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#ifndef EFFECTS_BASE_H
#define EFFECTS_BASE_H

#include <cstddef>

#include "alcmain.h"
#include "alexcpt.h"
#include "almalloc.h"
#include "alspan.h"
#include "atomic.h"
#include "buffer_formats.h"
#include "intrusive_ptr.h"

struct ALeffectslot;


union EffectProps {
    struct {
        // Shared Reverb Properties
        float Density;
        float Diffusion;
        float Gain;
        float GainHF;
        float DecayTime;
        float DecayHFRatio;
        float ReflectionsGain;
        float ReflectionsDelay;
        float LateReverbGain;
        float LateReverbDelay;
        float AirAbsorptionGainHF;
        float RoomRolloffFactor;
        bool DecayHFLimit;

        // Additional EAX Reverb Properties
        float GainLF;
        float DecayLFRatio;
        float ReflectionsPan[3];
        float LateReverbPan[3];
        float EchoTime;
        float EchoDepth;
        float ModulationTime;
        float ModulationDepth;
        float HFReference;
        float LFReference;
    } Reverb;

    struct {
        float AttackTime;
        float ReleaseTime;
        float Resonance;
        float PeakGain;
    } Autowah;

    struct {
        int Waveform;
        int Phase;
        float Rate;
        float Depth;
        float Feedback;
        float Delay;
    } Chorus; /* Also Flanger */

    struct {
        bool OnOff;
    } Compressor;

    struct {
        float Edge;
        float Gain;
        float LowpassCutoff;
        float EQCenter;
        float EQBandwidth;
    } Distortion;

    struct {
        float Delay;
        float LRDelay;

        float Damping;
        float Feedback;

        float Spread;
    } Echo;

    struct {
        float LowCutoff;
        float LowGain;
        float Mid1Center;
        float Mid1Gain;
        float Mid1Width;
        float Mid2Center;
        float Mid2Gain;
        float Mid2Width;
        float HighCutoff;
        float HighGain;
    } Equalizer;

    struct {
        float Frequency;
        int LeftDirection;
        int RightDirection;
    } Fshifter;

    struct {
        float Frequency;
        float HighPassCutoff;
        int Waveform;
    } Modulator;

    struct {
        int CoarseTune;
        int FineTune;
    } Pshifter;

    struct {
        float Rate;
        int PhonemeA;
        int PhonemeB;
        int PhonemeACoarseTuning;
        int PhonemeBCoarseTuning;
        int Waveform;
    } Vmorpher;

    struct {
        float Gain;
    } Dedicated;
};


class effect_exception final : public al::base_exception {
public:
    [[gnu::format(printf, 3, 4)]]
    effect_exception(ALenum code, const char *msg, ...);
};


struct EffectVtable {
    void (*const setParami)(EffectProps *props, ALenum param, int val);
    void (*const setParamiv)(EffectProps *props, ALenum param, const int *vals);
    void (*const setParamf)(EffectProps *props, ALenum param, float val);
    void (*const setParamfv)(EffectProps *props, ALenum param, const float *vals);

    void (*const getParami)(const EffectProps *props, ALenum param, int *val);
    void (*const getParamiv)(const EffectProps *props, ALenum param, int *vals);
    void (*const getParamf)(const EffectProps *props, ALenum param, float *val);
    void (*const getParamfv)(const EffectProps *props, ALenum param, float *vals);
};

#define DEFINE_ALEFFECT_VTABLE(T)           \
const EffectVtable T##_vtable = {           \
    T##_setParami, T##_setParamiv,          \
    T##_setParamf, T##_setParamfv,          \
    T##_getParami, T##_getParamiv,          \
    T##_getParamf, T##_getParamfv,          \
}


struct EffectBufferBase : public al::intrusive_ref<EffectBufferBase> {
    virtual ~EffectBufferBase() = default;
};

struct EffectTarget {
    MixParams *Main;
    RealMixParams *RealOut;
};

struct EffectState : public al::intrusive_ref<EffectState> {
    al::span<FloatBufferLine> mOutTarget;


    virtual ~EffectState() = default;

    virtual void deviceUpdate(const ALCdevice *device) = 0;
    /* Implementations are currently required to copy the buffer data if they
     * wish to hold on to it, as there's no guarantee the buffer won't be
     * detached and deleted or altered during a mix.
     */
    virtual EffectBufferBase *createBuffer(const ALCdevice */*device*/,
        const al::byte */*sampleData*/, ALuint /*sampleRate*/, FmtType /*sampleType*/,
        FmtChannels /*channelType*/, ALuint /*numSamples*/)
    { return nullptr; }
    virtual void update(const ALCcontext *context, const ALeffectslot *slot, const EffectProps *props, const EffectTarget target) = 0;
    virtual void process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn, const al::span<FloatBufferLine> samplesOut) = 0;
};


struct EffectStateFactory {
    virtual ~EffectStateFactory() { }

    virtual EffectState *create() = 0;
    virtual EffectProps getDefaultProps() const noexcept = 0;
    virtual const EffectVtable *getEffectVtable() const noexcept = 0;
};


EffectStateFactory *NullStateFactory_getFactory(void);
EffectStateFactory *ReverbStateFactory_getFactory(void);
EffectStateFactory *StdReverbStateFactory_getFactory(void);
EffectStateFactory *AutowahStateFactory_getFactory(void);
EffectStateFactory *ChorusStateFactory_getFactory(void);
EffectStateFactory *CompressorStateFactory_getFactory(void);
EffectStateFactory *DistortionStateFactory_getFactory(void);
EffectStateFactory *EchoStateFactory_getFactory(void);
EffectStateFactory *EqualizerStateFactory_getFactory(void);
EffectStateFactory *FlangerStateFactory_getFactory(void);
EffectStateFactory *FshifterStateFactory_getFactory(void);
EffectStateFactory *ModulatorStateFactory_getFactory(void);
EffectStateFactory *PshifterStateFactory_getFactory(void);
EffectStateFactory* VmorpherStateFactory_getFactory(void);

EffectStateFactory *DedicatedStateFactory_getFactory(void);

EffectStateFactory *ConvolutionStateFactory_getFactory(void);

#endif /* EFFECTS_BASE_H */