AL/alc.h"
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#include "AL/alext.h"
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#include "AL/efx.h"
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#include "AL/efx-presets.h"
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#include "common/alhelpers.h"
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/* Effect object functions */
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static LPALGENEFFECTS alGenEffects;
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static LPALDELETEEFFECTS alDeleteEffects;
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static LPALISEFFECT alIsEffect;
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static LPALEFFECTI alEffecti;
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static LPALEFFECTIV alEffectiv;
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static LPALEFFECTF alEffectf;
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static LPALEFFECTFV alEffectfv;
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static LPALGETEFFECTI alGetEffecti;
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static LPALGETEFFECTIV alGetEffectiv;
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static LPALGETEFFECTF alGetEffectf;
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static LPALGETEFFECTFV alGetEffectfv;
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/* Auxiliary Effect Slot object functions */
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static LPALGENAUXILIARYEFFECTSLOTS alGenAuxiliaryEffectSlots;
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static LPALDELETEAUXILIARYEFFECTSLOTS alDeleteAuxiliaryEffectSlots;
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static LPALISAUXILIARYEFFECTSLOT alIsAuxiliaryEffectSlot;
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static LPALAUXILIARYEFFECTSLOTI alAuxiliaryEffectSloti;
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static LPALAUXILIARYEFFECTSLOTIV alAuxiliaryEffectSlotiv;
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static LPALAUXILIARYEFFECTSLOTF alAuxiliaryEffectSlotf;
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static LPALAUXILIARYEFFECTSLOTFV alAuxiliaryEffectSlotfv;
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static LPALGETAUXILIARYEFFECTSLOTI alGetAuxiliaryEffectSloti;
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static LPALGETAUXILIARYEFFECTSLOTIV alGetAuxiliaryEffectSlotiv;
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static LPALGETAUXILIARYEFFECTSLOTF alGetAuxiliaryEffectSlotf;
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static LPALGETAUXILIARYEFFECTSLOTFV alGetAuxiliaryEffectSlotfv;
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/* LoadEffect loads the given reverb properties into a new OpenAL effect
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* object, and returns the new effect ID. */
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static ALuint LoadEffect(const EFXEAXREVERBPROPERTIES *reverb)
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{
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ALuint effect = 0;
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ALenum err;
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/* Create the effect object and check if we can do EAX reverb. */
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alGenEffects(1, &effect);
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if(alGetEnumValue("AL_EFFECT_EAXREVERB") != 0)
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{
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printf("Using EAX Reverb\n");
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/* EAX Reverb is available. Set the EAX effect type then load the
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* reverb properties. */
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alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
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alEffectf(effect, AL_EAXREVERB_DENSITY, reverb->flDensity);
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alEffectf(effect, AL_EAXREVERB_DIFFUSION, reverb->flDiffusion);
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alEffectf(effect, AL_EAXREVERB_GAIN, reverb->flGain);
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alEffectf(effect, AL_EAXREVERB_GAINHF, reverb->flGainHF);
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alEffectf(effect, AL_EAXREVERB_GAINLF, reverb->flGainLF);
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alEffectf(effect, AL_EAXREVERB_DECAY_TIME, reverb->flDecayTime);
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alEffectf(effect, AL_EAXREVERB_DECAY_HFRATIO, reverb->flDecayHFRatio);
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alEffectf(effect, AL_EAXREVERB_DECAY_LFRATIO, reverb->flDecayLFRatio);
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alEffectf(effect, AL_EAXREVERB_REFLECTIONS_GAIN, reverb->flReflectionsGain);
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alEffectf(effect, AL_EAXREVERB_REFLECTIONS_DELAY, reverb->flReflectionsDelay);
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alEffectfv(effect, AL_EAXREVERB_REFLECTIONS_PAN, reverb->flReflectionsPan);
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alEffectf(effect, AL_EAXREVERB_LATE_REVERB_GAIN, reverb->flLateReverbGain);
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alEffectf(effect, AL_EAXREVERB_LATE_REVERB_DELAY, reverb->flLateReverbDelay);
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alEffectfv(effect, AL_EAXREVERB_LATE_REVERB_PAN, reverb->flLateReverbPan);
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alEffectf(effect, AL_EAXREVERB_ECHO_TIME, reverb->flEchoTime);
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alEffectf(effect, AL_EAXREVERB_ECHO_DEPTH, reverb->flEchoDepth);
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alEffectf(effect, AL_EAXREVERB_MODULATION_TIME, reverb->flModulationTime);
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alEffectf(effect, AL_EAXREVERB_MODULATION_DEPTH, reverb->flModulationDepth);
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alEffectf(effect, AL_EAXREVERB_AIR_ABSORPTION_GAINHF, reverb->flAirAbsorptionGainHF);
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alEffectf(effect, AL_EAXREVERB_HFREFERENCE, reverb->flHFReference);
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alEffectf(effect, AL_EAXREVERB_LFREFERENCE, reverb->flLFReference);
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alEffectf(effect, AL_EAXREVERB_ROOM_ROLLOFF_FACTOR, reverb->flRoomRolloffFactor);
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alEffecti(effect, AL_EAXREVERB_DECAY_HFLIMIT, reverb->iDecayHFLimit);
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}
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else
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{
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printf("Using Standard Reverb\n");
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/* No EAX Reverb. Set the standard reverb effect type then load the
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* available reverb properties. */
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alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_REVERB);
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alEffectf(effect, AL_REVERB_DENSITY, reverb->flDensity);
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alEffectf(effect, AL_REVERB_DIFFUSION, reverb->flDiffusion);
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alEffectf(effect, AL_REVERB_GAIN, reverb->flGain);
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alEffectf(effect, AL_REVERB_GAINHF, reverb->flGainHF);
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alEffectf(effect, AL_REVERB_DECAY_TIME, reverb->flDecayTime);
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alEffectf(effect, AL_REVERB_DECAY_HFRATIO, reverb->flDecayHFRatio);
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alEffectf(effect, AL_REVERB_REFLECTIONS_GAIN, reverb->flReflectionsGain);
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alEffectf(effect, AL_REVERB_REFLECTIONS_DELAY, reverb->flReflectionsDelay);
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alEffectf(effect, AL_REVERB_LATE_REVERB_GAIN, reverb->flLateReverbGain);
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alEffectf(effect, AL_REVERB_LATE_REVERB_DELAY, reverb->flLateReverbDelay);
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alEffectf(effect, AL_REVERB_AIR_ABSORPTION_GAINHF, reverb->flAirAbsorptionGainHF);
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alEffectf(effect, AL_REVERB_ROOM_ROLLOFF_FACTOR, reverb->flRoomRolloffFactor);
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alEffecti(effect, AL_REVERB_DECAY_HFLIMIT, reverb->iDecayHFLimit);
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}
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/* Check if an error occured, and clean up if so. */
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err = alGetError();
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if(err != AL_NO_ERROR)
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{
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fprintf(stderr, "OpenAL error: %s\n", alGetString(err));
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if(alIsEffect(effect))
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alDeleteEffects(1, &effect);
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return 0;
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}
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return effect;
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}
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/* LoadBuffer loads the named audio file into an OpenAL buffer object, and
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* returns the new buffer ID.
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*/
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static ALuint LoadSound(const char *filename)
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{
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ALenum err, format;
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ALuint buffer;
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SNDFILE *sndfile;
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SF_INFO sfinfo;
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short *membuf;
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sf_count_t num_frames;
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ALsizei num_bytes;
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/* Open the audio file and check that it's usable. */
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sndfile = sf_open(filename, SFM_READ, &sfinfo);
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if(!sndfile)
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{
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fprintf(stderr, "Could not open audio in %s: %s\n", filename, sf_strerror(sndfile));
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return 0;
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}
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if(sfinfo.frames < 1 || sfinfo.frames > (sf_count_t)(INT_MAX/sizeof(short))/sfinfo.channels)
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{
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fprintf(stderr, "Bad sample count in %s (%" PRId64 ")\n", filename, sfinfo.frames);
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sf_close(sndfile);
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return 0;
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}
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/* Get the sound format, and figure out the OpenAL format */
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format = AL_NONE;
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if(sfinfo.channels == 1)
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format = AL_FORMAT_MONO16;
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else if(sfinfo.channels == 2)
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format = AL_FORMAT_STEREO16;
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else if(sfinfo.channels == 3)
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{
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if(sf_command(sndfile, SFC_WAVEX_GET_AMBISONIC, NULL, 0) == SF_AMBISONIC_B_FORMAT)
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format = AL_FORMAT_BFORMAT2D_16;
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}
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else if(sfinfo.channels == 4)
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{
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if(sf_command(sndfile, SFC_WAVEX_GET_AMBISONIC, NULL, 0) == SF_AMBISONIC_B_FORMAT)
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format = AL_FORMAT_BFORMAT3D_16;
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}
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if(!format)
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{
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fprintf(stderr, "Unsupported channel count: %d\n", sfinfo.channels);
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sf_close(sndfile);
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return 0;
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}
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/* Decode the whole audio file to a buffer. */
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membuf = malloc((size_t)(sfinfo.frames * sfinfo.channels) * sizeof(short));
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num_frames = sf_readf_short(sndfile, membuf, sfinfo.frames);
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if(num_frames < 1)
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{
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free(membuf);
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sf_close(sndfile);
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fprintf(stderr, "Failed to read samples in %s (%" PRId64 ")\n", filename, num_frames);
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return 0;
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}
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num_bytes = (ALsizei)(num_frames * sfinfo.channels) * (ALsizei)sizeof(short);
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/* Buffer the audio data into a new buffer object, then free the data and
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* close the file.
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*/
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buffer = 0;
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alGenBuffers(1, &buffer);
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alBufferData(buffer, format, membuf, num_bytes, sfinfo.samplerate);
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free(membuf);
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sf_close(sndfile);
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/* Check if an error occured, and clean up if so. */
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err = alGetError();
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if(err != AL_NO_ERROR)
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{
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fprintf(stderr, "OpenAL Error: %s\n", alGetString(err));
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if(buffer && alIsBuffer(buffer))
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alDeleteBuffers(1, &buffer);
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return 0;
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}
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return buffer;
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}
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int main(int argc, char **argv)
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{
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EFXEAXREVERBPROPERTIES reverb = EFX_REVERB_PRESET_GENERIC;
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ALuint source, buffer, effect, slot;
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ALenum state;
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/* Print out usage if no arguments were specified */
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if(argc < 2)
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{
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fprintf(stderr, "Usage: %s [-device <name] <filename>\n", argv[0]);
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return 1;
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}
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/* Initialize OpenAL, and check for EFX support. */
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argv++; argc--;
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if(InitAL(&argv, &argc) != 0)
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return 1;
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if(!alcIsExtensionPresent(alcGetContextsDevice(alcGetCurrentContext()), "ALC_EXT_EFX"))
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{
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fprintf(stderr, "Error: EFX not supported\n");
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CloseAL();
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return 1;
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}
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/* Define a macro to help load the function pointers. */
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#define LOAD_PROC(T, x) ((x) = FUNCTION_CAST(T, alGetProcAddress(#x)))
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LOAD_PROC(LPALGENEFFECTS, alGenEffects);
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LOAD_PROC(LPALDELETEEFFECTS, alDeleteEffects);
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LOAD_PROC(LPALISEFFECT, alIsEffect);
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LOAD_PROC(LPALEFFECTI, alEffecti);
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LOAD_PROC(LPALEFFECTIV, alEffectiv);
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LOAD_PROC(LPALEFFECTF, alEffectf);
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LOAD_PROC(LPALEFFECTFV, alEffectfv);
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LOAD_PROC(LPALGETEFFECTI, alGetEffecti);
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LOAD_PROC(LPALGETEFFECTIV, alGetEffectiv);
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LOAD_PROC(LPALGETEFFECTF, alGetEffectf);
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LOAD_PROC(LPALGETEFFECTFV, alGetEffectfv);
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LOAD_PROC(LPALGENAUXILIARYEFFECTSLOTS, alGenAuxiliaryEffectSlots);
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LOAD_PROC(LPALDELETEAUXILIARYEFFECTSLOTS, alDeleteAuxiliaryEffectSlots);
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LOAD_PROC(LPALISAUXILIARYEFFECTSLOT, alIsAuxiliaryEffectSlot);
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LOAD_PROC(LPALAUXILIARYEFFECTSLOTI, alAuxiliaryEffectSloti);
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LOAD_PROC(LPALAUXILIARYEFFECTSLOTIV, alAuxiliaryEffectSlotiv);
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LOAD_PROC(LPALAUXILIARYEFFECTSLOTF, alAuxiliaryEffectSlotf);
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LOAD_PROC(LPALAUXILIARYEFFECTSLOTFV, alAuxiliaryEffectSlotfv);
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LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTI, alGetAuxiliaryEffectSloti);
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LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTIV, alGetAuxiliaryEffectSlotiv);
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LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTF, alGetAuxiliaryEffectSlotf);
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LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTFV, alGetAuxiliaryEffectSlotfv);
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#undef LOAD_PROC
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/* Load the sound into a buffer. */
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buffer = LoadSound(argv[0]);
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if(!buffer)
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{
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CloseAL();
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return 1;
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}
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/* Load the reverb into an effect. */
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effect = LoadEffect(&reverb);
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if(!effect)
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{
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alDeleteBuffers(1, &buffer);
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CloseAL();
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return 1;
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}
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/* Create the effect slot object. This is what "plays" an effect on sources
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* that connect to it. */
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slot = 0;
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alGenAuxiliaryEffectSlots(1, &slot);
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/* Tell the effect slot to use the loaded effect object. Note that the this
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* effectively copies the effect properties. You can modify or delete the
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* effect object afterward without affecting the effect slot.
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*/
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alAuxiliaryEffectSloti(slot, AL_EFFECTSLOT_EFFECT, (ALint)effect);
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assert(alGetError()==AL_NO_ERROR && "Failed to set effect slot");
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/* Create the source to play the sound with. */
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source = 0;
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alGenSources(1, &source);
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alSourcei(source, AL_BUFFER, (ALint)buffer);
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/* Connect the source to the effect slot. This tells the source to use the
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* effect slot 'slot', on send #0 with the AL_FILTER_NULL filter object.
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*/
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alSource3i(source, AL_AUXILIARY_SEND_FILTER, (ALint)slot, 0, AL_FILTER_NULL);
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assert(alGetError()==AL_NO_ERROR && "Failed to setup sound source");
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/* Play the sound until it finishes. */
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alSourcePlay(source);
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do {
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al_nssleep(10000000);
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alGetSourcei(source, AL_SOURCE_STATE, &state);
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} while(alGetError() == AL_NO_ERROR && state == AL_PLAYING);
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/* All done. Delete resources, and close down OpenAL. */
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alDeleteSources(1, &source);
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alDeleteAuxiliaryEffectSlots(1, &slot);
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alDeleteEffects(1, &effect);
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alDeleteBuffers(1, &buffer);
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CloseAL();
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return 0;
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}
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