176 lines
8.1 KiB
C++
176 lines
8.1 KiB
C++
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#include "oal_utils.h"
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#ifdef AUDIO_OAL
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LPALGENEFFECTS alGenEffects;
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LPALDELETEEFFECTS alDeleteEffects;
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LPALISEFFECT alIsEffect;
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LPALEFFECTI alEffecti;
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LPALEFFECTIV alEffectiv;
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LPALEFFECTF alEffectf;
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LPALEFFECTFV alEffectfv;
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LPALGETEFFECTI alGetEffecti;
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LPALGETEFFECTIV alGetEffectiv;
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LPALGETEFFECTF alGetEffectf;
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LPALGETEFFECTFV alGetEffectfv;
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LPALGENAUXILIARYEFFECTSLOTS alGenAuxiliaryEffectSlots;
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LPALDELETEAUXILIARYEFFECTSLOTS alDeleteAuxiliaryEffectSlots;
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LPALISAUXILIARYEFFECTSLOT alIsAuxiliaryEffectSlot;
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LPALAUXILIARYEFFECTSLOTI alAuxiliaryEffectSloti;
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LPALAUXILIARYEFFECTSLOTIV alAuxiliaryEffectSlotiv;
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LPALAUXILIARYEFFECTSLOTF alAuxiliaryEffectSlotf;
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LPALAUXILIARYEFFECTSLOTFV alAuxiliaryEffectSlotfv;
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LPALGETAUXILIARYEFFECTSLOTI alGetAuxiliaryEffectSloti;
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LPALGETAUXILIARYEFFECTSLOTIV alGetAuxiliaryEffectSlotiv;
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LPALGETAUXILIARYEFFECTSLOTF alGetAuxiliaryEffectSlotf;
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LPALGETAUXILIARYEFFECTSLOTFV alGetAuxiliaryEffectSlotfv;
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LPALGENFILTERS alGenFilters;
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LPALDELETEFILTERS alDeleteFilters;
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LPALISFILTER alIsFilter;
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LPALFILTERI alFilteri;
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LPALFILTERIV alFilteriv;
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LPALFILTERF alFilterf;
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LPALFILTERFV alFilterfv;
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LPALGETFILTERI alGetFilteri;
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LPALGETFILTERIV alGetFilteriv;
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LPALGETFILTERF alGetFilterf;
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LPALGETFILTERFV alGetFilterfv;
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void EFXInit()
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{
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if (alIsExtensionPresent((ALchar*)"EAX3.0"))
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DEV("\nBIG EAX IN TOWN\n");
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else
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DEV("\nNO EAX\n");
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/* Define a macro to help load the function pointers. */
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#define LOAD_PROC(T, x) ((x) = (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(LPALGENFILTERS, alGenFilters);
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LOAD_PROC(LPALDELETEFILTERS, alDeleteFilters);
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LOAD_PROC(LPALISFILTER, alIsFilter);
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LOAD_PROC(LPALFILTERI, alFilteri);
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LOAD_PROC(LPALFILTERIV, alFilteriv);
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LOAD_PROC(LPALFILTERF, alFilterf);
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LOAD_PROC(LPALFILTERFV, alFilterfv);
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LOAD_PROC(LPALGETFILTERI, alGetFilteri);
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LOAD_PROC(LPALGETFILTERIV, alGetFilteriv);
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LOAD_PROC(LPALGETFILTERF, alGetFilterf);
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LOAD_PROC(LPALGETFILTERFV, alGetFilterfv);
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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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}
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void SetEffectsLevel(ALuint uiFilter, float level)
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{
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alFilteri(uiFilter, AL_FILTER_TYPE, AL_FILTER_LOWPASS);
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alFilterf(uiFilter, AL_LOWPASS_GAIN, 1.0f);
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alFilterf(uiFilter, AL_LOWPASS_GAINHF, level);
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}
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static inline float gain_to_mB(float gain)
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{
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return (gain > 1e-5f) ? (float)(log10f(gain) * 2000.0f) : -10000l;
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}
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static inline float mB_to_gain(float millibels)
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{
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return (millibels > -10000.0f) ? powf(10.0f, millibels/2000.0f) : 0.0f;
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}
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static inline FLOAT clampF(FLOAT val, FLOAT minval, FLOAT maxval)
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{
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if(val >= maxval) return maxval;
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if(val <= minval) return minval;
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return val;
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}
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void EAX3_Set(ALuint effect, const EAXLISTENERPROPERTIES *props)
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{
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alEffecti (effect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
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alEffectf (effect, AL_EAXREVERB_DENSITY, clampF(powf(props->flEnvironmentSize, 3.0f) / 16.0f, 0.0f, 1.0f));
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alEffectf (effect, AL_EAXREVERB_DIFFUSION, props->flEnvironmentDiffusion);
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alEffectf (effect, AL_EAXREVERB_GAIN, mB_to_gain((float)props->lRoom));
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alEffectf (effect, AL_EAXREVERB_GAINHF, mB_to_gain((float)props->lRoomHF));
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alEffectf (effect, AL_EAXREVERB_GAINLF, mB_to_gain((float)props->lRoomLF));
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alEffectf (effect, AL_EAXREVERB_DECAY_TIME, props->flDecayTime);
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alEffectf (effect, AL_EAXREVERB_DECAY_HFRATIO, props->flDecayHFRatio);
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alEffectf (effect, AL_EAXREVERB_DECAY_LFRATIO, props->flDecayLFRatio);
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alEffectf (effect, AL_EAXREVERB_REFLECTIONS_GAIN, clampF(mB_to_gain((float)props->lReflections), AL_EAXREVERB_MIN_REFLECTIONS_GAIN, AL_EAXREVERB_MAX_REFLECTIONS_GAIN));
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alEffectf (effect, AL_EAXREVERB_REFLECTIONS_DELAY, props->flReflectionsDelay);
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alEffectfv(effect, AL_EAXREVERB_REFLECTIONS_PAN, &props->vReflectionsPan.x);
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alEffectf (effect, AL_EAXREVERB_LATE_REVERB_GAIN, clampF(mB_to_gain((float)props->lReverb), AL_EAXREVERB_MIN_LATE_REVERB_GAIN, AL_EAXREVERB_MAX_LATE_REVERB_GAIN));
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alEffectf (effect, AL_EAXREVERB_LATE_REVERB_DELAY, props->flReverbDelay);
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alEffectfv(effect, AL_EAXREVERB_LATE_REVERB_PAN, &props->vReverbPan.x);
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alEffectf (effect, AL_EAXREVERB_ECHO_TIME, props->flEchoTime);
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alEffectf (effect, AL_EAXREVERB_ECHO_DEPTH, props->flEchoDepth);
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alEffectf (effect, AL_EAXREVERB_MODULATION_TIME, props->flModulationTime);
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alEffectf (effect, AL_EAXREVERB_MODULATION_DEPTH, props->flModulationDepth);
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alEffectf (effect, AL_EAXREVERB_AIR_ABSORPTION_GAINHF, clampF(mB_to_gain(props->flAirAbsorptionHF), AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF, AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF));
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alEffectf (effect, AL_EAXREVERB_HFREFERENCE, props->flHFReference);
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alEffectf (effect, AL_EAXREVERB_LFREFERENCE, props->flLFReference);
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alEffectf (effect, AL_EAXREVERB_ROOM_ROLLOFF_FACTOR, props->flRoomRolloffFactor);
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alEffecti (effect, AL_EAXREVERB_DECAY_HFLIMIT, (props->ulFlags&EAXLISTENERFLAGS_DECAYHFLIMIT) ? AL_TRUE : AL_FALSE);
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}
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void EFX_Set(ALuint effect, const EAXLISTENERPROPERTIES *props)
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{
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alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_REVERB);
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alEffectf(effect, AL_REVERB_DENSITY, clampF(powf(props->flEnvironmentSize, 3.0f) / 16.0f, 0.0f, 1.0f));
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alEffectf(effect, AL_REVERB_DIFFUSION, props->flEnvironmentDiffusion);
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alEffectf(effect, AL_REVERB_GAIN, mB_to_gain((float)props->lRoom));
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alEffectf(effect, AL_REVERB_GAINHF, mB_to_gain((float)props->lRoomHF));
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alEffectf(effect, AL_REVERB_DECAY_TIME, props->flDecayTime);
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alEffectf(effect, AL_REVERB_DECAY_HFRATIO, props->flDecayHFRatio);
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alEffectf(effect, AL_REVERB_REFLECTIONS_GAIN, clampF(mB_to_gain((float)props->lReflections), AL_EAXREVERB_MIN_REFLECTIONS_GAIN, AL_EAXREVERB_MAX_REFLECTIONS_GAIN));
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alEffectf(effect, AL_REVERB_REFLECTIONS_DELAY, props->flReflectionsDelay);
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alEffectf(effect, AL_REVERB_LATE_REVERB_GAIN, clampF(mB_to_gain((float)props->lReverb), AL_EAXREVERB_MIN_LATE_REVERB_GAIN, AL_EAXREVERB_MAX_LATE_REVERB_GAIN));
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alEffectf(effect, AL_REVERB_LATE_REVERB_DELAY, props->flReverbDelay);
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alEffectf(effect, AL_REVERB_AIR_ABSORPTION_GAINHF, clampF(mB_to_gain(props->flAirAbsorptionHF), AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF, AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF));
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alEffectf(effect, AL_REVERB_ROOM_ROLLOFF_FACTOR, props->flRoomRolloffFactor);
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alEffecti(effect, AL_REVERB_DECAY_HFLIMIT, (props->ulFlags&EAXLISTENERFLAGS_DECAYHFLIMIT) ? AL_TRUE : AL_FALSE);
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}
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void EAX3_SetReverbMix(ALuint filter, float mix)
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{
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//long vol=(long)linear_to_dB(mix);
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//DSPROPERTY_EAXBUFFER_ROOMHF,
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//DSPROPERTY_EAXBUFFER_ROOM,
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//DSPROPERTY_EAXBUFFER_REVERBMIX,
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long mbvol = gain_to_mB(mix);
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float mb = mbvol;
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float mbhf = mbvol;
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alFilteri(filter, AL_FILTER_TYPE, AL_FILTER_LOWPASS);
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alFilterf(filter, AL_LOWPASS_GAIN, mB_to_gain(Min(mb, 0.0f)));
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alFilterf(filter, AL_LOWPASS_GAINHF, mB_to_gain(mbhf));
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}
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#endif
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