effect chain API

mastering_effects
cosmonaut 2021-10-27 15:35:42 -07:00
parent abf4d289d9
commit 56c1a9c766
2 changed files with 343 additions and 153 deletions

View File

@ -142,7 +142,7 @@ static inline uint32_t IdStack_Pop(IdStack* stack)
return stack->array[stack->count];
}
typedef struct BufferQueue
typedef struct BufferQueue
{
uint32_t head;
uint32_t tail;
@ -160,9 +160,9 @@ static inline void BufferQueue_Init(BufferQueue* queue, uint32_t size)
queue->buffers = SDL_malloc(size * sizeof(uint8_t*));
}
static inline uint8_t* BufferQueue_Dequeue(BufferQueue *queue)
static inline uint8_t* BufferQueue_Dequeue(BufferQueue *queue)
{
if (queue->tail == queue->head)
if (queue->tail == queue->head)
{
return NULL;
}
@ -175,9 +175,9 @@ static inline uint8_t* BufferQueue_Dequeue(BufferQueue *queue)
return buffer;
}
static inline void BufferQueue_Enqueue(BufferQueue *queue, uint8_t* buffer)
static inline void BufferQueue_Enqueue(BufferQueue *queue, uint8_t* buffer)
{
if (((queue->head + 1) % queue->size) == queue->tail)
if (((queue->head + 1) % queue->size) == queue->tail)
{
return;
}
@ -225,14 +225,14 @@ typedef struct FAudioGMS_SoundInstance
float pan;
float pitch;
float volume;
float reverb;
float lowPassFilter;
float highPassFilter;
float bandPassFilter;
uint8_t reverbAttached;
FAudioSubmixVoice* reverbVoice;
FAudioVoiceSends reverbSends;
uint8_t effectChainAttached;
FAudioSubmixVoice* effectVoice;
FAudioVoiceSends effectSends;
float effectGain;
uint8_t adjustingVolumeOverTime;
float targetVolume;
@ -252,6 +252,24 @@ typedef struct FAudioGMS_SoundInstance
} soundData;
} FAudioGMS_SoundInstance;
typedef enum FAudioGMS_EffectType
{
EffectType_Reverb
} FAudioGMS_EffectType;
typedef union FAudioGMS_EffectParameters
{
FAudioFXReverbParameters reverbParameters;
} FAudioGMS_EffectParameters;
typedef struct FAudioGMS_EffectChain
{
uint32_t id;
FAudioEffectChain fAudioEffectChain;
FAudioGMS_EffectType *effectTypes; /* size equal to effect chain size */
union FAudioGMS_EffectParameters *effectParameters; /* size equal to effect chain size */
} FAudioGMS_EffectChain;
static const float SPEED_OF_SOUND = 343.5f;
static const float DOPPLER_SCALE = 1.0f;
static const uint32_t MINIMUM_BUFFER_CHECK = 3;
@ -278,6 +296,10 @@ typedef struct FAudioGMS_Device
uint32_t soundInstanceCount;
IdStack soundInstanceIndexStack;
FAudioGMS_EffectChain** effectChains;
uint32_t effectChainCount;
IdStack effectChainIndexStack;
float streamStagingBuffer[STREAMING_BUFFER_SIZE];
double timestep;
} FAudioGMS_Device;
@ -310,6 +332,19 @@ static inline FAudioGMS_SoundInstance* FAudioGMS_INTERNAL_LookupSoundInstance(ui
}
}
static inline FAudioGMS_EffectChain* FAudioGMS_INTERNAL_LookupEffectChain(uint32_t id)
{
if (id >= 0 && id < device->effectChainCount)
{
return device->effectChains[id];
}
else
{
Log("Invalid EffectChain ID!");
return NULL;
}
}
void FAudioGMS_Init(double spatialDistanceScale, double timestep)
{
device = SDL_malloc(sizeof(FAudioGMS_Device));
@ -413,6 +448,10 @@ void FAudioGMS_Init(double spatialDistanceScale, double timestep)
device->soundInstanceCount = 0;
IdStack_Init(&device->soundInstanceIndexStack);
device->effectChains = NULL;
device->effectChainCount = 0;
IdStack_Init(&device->effectChainIndexStack);
device->timestep = timestep;
Log("FAudio initialized successfully!");
@ -521,118 +560,6 @@ double FAudioGMS_StaticSound_LoadWAV(char *filePath)
return (double)sound->id;
}
static void FAudioGMS_INTERNAL_SoundInstance_AttachReverb(FAudioGMS_SoundInstance* instance)
{
if (!instance->reverbAttached)
{
/* Init reverb */
FAPO* reverb;
FAudioCreateReverb(&reverb, 0);
FAudioEffectChain* reverbChain = SDL_malloc(sizeof(FAudioEffectChain));
reverbChain->EffectCount = 1;
reverbChain->pEffectDescriptors = SDL_malloc(sizeof(FAudioEffectDescriptor));
FAudioEffectDescriptor* reverbDescriptor = reverbChain->pEffectDescriptors;
reverbDescriptor->InitialState = 1;
reverbDescriptor->OutputChannels = device->deviceDetails.OutputFormat.Format.nChannels == 6 ? 6 : 1;
reverbDescriptor->pEffect = reverb;
FAudio_CreateSubmixVoice(
device->handle,
&instance->reverbVoice,
1, /* omnidirectional reverb */
device->deviceDetails.OutputFormat.Format.nSamplesPerSec,
0,
0,
NULL,
reverbChain);
FAPOBase_Release((FAPOBase*)reverb);
SDL_free(reverbChain->pEffectDescriptors);
SDL_free(reverbChain);
FAudioFXReverbParameters* reverbParams = SDL_malloc(sizeof(FAudioFXReverbParameters));
reverbParams->WetDryMix = 100.0f;
reverbParams->ReflectionsDelay = 7;
reverbParams->ReverbDelay = 11;
reverbParams->RearDelay = FAUDIOFX_REVERB_DEFAULT_REAR_DELAY;
reverbParams->PositionLeft = FAUDIOFX_REVERB_DEFAULT_POSITION;
reverbParams->PositionRight = FAUDIOFX_REVERB_DEFAULT_POSITION;
reverbParams->PositionMatrixLeft = FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
reverbParams->PositionMatrixRight = FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
reverbParams->EarlyDiffusion = 15;
reverbParams->LateDiffusion = 15;
reverbParams->LowEQGain = 8;
reverbParams->LowEQCutoff = 4;
reverbParams->HighEQGain = 8;
reverbParams->HighEQCutoff = 6;
reverbParams->RoomFilterFreq = 5000.0f;
reverbParams->RoomFilterMain = -10.0f;
reverbParams->RoomFilterHF = -1.0f;
reverbParams->ReflectionsGain = -26.0200005f;
reverbParams->ReverbGain = 10.0f;
reverbParams->DecayTime = 1.49000001f;
reverbParams->Density = 100.0f;
reverbParams->RoomSize = FAUDIOFX_REVERB_DEFAULT_ROOM_SIZE;
FAudioVoice_SetEffectParameters(
instance->reverbVoice,
0,
reverbParams,
sizeof(FAudioFXReverbParameters),
0);
SDL_free(reverbParams);
/* Init reverb sends */
instance->reverbSends.SendCount = 2;
instance->reverbSends.pSends = SDL_malloc(2 * sizeof(FAudioSendDescriptor));
instance->reverbSends.pSends[0].Flags = 0;
instance->reverbSends.pSends[0].pOutputVoice = device->masteringVoice;
instance->reverbSends.pSends[1].Flags = 0;
instance->reverbSends.pSends[1].pOutputVoice = instance->reverbVoice;
instance->reverbAttached = 1;
}
FAudioVoice_SetOutputVoices(
instance->handle,
&instance->reverbSends);
}
static void FAudioGMS_INTERNAL_SoundInstance_SetReverb(FAudioGMS_SoundInstance *instance, float reverb)
{
if (!instance->reverbAttached)
{
FAudioGMS_INTERNAL_SoundInstance_AttachReverb(instance);
}
float* outputMatrix = instance->dspSettings.pMatrixCoefficients;
outputMatrix[0] = reverb;
if (instance->dspSettings.SrcChannelCount == 2)
{
outputMatrix[1] = reverb;
}
FAudioVoice_SetOutputMatrix(
instance->handle,
instance->reverbVoice,
instance->dspSettings.SrcChannelCount,
1,
outputMatrix,
0);
instance->reverb = reverb;
}
static void FAudioGMS_INTERNAL_SoundInstance_SetLowPassFilter(FAudioGMS_SoundInstance* instance, float lowPassFilter)
{
FAudioFilterParameters p;
@ -747,16 +674,11 @@ static void FAudioGMS_INTERNAL_SoundInstance_SetVolume(FAudioGMS_SoundInstance*
FAudioVoice_SetVolume(instance->handle, volume, 0);
}
static void FAudioGMS_INTERNAL_SoundInstance_SetProperties(FAudioGMS_SoundInstance* instance, double pan, double pitch, double volume, double reverb)
static void FAudioGMS_INTERNAL_SoundInstance_SetProperties(FAudioGMS_SoundInstance* instance, double pan, double pitch, double volume)
{
FAudioGMS_INTERNAL_SoundInstance_SetPan(instance, pan);
FAudioGMS_INTERNAL_SoundInstance_SetPitch(instance, pitch);
FAudioGMS_INTERNAL_SoundInstance_SetVolume(instance, volume);
if (reverb > 0.0f)
{
FAudioGMS_INTERNAL_SoundInstance_SetReverb(instance, reverb);
}
}
static void FAudioGMS_INTERNAL_Apply3D(FAudioGMS_SoundInstance* instance)
@ -831,8 +753,10 @@ static FAudioGMS_SoundInstance* FAudioGMS_INTERNAL_SoundInstance_Init(
instance->dspSettings.pMatrixCoefficients = SDL_malloc(memsize);
SDL_memset(instance->dspSettings.pMatrixCoefficients, 0, memsize);
instance->reverbAttached = 0;
instance->reverb = 0.0f;
instance->effectChainAttached = 0;
instance->effectVoice = NULL;
instance->effectGain = 0;
instance->lowPassFilter = 0.0f;
instance->highPassFilter = 0.0f;
instance->bandPassFilter = 0.0f;
@ -917,7 +841,7 @@ static void FAudioGMS_INTERNAL_SoundInstance_AddBuffer(FAudioGMS_SoundInstance*
buffer.pContext = NULL;
FAudioSourceVoice_SubmitSourceBuffer(instance->handle, &buffer, NULL);
/* We have reached the end of the file! */
if (sampleCount < STREAMING_BUFFER_SIZE)
{
@ -1072,7 +996,7 @@ static void FAudioGMS_INTERNAL_SoundInstance_Play(FAudioGMS_SoundInstance* insta
instance->soundState = SoundState_Playing;
}
void FAudioGMS_StaticSound_PlayOneOff(double staticSoundID, double pan, double pitch, double volume, double reverb)
void FAudioGMS_StaticSound_PlayOneOff(double staticSoundID, double pan, double pitch, double volume)
{
FAudioGMS_StaticSound* staticSound = FAudioGMS_INTERNAL_LookupStaticSound((uint32_t)staticSoundID);
@ -1080,7 +1004,7 @@ void FAudioGMS_StaticSound_PlayOneOff(double staticSoundID, double pan, double p
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_SoundInstance_CreateFromStaticSound(staticSound);
instance->destroyOnFinish = 1;
FAudioGMS_INTERNAL_SoundInstance_SetProperties(instance, pan, pitch, volume, reverb);
FAudioGMS_INTERNAL_SoundInstance_SetProperties(instance, pan, pitch, volume);
FAudioGMS_INTERNAL_SoundInstance_Play(instance);
}
else
@ -1089,7 +1013,7 @@ void FAudioGMS_StaticSound_PlayOneOff(double staticSoundID, double pan, double p
}
}
void FAudioGMS_StaticSound_PlayOneOffSpatial(double staticSoundID, double x, double y, double z, double pitch, double volume, double reverb)
void FAudioGMS_StaticSound_PlayOneOffSpatial(double staticSoundID, double x, double y, double z, double pitch, double volume)
{
FAudioGMS_StaticSound* staticSound = FAudioGMS_INTERNAL_LookupStaticSound((uint32_t)staticSoundID);
@ -1097,7 +1021,7 @@ void FAudioGMS_StaticSound_PlayOneOffSpatial(double staticSoundID, double x, dou
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_SoundInstance_CreateFromStaticSound(staticSound);
instance->destroyOnFinish = 1;
FAudioGMS_INTERNAL_SoundInstance_SetProperties(instance, 0, pitch, volume, reverb);
FAudioGMS_INTERNAL_SoundInstance_SetProperties(instance, 0, pitch, volume);
FAudioGMS_INTERNAL_StaticSound_AddEmitter(instance, x, y, z);
FAudioGMS_INTERNAL_SoundInstance_Play(instance);
}
@ -1107,7 +1031,7 @@ void FAudioGMS_StaticSound_PlayOneOffSpatial(double staticSoundID, double x, dou
}
}
double FAudioGMS_StaticSound_Play(double staticSoundID, double pan, double pitch, double volume, double reverb, double loop)
double FAudioGMS_StaticSound_Play(double staticSoundID, double pan, double pitch, double volume, double loop)
{
FAudioGMS_StaticSound* staticSound = FAudioGMS_INTERNAL_LookupStaticSound((uint32_t)staticSoundID);
@ -1115,7 +1039,7 @@ double FAudioGMS_StaticSound_Play(double staticSoundID, double pan, double pitch
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_SoundInstance_CreateFromStaticSound(staticSound);
instance->loop = (uint8_t)loop;
FAudioGMS_INTERNAL_SoundInstance_SetProperties(instance, pan, pitch, volume, reverb);
FAudioGMS_INTERNAL_SoundInstance_SetProperties(instance, pan, pitch, volume);
FAudioGMS_INTERNAL_SoundInstance_Play(instance);
return (double)instance->id;
}
@ -1126,7 +1050,7 @@ double FAudioGMS_StaticSound_Play(double staticSoundID, double pan, double pitch
}
}
double FAudioGMS_StaticSound_PlaySpatial(double staticSoundID, double x, double y, double z, double pitch, double volume, double reverb, double loop)
double FAudioGMS_StaticSound_PlaySpatial(double staticSoundID, double x, double y, double z, double pitch, double volume, double loop)
{
FAudioGMS_StaticSound* staticSound = FAudioGMS_INTERNAL_LookupStaticSound((uint32_t)staticSoundID);
@ -1134,7 +1058,7 @@ double FAudioGMS_StaticSound_PlaySpatial(double staticSoundID, double x, double
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_SoundInstance_CreateFromStaticSound(staticSound);
instance->loop = (uint8_t)loop;
FAudioGMS_INTERNAL_SoundInstance_SetProperties(instance, 0, pitch, volume, reverb);
FAudioGMS_INTERNAL_SoundInstance_SetProperties(instance, 0, pitch, volume);
FAudioGMS_INTERNAL_StaticSound_AddEmitter(instance, x, y, z);
FAudioGMS_INTERNAL_SoundInstance_Play(instance);
return (double)instance->id;
@ -1254,16 +1178,6 @@ void FAudioGMS_SoundInstance_SetVolume(double soundInstanceID, double volume)
}
}
void FAudioGMS_SoundInstance_SetReverb(double soundInstanceID, double reverb)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
FAudioGMS_INTERNAL_SoundInstance_SetReverb(instance, reverb);
}
}
void FAudioGMS_SoundInstance_Set3DPosition(double soundInstanceID, double x, double y, double z)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
@ -1451,6 +1365,255 @@ void FAudioGMS_StaticSound_Destroy(double staticSoundID)
FAudioGMS_INTERNAL_StaticSound_Destroy(sound);
}
double FAudioGMS_EffectChain_Create()
{
FAudioGMS_EffectChain* effectChain = SDL_malloc(sizeof(FAudioGMS_EffectChain));
effectChain->fAudioEffectChain.EffectCount = 0;
effectChain->fAudioEffectChain.pEffectDescriptors = NULL;
effectChain->effectTypes = NULL;
effectChain->effectParameters = NULL;
if (device->effectChainIndexStack.count > 0)
{
effectChain->id = IdStack_Pop(&device->effectChainIndexStack);
}
else
{
effectChain->id = device->effectChainCount;
device->effectChains = SDL_realloc(device->effectChains, (device->effectChainCount + 1) * sizeof(FAudioGMS_EffectChain*));
device->effectChainCount += 1;
}
device->effectChains[effectChain->id] = effectChain;
return effectChain->id;
}
static void FAudioGMS_INTERNAL_EffectChain_AddReverb(FAudioGMS_EffectChain* effectChain, FAudioFXReverbParameters *reverbParameters)
{
FAPO* reverb;
FAudioCreateReverb(&reverb, 0);
effectChain->fAudioEffectChain.EffectCount += 1;
effectChain->fAudioEffectChain.pEffectDescriptors = SDL_realloc(effectChain->fAudioEffectChain.pEffectDescriptors, effectChain->fAudioEffectChain.EffectCount * sizeof(FAudioEffectDescriptor));
FAudioEffectDescriptor* reverbDescriptor = &effectChain->fAudioEffectChain.pEffectDescriptors[effectChain->fAudioEffectChain.EffectCount - 1];
reverbDescriptor->InitialState = 1;
reverbDescriptor->OutputChannels = device->deviceDetails.OutputFormat.Format.nChannels == 6 ? 6 : 1;
reverbDescriptor->pEffect = reverb;
effectChain->effectTypes = SDL_realloc(effectChain->effectTypes, effectChain->fAudioEffectChain.EffectCount * sizeof(FAudioGMS_EffectType));
effectChain->effectTypes[effectChain->fAudioEffectChain.EffectCount - 1] = EffectType_Reverb;
effectChain->effectParameters = SDL_realloc(effectChain->effectParameters, effectChain->fAudioEffectChain.EffectCount * sizeof(FAudioGMS_EffectParameters));
SDL_memcpy(&effectChain->effectParameters[effectChain->fAudioEffectChain.EffectCount - 1], reverbParameters, sizeof(FAudioFXReverbParameters));
}
void FAudioGMS_EffectChain_AddDefaultReverb(double effectChainID)
{
FAudioGMS_EffectChain *effectChain = FAudioGMS_INTERNAL_LookupEffectChain((uint32_t)effectChainID);
if (effectChain != NULL)
{
FAudioFXReverbParameters reverbParams;
reverbParams.WetDryMix = 100.0f;
reverbParams.ReflectionsDelay = 7;
reverbParams.ReverbDelay = 11;
reverbParams.RearDelay = FAUDIOFX_REVERB_DEFAULT_REAR_DELAY;
reverbParams.PositionLeft = FAUDIOFX_REVERB_DEFAULT_POSITION;
reverbParams.PositionRight = FAUDIOFX_REVERB_DEFAULT_POSITION;
reverbParams.PositionMatrixLeft = FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
reverbParams.PositionMatrixRight = FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
reverbParams.EarlyDiffusion = 15;
reverbParams.LateDiffusion = 15;
reverbParams.LowEQGain = 8;
reverbParams.LowEQCutoff = 4;
reverbParams.HighEQGain = 8;
reverbParams.HighEQCutoff = 6;
reverbParams.RoomFilterFreq = 5000.0f;
reverbParams.RoomFilterMain = -10.0f;
reverbParams.RoomFilterHF = -1.0f;
reverbParams.ReflectionsGain = -26.0200005f;
reverbParams.ReverbGain = 10.0f;
reverbParams.DecayTime = 1.49000001f;
reverbParams.Density = 100.0f;
reverbParams.RoomSize = FAUDIOFX_REVERB_DEFAULT_ROOM_SIZE;
FAudioGMS_INTERNAL_EffectChain_AddReverb(effectChain, &reverbParams);
}
}
/* no room filter params because game maker only supports 16 arguments lmao */
void FAudioGMS_EffectChain_AddReverb(
double effectChainID,
double wetDryMix,
double reflectionsDelay,
double reverbDelay,
double earlyDiffusion,
double lateDiffusion,
double lowEQGain,
double lowEQCutoff,
double highEQGain,
double highEQCutoff,
double reflectionsGain,
double reverbGain,
double decayTime,
double density,
double roomSize
) {
FAudioGMS_EffectChain* effectChain = FAudioGMS_INTERNAL_LookupEffectChain((uint32_t)effectChainID);
if (effectChain != NULL)
{
FAudioFXReverbParameters reverbParams;
reverbParams.WetDryMix = wetDryMix;
reverbParams.ReflectionsDelay = reflectionsDelay;
reverbParams.ReverbDelay = reverbDelay;
reverbParams.RearDelay = FAUDIOFX_REVERB_DEFAULT_REAR_DELAY;
reverbParams.PositionLeft = FAUDIOFX_REVERB_DEFAULT_POSITION;
reverbParams.PositionRight = FAUDIOFX_REVERB_DEFAULT_POSITION;
reverbParams.PositionMatrixLeft = FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
reverbParams.PositionMatrixRight = FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
reverbParams.EarlyDiffusion = earlyDiffusion;
reverbParams.LateDiffusion = lateDiffusion;
reverbParams.LowEQGain = lowEQGain;
reverbParams.LowEQCutoff = lowEQCutoff;
reverbParams.HighEQGain = highEQGain;
reverbParams.HighEQCutoff = highEQCutoff;
reverbParams.RoomFilterFreq = 5000.0f;
reverbParams.RoomFilterMain = -10.0f;
reverbParams.RoomFilterHF = -1.0f;
reverbParams.ReflectionsGain = reflectionsGain;
reverbParams.ReverbGain = reverbGain;
reverbParams.DecayTime = decayTime;
reverbParams.Density = density;
reverbParams.RoomSize = roomSize;
FAudioGMS_INTERNAL_EffectChain_AddReverb(effectChain, &reverbParams);
}
}
void FAudioGMS_SoundInstance_SetEffectChain(double soundInstanceID, double effectChainID, double effectGain)
{
FAudioGMS_SoundInstance *instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
FAudioGMS_EffectChain *effectChain = FAudioGMS_INTERNAL_LookupEffectChain((uint32_t)effectChainID);
uint32_t i;
if (instance != NULL && effectChain != NULL)
{
if (!instance->effectChainAttached)
{
FAudio_CreateSubmixVoice(
device->handle,
&instance->effectVoice,
1, /* FIXME: is this correct? */
device->deviceDetails.OutputFormat.Format.nSamplesPerSec,
0,
0,
NULL,
&effectChain->fAudioEffectChain);
instance->effectSends.SendCount = 2;
instance->effectSends.pSends = SDL_malloc(2 * sizeof(FAudioSendDescriptor));
instance->effectSends.pSends[0].Flags = 0;
instance->effectSends.pSends[0].pOutputVoice = device->masteringVoice;
instance->effectSends.pSends[1].Flags = 0;
instance->effectSends.pSends[1].pOutputVoice = instance->effectVoice;
instance->effectChainAttached = 1;
}
else
{
FAudioVoice_SetEffectChain(
instance->effectVoice,
&effectChain->fAudioEffectChain);
}
for (i = 0; i < effectChain->fAudioEffectChain.EffectCount; i += 1)
{
uint32_t parametersSize;
void *parameters;
switch (effectChain->effectTypes[i])
{
case EffectType_Reverb:
parametersSize = sizeof(FAudioFXReverbParameters);
parameters = &effectChain->effectParameters[i].reverbParameters;
break;
default:
Log("Unknown effect type! Something is very wrong!");
}
FAudioVoice_SetEffectParameters(
instance->effectVoice,
i,
parameters,
parametersSize,
0);
}
FAudioVoice_SetOutputVoices(
instance->handle,
&instance->effectSends);
/* TODO: move this to a different API call */
float *outputMatrix = instance->dspSettings.pMatrixCoefficients;
outputMatrix[0] = effectGain;
if (instance->dspSettings.SrcChannelCount == 2)
{
outputMatrix[1] = effectGain;
}
FAudioVoice_SetOutputMatrix(
instance->handle,
instance->effectVoice,
instance->dspSettings.SrcChannelCount,
1,
outputMatrix,
0);
instance->effectGain = effectGain;
}
}
static void FAudioGMS_INTERNAL_EffectChain_Destroy(FAudioGMS_EffectChain *effectChain)
{
uint32_t i;
if (effectChain != NULL)
{
device->effectChains[effectChain->id] = NULL;
IdStack_Push(&device->effectChainIndexStack, effectChain->id);
for (i = 0; i < effectChain->fAudioEffectChain.EffectCount; i += 1)
{
FAPOBase_Release((FAPOBase*)effectChain->fAudioEffectChain.pEffectDescriptors[i].pEffect);
}
SDL_free(effectChain->effectParameters);
SDL_free(effectChain->effectTypes);
SDL_free(effectChain->fAudioEffectChain.pEffectDescriptors);
SDL_free(effectChain);
}
}
void FAudioGMS_EffectChain_Destroy(double effectChainID)
{
FAudioGMS_EffectChain *effectChain = FAudioGMS_INTERNAL_LookupEffectChain((uint32_t)effectChainID);
if (effectChain != NULL)
{
FAudioGMS_INTERNAL_EffectChain_Destroy(effectChain);
}
}
void FAudioGMS_Update()
{
uint32_t i;
@ -1532,6 +1695,11 @@ void FAudioGMS_Destroy()
FAudioGMS_INTERNAL_SoundInstance_Destroy(device->soundInstances[i]);
}
for (i = 0; i < device->effectChainCount; i += 1)
{
FAudioGMS_INTERNAL_EffectChain_Destroy(device->effectChains[i]);
}
for (i = 0; i < device->staticSoundCount; i += 1)
{
FAudioGMS_INTERNAL_StaticSound_Destroy(device->staticSounds[i]);

View File

@ -42,10 +42,10 @@ extern "C" {
FAUDIOGMSAPI void FAudioGMS_Init(double spatialDistanceScale, double timestep);
FAUDIOGMSAPI double FAudioGMS_StaticSound_LoadWAV(char *filePath); /* returns a static sound ID */
FAUDIOGMSAPI void FAudioGMS_StaticSound_PlayOneOff(double staticSoundID, double pan, double pitch, double volume, double reverb); /* automatically frees itself when done! */
FAUDIOGMSAPI void FAudioGMS_StaticSound_PlayOneOffSpatial(double staticSoundID, double x, double y, double z, double pitch, double volume, double reverb); /* automatically frees itself when done! */
FAUDIOGMSAPI double FAudioGMS_StaticSound_Play(double staticSoundID, double pan, double pitch, double volume, double reverb, double loop); /* returns a sound instance ID. must be freed! */
FAUDIOGMSAPI double FAudioGMS_StaticSound_PlaySpatial(double staticSoundID, double x, double y, double z, double pitch, double volume, double reverb, double loop); /* returns a sound instance ID. must be freed! */
FAUDIOGMSAPI void FAudioGMS_StaticSound_PlayOneOff(double staticSoundID, double pan, double pitch, double volume); /* automatically frees itself when done! */
FAUDIOGMSAPI void FAudioGMS_StaticSound_PlayOneOffSpatial(double staticSoundID, double x, double y, double z, double pitch, double volume); /* automatically frees itself when done! */
FAUDIOGMSAPI double FAudioGMS_StaticSound_Play(double staticSoundID, double pan, double pitch, double volume, double loop); /* returns a sound instance ID. must be freed! */
FAUDIOGMSAPI double FAudioGMS_StaticSound_PlaySpatial(double staticSoundID, double x, double y, double z, double pitch, double volume, double loop); /* returns a sound instance ID. must be freed! */
FAUDIOGMSAPI void FAudioGMS_StaticSound_Destroy(double staticSoundID);
FAUDIOGMSAPI double FAudioGMS_StreamingSound_LoadOGG(char* filepath); /* returns a sound instance */
@ -58,7 +58,6 @@ FAUDIOGMSAPI void FAudioGMS_SoundInstance_StopImmediate(double soundInstanceID);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetPan(double soundInstanceID, double pan);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetPitch(double soundInstanceID, double pitch);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetVolume(double soundInstanceID, double volume);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetReverb(double soundInstanceID, double reverb);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_Set3DPosition(double soundInstanceID, double x, double y, double z);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetTrackPosition(double soundInstanceID, double trackPositionInSeconds);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetVolumeOverTime(double soundInstanceID, double volume, double milliseconds);
@ -73,6 +72,29 @@ FAUDIOGMSAPI double FAudioGMS_SoundInstance_GetTrackLengthInSeconds(double sound
FAUDIOGMSAPI void FAudioGMS_SoundInstance_Destroy(double soundInstanceID);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_DestroyWhenFinished(double soundInstanceID);
FAUDIOGMSAPI double FAudioGMS_EffectChain_Create();
FAUDIOGMSAPI void FAudioGMS_EffectChain_AddDefaultReverb(double effectChainID);
FAUDIOGMSAPI void FAudioGMS_EffectChain_AddReverb(
double effectChainID,
double wetDryMix,
double reflectionsDelay,
double reverbDelay,
double earlyDiffusion,
double lateDiffusion,
double lowEQGain,
double lowEQCutoff,
double highEQGain,
double highEQCutoff,
double reflectionsGain,
double reverbGain,
double decayTime,
double density,
double roomSize
);
FAUDIOGMSAPI void FAudioGMS_EffectChain_Destroy(double effectChainID);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetEffectChain(double soundInstanceID, double effectChainID, double effectGain);
FAUDIOGMSAPI void FAudioGMS_SetListenerPosition(double x, double y, double z);
FAUDIOGMSAPI void FAudioGMS_StopAll();