Beispiel #1
0
AL_API ALvoid AL_APIENTRY alGenAuxiliaryEffectSlots(ALsizei n, ALuint *effectslots)
{
    ALCcontext *Context;

    Context = GetContextRef();
    if(!Context) return;

    if(n < 0 || IsBadWritePtr((void*)effectslots, n * sizeof(ALuint)))
        alSetError(Context, AL_INVALID_VALUE);
    else
    {
        ALenum err;
        ALsizei i;

        err = ResizeEffectSlotArray(Context, n);
        if(err != AL_NO_ERROR)
        {
            alSetError(Context, err);
            n = 0;
        }

        for(i = 0;i < n;i++)
        {
            ALeffectslot *slot = calloc(1, sizeof(ALeffectslot));
            if(!slot || InitEffectSlot(slot) != AL_NO_ERROR)
            {
                free(slot);
                // We must have run out or memory
                alSetError(Context, AL_OUT_OF_MEMORY);
                alDeleteAuxiliaryEffectSlots(i, effectslots);
                break;
            }

            LockContext(Context);
            err = ResizeEffectSlotArray(Context, 1);
            if(err == AL_NO_ERROR)
                Context->ActiveEffectSlots[Context->ActiveEffectSlotCount++] = slot;
            UnlockContext(Context);
            if(err == AL_NO_ERROR)
                err = NewThunkEntry(&slot->effectslot);
            if(err == AL_NO_ERROR)
                err = InsertUIntMapEntry(&Context->EffectSlotMap, slot->effectslot, slot);
            if(err != AL_NO_ERROR)
            {
                RemoveEffectSlotArray(Context, slot);
                FreeThunkEntry(slot->effectslot);
                ALeffectState_Destroy(slot->EffectState);
                free(slot);

                alSetError(Context, err);
                alDeleteAuxiliaryEffectSlots(i, effectslots);
                break;
            }

            effectslots[i] = slot->effectslot;
        }
    }

    ALCcontext_DecRef(Context);
}
AL_API ALvoid AL_APIENTRY alGenAuxiliaryEffectSlots(ALsizei n, ALuint *effectslots)
{
    ALCcontext *Context;
    ALsizei    cur = 0;

    Context = GetContextRef();
    if(!Context) return;

    al_try
    {
        ALenum err;

        CHECK_VALUE(Context, n >= 0);
        for(cur = 0;cur < n;cur++)
        {
            ALeffectslot *slot = al_calloc(16, sizeof(ALeffectslot));
            err = AL_OUT_OF_MEMORY;
            if(!slot || (err=InitEffectSlot(slot)) != AL_NO_ERROR)
            {
                al_free(slot);
                al_throwerr(Context, err);
                break;
            }

            err = NewThunkEntry(&slot->id);
            if(err == AL_NO_ERROR)
                err = InsertUIntMapEntry(&Context->EffectSlotMap, slot->id, slot);
            if(err != AL_NO_ERROR)
            {
                FreeThunkEntry(slot->id);
                ALeffectState_Destroy(slot->EffectState);
                al_free(slot);

                al_throwerr(Context, err);
            }

            effectslots[cur] = slot->id;
        }
        err = AddEffectSlotArray(Context, n, effectslots);
        if(err != AL_NO_ERROR)
            al_throwerr(Context, err);
    }
    al_catchany()
    {
        if(cur > 0)
            alDeleteAuxiliaryEffectSlots(cur, effectslots);
    }
    al_endtry;

    ALCcontext_DecRef(Context);
}
Beispiel #3
0
AL_API ALvoid AL_APIENTRY alDeleteAuxiliaryEffectSlots(ALsizei n, const ALuint *effectslots)
{
    ALCcontext *Context;
    ALeffectslot *EffectSlot;
    ALsizei i;

    Context = GetContextRef();
    if(!Context) return;

    if(n < 0)
        alSetError(Context, AL_INVALID_VALUE);
    else
    {
        // Check that all effectslots are valid
        for(i = 0;i < n;i++)
        {
            if((EffectSlot=LookupEffectSlot(Context, effectslots[i])) == NULL)
            {
                alSetError(Context, AL_INVALID_NAME);
                n = 0;
                break;
            }
            else if(EffectSlot->ref != 0)
            {
                alSetError(Context, AL_INVALID_OPERATION);
                n = 0;
                break;
            }
        }

        // All effectslots are valid
        for(i = 0;i < n;i++)
        {
            // Recheck that the effectslot is valid, because there could be duplicated names
            if((EffectSlot=RemoveEffectSlot(Context, effectslots[i])) == NULL)
                continue;
            FreeThunkEntry(EffectSlot->effectslot);

            RemoveEffectSlotArray(Context, EffectSlot);
            ALeffectState_Destroy(EffectSlot->EffectState);

            memset(EffectSlot, 0, sizeof(ALeffectslot));
            free(EffectSlot);
        }
    }

    ALCcontext_DecRef(Context);
}
Beispiel #4
0
ALvoid ReleaseALAuxiliaryEffectSlots(ALCcontext *Context)
{
    ALsizei pos;
    for(pos = 0;pos < Context->EffectSlotMap.size;pos++)
    {
        ALeffectslot *temp = Context->EffectSlotMap.array[pos].value;
        Context->EffectSlotMap.array[pos].value = NULL;

        // Release effectslot structure
        ALeffectState_Destroy(temp->EffectState);

        FreeThunkEntry(temp->effectslot);
        memset(temp, 0, sizeof(ALeffectslot));
        free(temp);
    }
}
AL_API ALvoid AL_APIENTRY alDeleteAuxiliaryEffectSlots(ALsizei n, const ALuint *effectslots)
{
    ALCcontext *Context;
    ALeffectslot *slot;
    ALsizei i;

    Context = GetContextRef();
    if(!Context) return;

    al_try
    {
        CHECK_VALUE(Context, n >= 0);
        for(i = 0;i < n;i++)
        {
            if((slot=LookupEffectSlot(Context, effectslots[i])) == NULL)
                al_throwerr(Context, AL_INVALID_NAME);
            if(slot->ref != 0)
                al_throwerr(Context, AL_INVALID_OPERATION);
        }

        // All effectslots are valid
        for(i = 0;i < n;i++)
        {
            if((slot=RemoveEffectSlot(Context, effectslots[i])) == NULL)
                continue;
            FreeThunkEntry(slot->id);

            RemoveEffectSlotArray(Context, slot);
            ALeffectState_Destroy(slot->EffectState);

            memset(slot, 0, sizeof(*slot));
            al_free(slot);
        }
    }
    al_endtry;

    ALCcontext_DecRef(Context);
}
Beispiel #6
0
ALenum InitializeEffect(ALCdevice *Device, ALeffectslot *EffectSlot, ALeffect *effect)
{
    ALenum newtype = (effect ? effect->type : AL_EFFECT_NULL);
    ALeffectState *State = NULL;
    ALenum err = AL_NO_ERROR;

    LockDevice(Device);
    if(newtype == AL_EFFECT_NULL && EffectSlot->effect.type != AL_EFFECT_NULL)
    {
        State = NoneCreate();
        if(!State) err = AL_OUT_OF_MEMORY;
    }
    else if(newtype == AL_EFFECT_EAXREVERB || newtype == AL_EFFECT_REVERB)
    {
        if(EffectSlot->effect.type != AL_EFFECT_EAXREVERB && EffectSlot->effect.type != AL_EFFECT_REVERB)
        {
            State = ReverbCreate();
            if(!State) err = AL_OUT_OF_MEMORY;
        }
    }
    else if(newtype == AL_EFFECT_ECHO && EffectSlot->effect.type != AL_EFFECT_ECHO)
    {
        State = EchoCreate();
        if(!State) err = AL_OUT_OF_MEMORY;
    }
    else if(newtype == AL_EFFECT_RING_MODULATOR && EffectSlot->effect.type != AL_EFFECT_RING_MODULATOR)
    {
        State = ModulatorCreate();
        if(!State) err = AL_OUT_OF_MEMORY;
    }
    else if(newtype == AL_EFFECT_DEDICATED_DIALOGUE || newtype == AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT)
    {
        if(EffectSlot->effect.type != AL_EFFECT_DEDICATED_DIALOGUE && EffectSlot->effect.type != AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT)
        {
            State = DedicatedCreate();
            if(!State) err = AL_OUT_OF_MEMORY;
        }
    }

    if(err != AL_NO_ERROR)
    {
        UnlockDevice(Device);
        return err;
    }

    if(State)
    {
        int oldMode;
        oldMode = SetMixerFPUMode();

        if(ALeffectState_DeviceUpdate(State, Device) == AL_FALSE)
        {
            RestoreFPUMode(oldMode);
            UnlockDevice(Device);
            ALeffectState_Destroy(State);
            return AL_OUT_OF_MEMORY;
        }
        State = ExchangePtr((XchgPtr*)&EffectSlot->EffectState, State);

        if(!effect)
            memset(&EffectSlot->effect, 0, sizeof(EffectSlot->effect));
        else
            memcpy(&EffectSlot->effect, effect, sizeof(*effect));
        /* FIXME: This should be done asynchronously, but since the EffectState
         * object was changed, it needs an update before its Process method can
         * be called. */
        EffectSlot->NeedsUpdate = AL_FALSE;
        ALeffectState_Update(EffectSlot->EffectState, Device, EffectSlot);
        UnlockDevice(Device);

        RestoreFPUMode(oldMode);

        ALeffectState_Destroy(State);
        State = NULL;
    }
    else
    {
        if(!effect)
            memset(&EffectSlot->effect, 0, sizeof(EffectSlot->effect));
        else
            memcpy(&EffectSlot->effect, effect, sizeof(*effect));
        UnlockDevice(Device);
        EffectSlot->NeedsUpdate = AL_TRUE;
    }

    return AL_NO_ERROR;
}