void reverb_set_diffusion(reverb_context_t *context, int16_t diffusion)
{
    ALOGV("%s: ctxt %p, diffusion: %d", __func__, context, diffusion);
    context->reverb_settings.diffusion = diffusion;
    offload_reverb_set_diffusion(&(context->offload_reverb), diffusion);
    if (context->ctl)
        offload_reverb_send_params(context->ctl, context->offload_reverb,
                                   OFFLOAD_SEND_REVERB_ENABLE_FLAG |
                                   OFFLOAD_SEND_REVERB_DIFFUSION);
}
void reverb_set_density(reverb_context_t *context, int16_t density)
{
    ALOGV("%s: ctxt %p, density: %d", __func__, context, density);
    context->reverb_settings.density = density;
    offload_reverb_set_density(&(context->offload_reverb), density);
    if (context->ctl)
        offload_reverb_send_params(context->ctl, context->offload_reverb,
                                   OFFLOAD_SEND_REVERB_ENABLE_FLAG |
                                   OFFLOAD_SEND_REVERB_DENSITY);
}
void reverb_set_reverb_level(reverb_context_t *context, int16_t reverb_level)
{
    ALOGV("%s: ctxt %p, reverb level: %d", __func__, context, reverb_level);
    context->reverb_settings.reverbLevel = reverb_level;
    offload_reverb_set_reverb_level(&(context->offload_reverb), reverb_level);
    if (context->ctl)
        offload_reverb_send_params(context->ctl, context->offload_reverb,
                                   OFFLOAD_SEND_REVERB_ENABLE_FLAG |
                                   OFFLOAD_SEND_REVERB_LEVEL);
}
void reverb_set_decay_hf_ratio(reverb_context_t *context, int16_t decay_hf_ratio)
{
    ALOGV("%s: ctxt %p, decay_hf_ratio: %d", __func__, context, decay_hf_ratio);
    context->reverb_settings.decayHFRatio = decay_hf_ratio;
    offload_reverb_set_decay_hf_ratio(&(context->offload_reverb), decay_hf_ratio);
    if (context->ctl)
        offload_reverb_send_params(context->ctl, context->offload_reverb,
                                   OFFLOAD_SEND_REVERB_ENABLE_FLAG |
                                   OFFLOAD_SEND_REVERB_DECAY_HF_RATIO);
}
void reverb_set_decay_time(reverb_context_t *context, uint32_t decay_time)
{
    ALOGV("%s: ctxt %p, decay_time: %d", __func__, context, decay_time);
    context->reverb_settings.decayTime = decay_time;
    offload_reverb_set_decay_time(&(context->offload_reverb), decay_time);
    if (context->ctl)
        offload_reverb_send_params(context->ctl, context->offload_reverb,
                                   OFFLOAD_SEND_REVERB_ENABLE_FLAG |
                                   OFFLOAD_SEND_REVERB_DECAY_TIME);
}
Example #6
0
void reverb_set_preset(reverb_context_t *context, int16_t preset)
{
    ALOGV("%s: preset: %d", __func__, preset);
    context->next_preset = preset;
    offload_reverb_set_preset(&(context->offload_reverb), preset);
    if (context->ctl)
        offload_reverb_send_params(context->ctl, context->offload_reverb,
                                   OFFLOAD_SEND_REVERB_ENABLE_FLAG |
                                   OFFLOAD_SEND_REVERB_PRESET);
}
Example #7
0
void reverb_set_room_hf_level(reverb_context_t *context, int16_t room_hf_level)
{
    ALOGV("%s: room hf level: %d", __func__, room_hf_level);
    context->reverb_settings.roomHFLevel = room_hf_level;
    offload_reverb_set_room_hf_level(&(context->offload_reverb), room_hf_level);
    if (context->ctl)
        offload_reverb_send_params(context->ctl, context->offload_reverb,
                                   OFFLOAD_SEND_REVERB_ENABLE_FLAG |
                                   OFFLOAD_SEND_REVERB_ROOM_HF_LEVEL);
}
int reverb_disable(effect_context_t *context)
{
    reverb_context_t *reverb_ctxt = (reverb_context_t *)context;

    ALOGV("%s: ctxt %p", __func__, reverb_ctxt);
    if (offload_reverb_get_enable_flag(&(reverb_ctxt->offload_reverb))) {
        offload_reverb_set_enable_flag(&(reverb_ctxt->offload_reverb), false);
        if (reverb_ctxt->ctl)
            offload_reverb_send_params(reverb_ctxt->ctl,
                                       reverb_ctxt->offload_reverb,
                                       OFFLOAD_SEND_REVERB_ENABLE_FLAG);
    }
    return 0;
}
void reverb_set_preset(reverb_context_t *context, int16_t preset)
{
    bool enable;
    ALOGV("%s: ctxt %p, preset: %d", __func__, context, preset);
    context->next_preset = preset;
    offload_reverb_set_preset(&(context->offload_reverb), preset);

    enable = (preset == REVERB_PRESET_NONE) ? false: true;
    offload_reverb_set_enable_flag(&(context->offload_reverb), enable);

    if (context->ctl)
        offload_reverb_send_params(context->ctl, context->offload_reverb,
                                   OFFLOAD_SEND_REVERB_ENABLE_FLAG |
                                   OFFLOAD_SEND_REVERB_PRESET);
}
int reverb_start(effect_context_t *context, output_context_t *output)
{
    reverb_context_t *reverb_ctxt = (reverb_context_t *)context;

    ALOGV("%s: ctxt %p, ctl %p", __func__, reverb_ctxt, output->ctl);
    reverb_ctxt->ctl = output->ctl;
    if (offload_reverb_get_enable_flag(&(reverb_ctxt->offload_reverb))) {
        if (reverb_ctxt->ctl && reverb_ctxt->preset) {
            offload_reverb_send_params(reverb_ctxt->ctl, reverb_ctxt->offload_reverb,
                                       OFFLOAD_SEND_REVERB_ENABLE_FLAG |
                                       OFFLOAD_SEND_REVERB_PRESET);
        }
    }

    return 0;
}
void reverb_set_all_properties(reverb_context_t *context,
                               reverb_settings_t *reverb_settings)
{
    ALOGV("%s: ctxt %p", __func__, context);
    context->reverb_settings.roomLevel = reverb_settings->roomLevel;
    context->reverb_settings.roomHFLevel = reverb_settings->roomHFLevel;
    context->reverb_settings.decayTime = reverb_settings->decayTime;
    context->reverb_settings.decayHFRatio = reverb_settings->decayHFRatio;
    context->reverb_settings.reverbLevel = reverb_settings->reverbLevel;
    context->reverb_settings.diffusion = reverb_settings->diffusion;
    context->reverb_settings.density = reverb_settings->density;
    if (context->ctl)
        offload_reverb_send_params(context->ctl, context->offload_reverb,
                                   OFFLOAD_SEND_REVERB_ENABLE_FLAG |
                                   OFFLOAD_SEND_REVERB_ROOM_LEVEL |
                                   OFFLOAD_SEND_REVERB_ROOM_HF_LEVEL |
                                   OFFLOAD_SEND_REVERB_DECAY_TIME |
                                   OFFLOAD_SEND_REVERB_DECAY_HF_RATIO |
                                   OFFLOAD_SEND_REVERB_LEVEL |
                                   OFFLOAD_SEND_REVERB_DIFFUSION |
                                   OFFLOAD_SEND_REVERB_DENSITY);
}