axmol/thirdparty/openal/alc/effects/null.cpp

85 lines
2.3 KiB
C++

#include "config.h"
#include <stddef.h>
#include "almalloc.h"
#include "alspan.h"
#include "base.h"
#include "core/bufferline.h"
#include "intrusive_ptr.h"
struct ContextBase;
struct DeviceBase;
struct EffectSlot;
namespace {
struct NullState final : public EffectState {
NullState();
~NullState() override;
void deviceUpdate(const DeviceBase *device, const Buffer &buffer) override;
void update(const ContextBase *context, const EffectSlot *slot, const EffectProps *props,
const EffectTarget target) override;
void process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn,
const al::span<FloatBufferLine> samplesOut) override;
DEF_NEWDEL(NullState)
};
/* This constructs the effect state. It's called when the object is first
* created.
*/
NullState::NullState() = default;
/* This destructs the effect state. It's called only when the effect instance
* is no longer used.
*/
NullState::~NullState() = default;
/* This updates the device-dependant effect state. This is called on state
* initialization and any time the device parameters (e.g. playback frequency,
* format) have been changed. Will always be followed by a call to the update
* method, if successful.
*/
void NullState::deviceUpdate(const DeviceBase* /*device*/, const Buffer& /*buffer*/)
{
}
/* This updates the effect state with new properties. This is called any time
* the effect is (re)loaded into a slot.
*/
void NullState::update(const ContextBase* /*context*/, const EffectSlot* /*slot*/,
const EffectProps* /*props*/, const EffectTarget /*target*/)
{
}
/* This processes the effect state, for the given number of samples from the
* input to the output buffer. The result should be added to the output buffer,
* not replace it.
*/
void NullState::process(const size_t/*samplesToDo*/,
const al::span<const FloatBufferLine> /*samplesIn*/,
const al::span<FloatBufferLine> /*samplesOut*/)
{
}
struct NullStateFactory final : public EffectStateFactory {
al::intrusive_ptr<EffectState> create() override;
};
/* Creates EffectState objects of the appropriate type. */
al::intrusive_ptr<EffectState> NullStateFactory::create()
{ return al::intrusive_ptr<EffectState>{new NullState{}}; }
} // namespace
EffectStateFactory *NullStateFactory_getFactory()
{
static NullStateFactory NullFactory{};
return &NullFactory;
}