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https://github.com/TorqueGameEngines/Torque3D.git
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Add reverb
Adds reverb functionality to sound system TODO: Make a proper sfxMixer api that will route voices to channels that have the effects slots added to them. this is just a place holder for a more complete implementation
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parent
15a7b8cce0
commit
acda0354d6
11 changed files with 830 additions and 1002 deletions
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@ -208,7 +208,10 @@ SFXALDevice::SFXALDevice(U32 providerIndex)
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mDistanceModel(SFXDistanceModelLinear),
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mDistanceFactor(1.0f),
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mRolloffFactor(1.0f),
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mUserRolloffFactor(1.0f)
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mUserRolloffFactor(1.0f),
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mHasEFX(false),
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mEffect(0),
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mAuxSlot(0)
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{
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SFXProvider* p = SFXSystem::getProvider(providerIndex);
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@ -282,7 +285,7 @@ SFXALDevice::SFXALDevice(U32 providerIndex)
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#undef LOAD_PROC
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// generate our auxiliary slot for the effects.
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// alGenAuxiliaryEffectSlots(1, &mAuxSlot);
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alGenAuxiliaryEffectSlots(1, &mAuxSlot);
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}
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// --- Device frequency ---
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@ -309,6 +312,12 @@ SFXALDevice::~SFXALDevice()
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{
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_releaseAllResources();
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if (alIsEffect(mEffect))
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{
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alDeleteAuxiliaryEffectSlots(1, &mAuxSlot);
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alDeleteEffects(1, &mEffect);
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}
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///cleanup of effects ends
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alcMakeContextCurrent( NULL );
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alcDestroyContext( mContext );
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@ -449,6 +458,90 @@ void SFXALDevice::setDistanceModel( SFXDistanceModel model )
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//-----------------------------------------------------------------------------
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void SFXALDevice::setReverb(const SFXReverbProperties& r)
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{
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if (!(mCaps & CAPS_Reverb))
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return;
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ALenum err;
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/* Clear error state. */
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alGetError();
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if (alIsEffect(mEffect))
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alDeleteEffects(1, &mEffect);
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/* Create the effect object and check if we can do EAX reverb. */
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alGenEffects(1, &mEffect);
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alEffecti(mEffect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
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err = alGetError();
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// Map your engine's properties to EFX parameters.
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// Using EAX Reverb as an example:
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if (err == AL_NO_ERROR)
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{
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alEffectf(mEffect, AL_EAXREVERB_DENSITY, r.flDensity);
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alEffectf(mEffect, AL_EAXREVERB_DIFFUSION, r.flDiffusion);
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alEffectf(mEffect, AL_EAXREVERB_GAIN, r.flGain);
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alEffectf(mEffect, AL_EAXREVERB_GAINHF, r.flGainHF);
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alEffectf(mEffect, AL_EAXREVERB_GAINLF, r.flGainLF);
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alEffectf(mEffect, AL_EAXREVERB_DECAY_TIME, r.flDecayTime);
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alEffectf(mEffect, AL_EAXREVERB_DECAY_HFRATIO, r.flDecayHFRatio);
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alEffectf(mEffect, AL_EAXREVERB_DECAY_LFRATIO, r.flDecayLFRatio);
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alEffectf(mEffect, AL_EAXREVERB_REFLECTIONS_GAIN, r.flReflectionsGain);
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alEffectf(mEffect, AL_EAXREVERB_REFLECTIONS_DELAY, r.flReflectionsDelay);
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alEffectfv(mEffect, AL_EAXREVERB_REFLECTIONS_PAN, r.flReflectionsPan);
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alEffectf(mEffect, AL_EAXREVERB_LATE_REVERB_GAIN, r.flLateReverbGain);
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alEffectf(mEffect, AL_EAXREVERB_LATE_REVERB_DELAY, r.flLateReverbDelay);
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alEffectfv(mEffect, AL_EAXREVERB_LATE_REVERB_PAN, r.flLateReverbPan);
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alEffectf(mEffect, AL_EAXREVERB_ECHO_TIME, r.flEchoTime);
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alEffectf(mEffect, AL_EAXREVERB_ECHO_DEPTH, r.flEchoDepth);
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alEffectf(mEffect, AL_EAXREVERB_MODULATION_TIME, r.flModulationTime);
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alEffectf(mEffect, AL_EAXREVERB_MODULATION_DEPTH, r.flModulationDepth);
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alEffectf(mEffect, AL_EAXREVERB_AIR_ABSORPTION_GAINHF, r.flAirAbsorptionGainHF);
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alEffectf(mEffect, AL_EAXREVERB_HFREFERENCE, r.flHFReference);
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alEffectf(mEffect, AL_EAXREVERB_LFREFERENCE, r.flLFReference);
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alEffectf(mEffect, AL_EAXREVERB_ROOM_ROLLOFF_FACTOR, r.flRoomRolloffFactor);
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alEffecti(mEffect, AL_EAXREVERB_DECAY_HFLIMIT, r.iDecayHFLimit);
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}
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else
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{
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alEffecti(mEffect, AL_EFFECT_TYPE, AL_EFFECT_REVERB);
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alEffectf(mEffect, AL_REVERB_DENSITY, r.flDensity);
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alEffectf(mEffect, AL_REVERB_DIFFUSION, r.flDiffusion);
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alEffectf(mEffect, AL_REVERB_GAIN, r.flGain);
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alEffectf(mEffect, AL_REVERB_GAINHF, r.flGainHF);
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alEffectf(mEffect, AL_REVERB_DECAY_TIME, r.flDecayTime);
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alEffectf(mEffect, AL_REVERB_DECAY_HFRATIO, r.flDecayHFRatio);
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alEffectf(mEffect, AL_REVERB_REFLECTIONS_GAIN, r.flReflectionsGain);
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alEffectf(mEffect, AL_REVERB_REFLECTIONS_DELAY, r.flReflectionsDelay);
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alEffectf(mEffect, AL_REVERB_LATE_REVERB_GAIN, r.flLateReverbGain);
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alEffectf(mEffect, AL_REVERB_LATE_REVERB_DELAY, r.flLateReverbDelay);
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alEffectf(mEffect, AL_REVERB_AIR_ABSORPTION_GAINHF, r.flAirAbsorptionGainHF);
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alEffectf(mEffect, AL_REVERB_ROOM_ROLLOFF_FACTOR, r.flRoomRolloffFactor);
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alEffecti(mEffect, AL_REVERB_DECAY_HFLIMIT, r.iDecayHFLimit);
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}
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err = alGetError();
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if (err != AL_NO_ERROR)
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{
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if (alIsEffect(mEffect))
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alDeleteEffects(1, &mEffect);
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}
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else
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{
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// Bind updated effect to slot
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alAuxiliaryEffectSloti(mAuxSlot, AL_EFFECTSLOT_EFFECT, (ALint)mEffect);
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}
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}
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//-----------------------------------------------------------------------------
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void SFXALDevice::setDopplerFactor( F32 factor )
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{
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alDopplerFactor( factor );
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