mirror of https://github.com/axmolengine/axmol.git
90 lines
1.9 KiB
C++
90 lines
1.9 KiB
C++
#ifndef CORE_EFFECTSLOT_H
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#define CORE_EFFECTSLOT_H
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#include <atomic>
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#include "almalloc.h"
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#include "device.h"
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#include "effects/base.h"
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#include "intrusive_ptr.h"
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struct EffectSlot;
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struct WetBuffer;
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using EffectSlotArray = al::FlexArray<EffectSlot*>;
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enum class EffectSlotType : unsigned char {
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None,
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Reverb,
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Chorus,
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Distortion,
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Echo,
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Flanger,
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FrequencyShifter,
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VocalMorpher,
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PitchShifter,
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RingModulator,
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Autowah,
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Compressor,
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Equalizer,
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EAXReverb,
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DedicatedLFE,
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DedicatedDialog,
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Convolution
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};
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struct EffectSlotProps {
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float Gain;
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bool AuxSendAuto;
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EffectSlot *Target;
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EffectSlotType Type;
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EffectProps Props;
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al::intrusive_ptr<EffectState> State;
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std::atomic<EffectSlotProps*> next;
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DEF_NEWDEL(EffectSlotProps)
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};
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struct EffectSlot {
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bool InUse{false};
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std::atomic<EffectSlotProps*> Update{nullptr};
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/* Wet buffer configuration is ACN channel order with N3D scaling.
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* Consequently, effects that only want to work with mono input can use
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* channel 0 by itself. Effects that want multichannel can process the
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* ambisonics signal and make a B-Format source pan.
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*/
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MixParams Wet;
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float Gain{1.0f};
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bool AuxSendAuto{true};
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EffectSlot *Target{nullptr};
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EffectSlotType EffectType{EffectSlotType::None};
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EffectProps mEffectProps{};
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al::intrusive_ptr<EffectState> mEffectState;
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float RoomRolloff{0.0f}; /* Added to the source's room rolloff, not multiplied. */
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float DecayTime{0.0f};
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float DecayLFRatio{0.0f};
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float DecayHFRatio{0.0f};
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bool DecayHFLimit{false};
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float AirAbsorptionGainHF{1.0f};
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/* Mixing buffer used by the Wet mix. */
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al::vector<FloatBufferLine,16> mWetBuffer;
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static EffectSlotArray *CreatePtrArray(size_t count) noexcept;
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DEF_NEWDEL(EffectSlot)
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};
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#endif /* CORE_EFFECTSLOT_H */
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