re3/src/audio/oal/oal_utils.cpp

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2020-05-04 17:33:48 +00:00
#include "oal_utils.h"
#ifdef AUDIO_OAL
LPALGENEFFECTS alGenEffects;
LPALDELETEEFFECTS alDeleteEffects;
LPALISEFFECT alIsEffect;
LPALEFFECTI alEffecti;
LPALEFFECTIV alEffectiv;
LPALEFFECTF alEffectf;
LPALEFFECTFV alEffectfv;
LPALGETEFFECTI alGetEffecti;
LPALGETEFFECTIV alGetEffectiv;
LPALGETEFFECTF alGetEffectf;
LPALGETEFFECTFV alGetEffectfv;
LPALGENAUXILIARYEFFECTSLOTS alGenAuxiliaryEffectSlots;
LPALDELETEAUXILIARYEFFECTSLOTS alDeleteAuxiliaryEffectSlots;
LPALISAUXILIARYEFFECTSLOT alIsAuxiliaryEffectSlot;
LPALAUXILIARYEFFECTSLOTI alAuxiliaryEffectSloti;
LPALAUXILIARYEFFECTSLOTIV alAuxiliaryEffectSlotiv;
LPALAUXILIARYEFFECTSLOTF alAuxiliaryEffectSlotf;
LPALAUXILIARYEFFECTSLOTFV alAuxiliaryEffectSlotfv;
LPALGETAUXILIARYEFFECTSLOTI alGetAuxiliaryEffectSloti;
LPALGETAUXILIARYEFFECTSLOTIV alGetAuxiliaryEffectSlotiv;
LPALGETAUXILIARYEFFECTSLOTF alGetAuxiliaryEffectSlotf;
LPALGETAUXILIARYEFFECTSLOTFV alGetAuxiliaryEffectSlotfv;
LPALGENFILTERS alGenFilters;
LPALDELETEFILTERS alDeleteFilters;
LPALISFILTER alIsFilter;
LPALFILTERI alFilteri;
LPALFILTERIV alFilteriv;
LPALFILTERF alFilterf;
LPALFILTERFV alFilterfv;
LPALGETFILTERI alGetFilteri;
LPALGETFILTERIV alGetFilteriv;
LPALGETFILTERF alGetFilterf;
LPALGETFILTERFV alGetFilterfv;
void EFXInit()
{
if (alIsExtensionPresent((ALchar*)"EAX3.0"))
DEV("\nBIG EAX IN TOWN\n");
else
DEV("\nNO EAX\n");
/* Define a macro to help load the function pointers. */
#define LOAD_PROC(T, x) ((x) = (T)alGetProcAddress(#x))
LOAD_PROC(LPALGENEFFECTS, alGenEffects);
LOAD_PROC(LPALDELETEEFFECTS, alDeleteEffects);
LOAD_PROC(LPALISEFFECT, alIsEffect);
LOAD_PROC(LPALEFFECTI, alEffecti);
LOAD_PROC(LPALEFFECTIV, alEffectiv);
LOAD_PROC(LPALEFFECTF, alEffectf);
LOAD_PROC(LPALEFFECTFV, alEffectfv);
LOAD_PROC(LPALGETEFFECTI, alGetEffecti);
LOAD_PROC(LPALGETEFFECTIV, alGetEffectiv);
LOAD_PROC(LPALGETEFFECTF, alGetEffectf);
LOAD_PROC(LPALGETEFFECTFV, alGetEffectfv);
LOAD_PROC(LPALGENFILTERS, alGenFilters);
LOAD_PROC(LPALDELETEFILTERS, alDeleteFilters);
LOAD_PROC(LPALISFILTER, alIsFilter);
LOAD_PROC(LPALFILTERI, alFilteri);
LOAD_PROC(LPALFILTERIV, alFilteriv);
LOAD_PROC(LPALFILTERF, alFilterf);
LOAD_PROC(LPALFILTERFV, alFilterfv);
LOAD_PROC(LPALGETFILTERI, alGetFilteri);
LOAD_PROC(LPALGETFILTERIV, alGetFilteriv);
LOAD_PROC(LPALGETFILTERF, alGetFilterf);
LOAD_PROC(LPALGETFILTERFV, alGetFilterfv);
LOAD_PROC(LPALGENAUXILIARYEFFECTSLOTS, alGenAuxiliaryEffectSlots);
LOAD_PROC(LPALDELETEAUXILIARYEFFECTSLOTS, alDeleteAuxiliaryEffectSlots);
LOAD_PROC(LPALISAUXILIARYEFFECTSLOT, alIsAuxiliaryEffectSlot);
LOAD_PROC(LPALAUXILIARYEFFECTSLOTI, alAuxiliaryEffectSloti);
LOAD_PROC(LPALAUXILIARYEFFECTSLOTIV, alAuxiliaryEffectSlotiv);
LOAD_PROC(LPALAUXILIARYEFFECTSLOTF, alAuxiliaryEffectSlotf);
LOAD_PROC(LPALAUXILIARYEFFECTSLOTFV, alAuxiliaryEffectSlotfv);
LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTI, alGetAuxiliaryEffectSloti);
LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTIV, alGetAuxiliaryEffectSlotiv);
LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTF, alGetAuxiliaryEffectSlotf);
LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTFV, alGetAuxiliaryEffectSlotfv);
#undef LOAD_PROC
}
void SetEffectsLevel(ALuint uiFilter, float level)
{
alFilteri(uiFilter, AL_FILTER_TYPE, AL_FILTER_LOWPASS);
alFilterf(uiFilter, AL_LOWPASS_GAIN, 1.0f);
alFilterf(uiFilter, AL_LOWPASS_GAINHF, level);
}
static inline float gain_to_mB(float gain)
{
return (gain > 1e-5f) ? (float)(log10f(gain) * 2000.0f) : -10000l;
}
static inline float mB_to_gain(float millibels)
{
return (millibels > -10000.0f) ? powf(10.0f, millibels/2000.0f) : 0.0f;
}
static inline FLOAT clampF(FLOAT val, FLOAT minval, FLOAT maxval)
{
if(val >= maxval) return maxval;
if(val <= minval) return minval;
return val;
}
void EAX3_Set(ALuint effect, const EAXLISTENERPROPERTIES *props)
{
alEffecti (effect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
alEffectf (effect, AL_EAXREVERB_DENSITY, clampF(powf(props->flEnvironmentSize, 3.0f) / 16.0f, 0.0f, 1.0f));
alEffectf (effect, AL_EAXREVERB_DIFFUSION, props->flEnvironmentDiffusion);
alEffectf (effect, AL_EAXREVERB_GAIN, mB_to_gain((float)props->lRoom));
alEffectf (effect, AL_EAXREVERB_GAINHF, mB_to_gain((float)props->lRoomHF));
alEffectf (effect, AL_EAXREVERB_GAINLF, mB_to_gain((float)props->lRoomLF));
alEffectf (effect, AL_EAXREVERB_DECAY_TIME, props->flDecayTime);
alEffectf (effect, AL_EAXREVERB_DECAY_HFRATIO, props->flDecayHFRatio);
alEffectf (effect, AL_EAXREVERB_DECAY_LFRATIO, props->flDecayLFRatio);
alEffectf (effect, AL_EAXREVERB_REFLECTIONS_GAIN, clampF(mB_to_gain((float)props->lReflections), AL_EAXREVERB_MIN_REFLECTIONS_GAIN, AL_EAXREVERB_MAX_REFLECTIONS_GAIN));
alEffectf (effect, AL_EAXREVERB_REFLECTIONS_DELAY, props->flReflectionsDelay);
alEffectfv(effect, AL_EAXREVERB_REFLECTIONS_PAN, &props->vReflectionsPan.x);
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));
alEffectf (effect, AL_EAXREVERB_LATE_REVERB_DELAY, props->flReverbDelay);
alEffectfv(effect, AL_EAXREVERB_LATE_REVERB_PAN, &props->vReverbPan.x);
alEffectf (effect, AL_EAXREVERB_ECHO_TIME, props->flEchoTime);
alEffectf (effect, AL_EAXREVERB_ECHO_DEPTH, props->flEchoDepth);
alEffectf (effect, AL_EAXREVERB_MODULATION_TIME, props->flModulationTime);
alEffectf (effect, AL_EAXREVERB_MODULATION_DEPTH, props->flModulationDepth);
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));
alEffectf (effect, AL_EAXREVERB_HFREFERENCE, props->flHFReference);
alEffectf (effect, AL_EAXREVERB_LFREFERENCE, props->flLFReference);
alEffectf (effect, AL_EAXREVERB_ROOM_ROLLOFF_FACTOR, props->flRoomRolloffFactor);
alEffecti (effect, AL_EAXREVERB_DECAY_HFLIMIT, (props->ulFlags&EAXLISTENERFLAGS_DECAYHFLIMIT) ? AL_TRUE : AL_FALSE);
}
void EFX_Set(ALuint effect, const EAXLISTENERPROPERTIES *props)
{
alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_REVERB);
alEffectf(effect, AL_REVERB_DENSITY, clampF(powf(props->flEnvironmentSize, 3.0f) / 16.0f, 0.0f, 1.0f));
alEffectf(effect, AL_REVERB_DIFFUSION, props->flEnvironmentDiffusion);
alEffectf(effect, AL_REVERB_GAIN, mB_to_gain((float)props->lRoom));
alEffectf(effect, AL_REVERB_GAINHF, mB_to_gain((float)props->lRoomHF));
alEffectf(effect, AL_REVERB_DECAY_TIME, props->flDecayTime);
alEffectf(effect, AL_REVERB_DECAY_HFRATIO, props->flDecayHFRatio);
alEffectf(effect, AL_REVERB_REFLECTIONS_GAIN, clampF(mB_to_gain((float)props->lReflections), AL_EAXREVERB_MIN_REFLECTIONS_GAIN, AL_EAXREVERB_MAX_REFLECTIONS_GAIN));
alEffectf(effect, AL_REVERB_REFLECTIONS_DELAY, props->flReflectionsDelay);
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));
alEffectf(effect, AL_REVERB_LATE_REVERB_DELAY, props->flReverbDelay);
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));
alEffectf(effect, AL_REVERB_ROOM_ROLLOFF_FACTOR, props->flRoomRolloffFactor);
alEffecti(effect, AL_REVERB_DECAY_HFLIMIT, (props->ulFlags&EAXLISTENERFLAGS_DECAYHFLIMIT) ? AL_TRUE : AL_FALSE);
}
void EAX3_SetReverbMix(ALuint filter, float mix)
{
//long vol=(long)linear_to_dB(mix);
//DSPROPERTY_EAXBUFFER_ROOMHF,
//DSPROPERTY_EAXBUFFER_ROOM,
//DSPROPERTY_EAXBUFFER_REVERBMIX,
long mbvol = gain_to_mB(mix);
float mb = mbvol;
float mbhf = mbvol;
alFilteri(filter, AL_FILTER_TYPE, AL_FILTER_LOWPASS);
alFilterf(filter, AL_LOWPASS_GAIN, mB_to_gain(Min(mb, 0.0f)));
alFilterf(filter, AL_LOWPASS_GAINHF, mB_to_gain(mbhf));
}
#endif