Esempio n. 1
0
static ALvoid InitializeEffect(ALCcontext *Context, ALeffectslot *ALEffectSlot, ALeffect *effect)
{
    if(ALEffectSlot->effect.type != (effect?effect->type:AL_EFFECT_NULL))
    {
        ALeffectState *NewState = NULL;
        if(!effect || effect->type == AL_EFFECT_NULL)
            NewState = NoneCreate();
        else if(effect->type == AL_EFFECT_EAXREVERB)
            NewState = EAXVerbCreate();
        else if(effect->type == AL_EFFECT_REVERB)
            NewState = VerbCreate();
        else if(effect->type == AL_EFFECT_ECHO)
            NewState = EchoCreate();
        /* No new state? An error occured.. */
        if(NewState == NULL ||
           ALEffect_DeviceUpdate(NewState, Context->Device) == AL_FALSE)
        {
            if(NewState)
                ALEffect_Destroy(NewState);
            return;
        }
        if(ALEffectSlot->EffectState)
            ALEffect_Destroy(ALEffectSlot->EffectState);
        ALEffectSlot->EffectState = NewState;
    }
    if(!effect)
    {
        memset(&ALEffectSlot->effect, 0, sizeof(ALEffectSlot->effect));
        return;
    }
    memcpy(&ALEffectSlot->effect, effect, sizeof(*effect));
    ALEffect_Update(ALEffectSlot->EffectState, Context, effect);
}
Esempio n. 2
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;
}