1564 lines
46 KiB
C
1564 lines
46 KiB
C
/* FAudio - XAudio Reimplementation for FNA
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*
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* Copyright (c) 2011-2021 Ethan Lee, Luigi Auriemma, and the MonoGame Team
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*
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* This software is provided 'as-is', without any express or implied warranty.
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* In no event will the authors be held liable for any damages arising from
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* the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software in a
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* product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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* Ethan "flibitijibibo" Lee <flibitijibibo@flibitijibibo.com>
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*
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*/
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#include "F3DAudio.h"
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#include "FAudio_internal.h"
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#include <math.h> /* ONLY USE THIS FOR isnan! */
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#include <float.h> /* ONLY USE THIS FOR FLT_MIN/FLT_MAX! */
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/* VS2010 doesn't define isnan (which is C99), so here it is. */
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#if defined(_MSC_VER) && !defined(isnan)
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#define isnan(x) _isnan(x)
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#endif
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/* UTILITY MACROS */
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#define PARAM_CHECK_OK 1
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#define PARAM_CHECK_FAIL (!PARAM_CHECK_OK)
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#define ARRAY_COUNT(x) (sizeof(x) / sizeof(x[0]))
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#define LERP(a, x, y) ((1.0f - a) * x + a * y)
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/* PARAMETER CHECK MACROS */
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#define PARAM_CHECK(cond, msg) FAudio_assert(cond && msg)
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#define POINTER_CHECK(p) \
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PARAM_CHECK(p != NULL, "Pointer " #p " must be != NULL")
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#define FLOAT_BETWEEN_CHECK(f, a, b) \
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PARAM_CHECK(f >= a, "Value" #f " is too low"); \
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PARAM_CHECK(f <= b, "Value" #f " is too big")
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/* Quote X3DAUDIO docs:
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* "To be considered orthonormal, a pair of vectors must have a magnitude of
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* 1 +- 1x10-5 and a dot product of 0 +- 1x10-5."
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* VECTOR_NORMAL_CHECK verifies that vectors are normal (i.e. have norm 1 +- 1x10-5)
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* VECTOR_BASE_CHECK verifies that a pair of vectors are orthogonal (i.e. their dot
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* product is 0 +- 1x10-5)
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*/
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/* TODO: Switch to square length (to save CPU) */
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#define VECTOR_NORMAL_CHECK(v) \
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PARAM_CHECK( \
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FAudio_fabsf(VectorLength(v) - 1.0f) <= 1e-5f, \
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"Vector " #v " isn't normal" \
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)
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#define VECTOR_BASE_CHECK(u, v) \
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PARAM_CHECK( \
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FAudio_fabsf(VectorDot(u, v)) <= 1e-5f, \
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"Vector u and v have non-negligible dot product" \
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)
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/*************************************
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* F3DAudioInitialize Implementation *
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*************************************/
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/* F3DAUDIO_HANDLE Structure */
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#define SPEAKERMASK(Instance) *((uint32_t*) &Instance[0])
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#define SPEAKERCOUNT(Instance) *((uint32_t*) &Instance[4])
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#define SPEAKER_LF_INDEX(Instance) *((uint32_t*) &Instance[8])
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#define SPEEDOFSOUND(Instance) *((float*) &Instance[12])
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#define SPEEDOFSOUNDEPSILON(Instance) *((float*) &Instance[16])
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/* Export for unit tests */
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F3DAUDIOAPI uint32_t F3DAudioCheckInitParams(
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uint32_t SpeakerChannelMask,
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float SpeedOfSound,
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F3DAUDIO_HANDLE instance
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) {
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const uint32_t kAllowedSpeakerMasks[] =
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{
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SPEAKER_MONO,
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SPEAKER_STEREO,
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SPEAKER_2POINT1,
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SPEAKER_QUAD,
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SPEAKER_SURROUND,
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SPEAKER_4POINT1,
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SPEAKER_5POINT1,
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SPEAKER_5POINT1_SURROUND,
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SPEAKER_7POINT1,
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SPEAKER_7POINT1_SURROUND,
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};
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uint8_t speakerMaskIsValid = 0;
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uint32_t i;
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POINTER_CHECK(instance);
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for (i = 0; i < ARRAY_COUNT(kAllowedSpeakerMasks); i += 1)
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{
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if (SpeakerChannelMask == kAllowedSpeakerMasks[i])
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{
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speakerMaskIsValid = 1;
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break;
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}
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}
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/* The docs don't clearly say it, but the debug dll does check that
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* we're exactly in one of the allowed speaker configurations.
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* -Adrien
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*/
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PARAM_CHECK(
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speakerMaskIsValid == 1,
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"SpeakerChannelMask is invalid. Needs to be one of"
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" MONO, STEREO, QUAD, 2POINT1, 4POINT1, 5POINT1, 7POINT1,"
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" SURROUND, 5POINT1_SURROUND, or 7POINT1_SURROUND."
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);
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PARAM_CHECK(SpeedOfSound >= FLT_MIN, "SpeedOfSound needs to be >= FLT_MIN");
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return PARAM_CHECK_OK;
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}
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void F3DAudioInitialize(
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uint32_t SpeakerChannelMask,
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float SpeedOfSound,
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F3DAUDIO_HANDLE Instance
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) {
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F3DAudioInitialize8(SpeakerChannelMask, SpeedOfSound, Instance);
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}
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uint32_t F3DAudioInitialize8(
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uint32_t SpeakerChannelMask,
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float SpeedOfSound,
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F3DAUDIO_HANDLE Instance
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) {
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union
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{
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float f;
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uint32_t i;
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} epsilonHack;
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uint32_t speakerCount = 0;
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if (!F3DAudioCheckInitParams(SpeakerChannelMask, SpeedOfSound, Instance))
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{
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return FAUDIO_E_INVALID_CALL;
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}
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SPEAKERMASK(Instance) = SpeakerChannelMask;
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SPEEDOFSOUND(Instance) = SpeedOfSound;
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/* "Convert" raw float to int... */
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epsilonHack.f = SpeedOfSound;
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/* ... Subtract epsilon value... */
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epsilonHack.i -= 1;
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/* ... Convert back to float. */
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SPEEDOFSOUNDEPSILON(Instance) = epsilonHack.f;
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SPEAKER_LF_INDEX(Instance) = 0xFFFFFFFF;
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if (SpeakerChannelMask & SPEAKER_LOW_FREQUENCY)
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{
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if (SpeakerChannelMask & SPEAKER_FRONT_CENTER)
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{
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SPEAKER_LF_INDEX(Instance) = 3;
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}
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else
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{
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SPEAKER_LF_INDEX(Instance) = 2;
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}
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}
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while (SpeakerChannelMask)
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{
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speakerCount += 1;
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SpeakerChannelMask &= SpeakerChannelMask - 1;
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}
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SPEAKERCOUNT(Instance) = speakerCount;
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return 0;
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}
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/************************************
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* F3DAudioCalculate Implementation *
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************************************/
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/* VECTOR UTILITIES */
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static inline F3DAUDIO_VECTOR Vec(float x, float y, float z)
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{
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F3DAUDIO_VECTOR res;
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res.x = x;
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res.y = y;
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res.z = z;
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return res;
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}
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#define VectorAdd(u, v) Vec(u.x + v.x, u.y + v.y, u.z + v.z)
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#define VectorSub(u, v) Vec(u.x - v.x, u.y - v.y, u.z - v.z)
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#define VectorScale(u, s) Vec(u.x * s, u.y * s, u.z * s)
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#define VectorCross(u, v) Vec( \
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(u.y * v.z) - (u.z * v.y), \
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(u.z * v.x) - (u.x * v.z), \
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(u.x * v.y) - (u.y * v.x) \
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)
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#define VectorLength(v) FAudio_sqrtf( \
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(v.x * v.x) + (v.y * v.y) + (v.z * v.z) \
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)
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#define VectorDot(u, v) ((u.x * v.x) + (u.y * v.y) + (u.z * v.z))
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/* This structure represent a tuple of vectors that form a left-handed basis.
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* That is, all vectors are normal, orthogonal to each other, and taken in the
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* order front, right, top they follow the left-hand rule.
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* (https://en.wikipedia.org/wiki/Right-hand_rule)
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*/
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typedef struct F3DAUDIO_BASIS
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{
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F3DAUDIO_VECTOR front;
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F3DAUDIO_VECTOR right;
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F3DAUDIO_VECTOR top;
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} F3DAUDIO_BASIS;
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/* CHECK UTILITY FUNCTIONS */
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static inline uint8_t CheckCone(F3DAUDIO_CONE *pCone)
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{
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if (!pCone)
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{
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return PARAM_CHECK_OK;
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}
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FLOAT_BETWEEN_CHECK(pCone->InnerAngle, 0.0f, F3DAUDIO_2PI);
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FLOAT_BETWEEN_CHECK(pCone->OuterAngle, pCone->InnerAngle, F3DAUDIO_2PI);
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FLOAT_BETWEEN_CHECK(pCone->InnerVolume, 0.0f, 2.0f);
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FLOAT_BETWEEN_CHECK(pCone->OuterVolume, 0.0f, 2.0f);
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FLOAT_BETWEEN_CHECK(pCone->InnerLPF, 0.0f, 1.0f);
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FLOAT_BETWEEN_CHECK(pCone->OuterLPF, 0.0f, 1.0f);
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FLOAT_BETWEEN_CHECK(pCone->InnerReverb, 0.0f, 2.0f);
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FLOAT_BETWEEN_CHECK(pCone->OuterReverb, 0.0f, 2.0f);
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return PARAM_CHECK_OK;
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}
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static inline uint8_t CheckCurve(F3DAUDIO_DISTANCE_CURVE *pCurve)
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{
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F3DAUDIO_DISTANCE_CURVE_POINT *points;
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uint32_t i;
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if (!pCurve)
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{
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return PARAM_CHECK_OK;
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}
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points = pCurve->pPoints;
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POINTER_CHECK(points);
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PARAM_CHECK(pCurve->PointCount >= 2, "Invalid number of points for curve");
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for (i = 0; i < pCurve->PointCount; i += 1)
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{
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FLOAT_BETWEEN_CHECK(points[i].Distance, 0.0f, 1.0f);
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}
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PARAM_CHECK(
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points[0].Distance == 0.0f,
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"First point in the curve must be at distance 0.0f"
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);
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PARAM_CHECK(
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points[pCurve->PointCount - 1].Distance == 1.0f,
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"Last point in the curve must be at distance 1.0f"
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);
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for (i = 0; i < (pCurve->PointCount - 1); i += 1)
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{
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PARAM_CHECK(
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points[i].Distance < points[i + 1].Distance,
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"Curve points must be in strict ascending order"
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);
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}
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return PARAM_CHECK_OK;
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}
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/* Export for unit tests */
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F3DAUDIOAPI uint8_t F3DAudioCheckCalculateParams(
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const F3DAUDIO_HANDLE Instance,
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const F3DAUDIO_LISTENER *pListener,
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const F3DAUDIO_EMITTER *pEmitter,
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uint32_t Flags,
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F3DAUDIO_DSP_SETTINGS *pDSPSettings
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) {
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uint32_t i, ChannelCount;
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POINTER_CHECK(Instance);
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POINTER_CHECK(pListener);
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POINTER_CHECK(pEmitter);
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POINTER_CHECK(pDSPSettings);
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if (Flags & F3DAUDIO_CALCULATE_MATRIX)
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{
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POINTER_CHECK(pDSPSettings->pMatrixCoefficients);
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}
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if (Flags & F3DAUDIO_CALCULATE_ZEROCENTER)
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{
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const uint32_t isCalculateMatrix = (Flags & F3DAUDIO_CALCULATE_MATRIX);
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const uint32_t hasCenter = SPEAKERMASK(Instance) & SPEAKER_FRONT_CENTER;
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PARAM_CHECK(
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isCalculateMatrix && hasCenter,
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"F3DAUDIO_CALCULATE_ZEROCENTER is only valid for matrix"
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" calculations with an output format that has a center channel"
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);
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}
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if (Flags & F3DAUDIO_CALCULATE_REDIRECT_TO_LFE)
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{
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const uint32_t isCalculateMatrix = (Flags & F3DAUDIO_CALCULATE_MATRIX);
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const uint32_t hasLF = SPEAKERMASK(Instance) & SPEAKER_LOW_FREQUENCY;
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PARAM_CHECK(
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isCalculateMatrix && hasLF,
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"F3DAUDIO_CALCULATE_REDIRECT_TO_LFE is only valid for matrix"
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" calculations with an output format that has a low-frequency"
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" channel"
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);
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}
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ChannelCount = SPEAKERCOUNT(Instance);
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PARAM_CHECK(
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pDSPSettings->DstChannelCount == ChannelCount,
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"Invalid channel count, DSP settings and speaker configuration must agree"
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);
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PARAM_CHECK(
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pDSPSettings->SrcChannelCount == pEmitter->ChannelCount,
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"Invalid channel count, DSP settings and emitter must agree"
|
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);
|
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|
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if (pListener->pCone)
|
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{
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||
PARAM_CHECK(
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CheckCone(pListener->pCone) == PARAM_CHECK_OK,
|
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"Invalid listener cone"
|
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);
|
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}
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VECTOR_NORMAL_CHECK(pListener->OrientFront);
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VECTOR_NORMAL_CHECK(pListener->OrientTop);
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VECTOR_BASE_CHECK(pListener->OrientFront, pListener->OrientTop);
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if (pEmitter->pCone)
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{
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VECTOR_NORMAL_CHECK(pEmitter->OrientFront);
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PARAM_CHECK(
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CheckCone(pEmitter->pCone) == PARAM_CHECK_OK,
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"Invalid emitter cone"
|
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);
|
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}
|
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else if (Flags & F3DAUDIO_CALCULATE_EMITTER_ANGLE)
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{
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VECTOR_NORMAL_CHECK(pEmitter->OrientFront);
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}
|
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if (pEmitter->ChannelCount > 1)
|
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{
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/* Only used for multi-channel emitters */
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VECTOR_NORMAL_CHECK(pEmitter->OrientFront);
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VECTOR_NORMAL_CHECK(pEmitter->OrientTop);
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VECTOR_BASE_CHECK(pEmitter->OrientFront, pEmitter->OrientTop);
|
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}
|
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FLOAT_BETWEEN_CHECK(pEmitter->InnerRadius, 0.0f, FLT_MAX);
|
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FLOAT_BETWEEN_CHECK(pEmitter->InnerRadiusAngle, 0.0f, F3DAUDIO_2PI / 4.0f);
|
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PARAM_CHECK(
|
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pEmitter->ChannelCount > 0,
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"Invalid channel count for emitter"
|
||
);
|
||
PARAM_CHECK(
|
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pEmitter->ChannelRadius >= 0.0f,
|
||
"Invalid channel radius for emitter"
|
||
);
|
||
if (pEmitter->ChannelCount > 1)
|
||
{
|
||
PARAM_CHECK(
|
||
pEmitter->pChannelAzimuths != NULL,
|
||
"Invalid channel azimuths for multi-channel emitter"
|
||
);
|
||
if (pEmitter->pChannelAzimuths)
|
||
{
|
||
for (i = 0; i < pEmitter->ChannelCount; i += 1)
|
||
{
|
||
float currentAzimuth = pEmitter->pChannelAzimuths[i];
|
||
FLOAT_BETWEEN_CHECK(currentAzimuth, 0.0f, F3DAUDIO_2PI);
|
||
if (currentAzimuth == F3DAUDIO_2PI)
|
||
{
|
||
PARAM_CHECK(
|
||
!(Flags & F3DAUDIO_CALCULATE_REDIRECT_TO_LFE),
|
||
"F3DAUDIO_CALCULATE_REDIRECT_TO_LFE valid only for"
|
||
" matrix calculations with emitters that have no LFE"
|
||
" channel"
|
||
);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
FLOAT_BETWEEN_CHECK(pEmitter->CurveDistanceScaler, FLT_MIN, FLT_MAX);
|
||
FLOAT_BETWEEN_CHECK(pEmitter->DopplerScaler, 0.0f, FLT_MAX);
|
||
|
||
PARAM_CHECK(
|
||
CheckCurve(pEmitter->pVolumeCurve) == PARAM_CHECK_OK,
|
||
"Invalid Volume curve"
|
||
);
|
||
PARAM_CHECK(
|
||
CheckCurve(pEmitter->pLFECurve) == PARAM_CHECK_OK,
|
||
"Invalid LFE curve"
|
||
);
|
||
PARAM_CHECK(
|
||
CheckCurve(pEmitter->pLPFDirectCurve) == PARAM_CHECK_OK,
|
||
"Invalid LPFDirect curve"
|
||
);
|
||
PARAM_CHECK(
|
||
CheckCurve(pEmitter->pLPFReverbCurve) == PARAM_CHECK_OK,
|
||
"Invalid LPFReverb curve"
|
||
);
|
||
PARAM_CHECK(
|
||
CheckCurve(pEmitter->pReverbCurve) == PARAM_CHECK_OK,
|
||
"Invalid Reverb curve"
|
||
);
|
||
|
||
return PARAM_CHECK_OK;
|
||
}
|
||
|
||
/*
|
||
* MATRIX CALCULATION
|
||
*/
|
||
|
||
/* This function computes the distance either according to a curve if pCurve
|
||
* isn't NULL, or according to the inverse distance law 1/d otherwise.
|
||
*/
|
||
static inline float ComputeDistanceAttenuation(
|
||
float normalizedDistance,
|
||
F3DAUDIO_DISTANCE_CURVE *pCurve
|
||
) {
|
||
float res;
|
||
float alpha;
|
||
uint32_t n_points;
|
||
size_t i;
|
||
if (pCurve)
|
||
{
|
||
F3DAUDIO_DISTANCE_CURVE_POINT* points = pCurve->pPoints;
|
||
n_points = pCurve->PointCount;
|
||
|
||
/* By definition, the first point in the curve must be 0.0f
|
||
* -Adrien
|
||
*/
|
||
|
||
/* We advance i up until our normalizedDistance lies between the distances of
|
||
* the i_th and (i-1)_th points, or we reach the last point.
|
||
*/
|
||
for (i = 1; (i < n_points) && (normalizedDistance >= points[i].Distance); i += 1);
|
||
if (i == n_points)
|
||
{
|
||
/* We've reached the last point, so we use its value directly.
|
||
* Quote X3DAUDIO docs:
|
||
* "If an emitter moves beyond a distance of (CurveDistanceScaler × 1.0f),
|
||
* the last point on the curve is used to compute the volume output level."
|
||
*/
|
||
res = points[n_points - 1].DSPSetting;
|
||
}
|
||
else
|
||
{
|
||
/* We're between two points: the distance attenuation is the linear interpolation of the DSPSetting
|
||
* values defined by our points, according to the distance.
|
||
*/
|
||
alpha = (points[i].Distance - normalizedDistance) / (points[i].Distance - points[i - 1].Distance);
|
||
res = LERP(alpha, points[i].DSPSetting, points[i - 1].DSPSetting);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
res = 1.0f;
|
||
if (normalizedDistance >= 1.0f)
|
||
{
|
||
res /= normalizedDistance;
|
||
}
|
||
}
|
||
return res;
|
||
}
|
||
|
||
static inline float ComputeConeParameter(
|
||
float distance,
|
||
float angle,
|
||
float innerAngle,
|
||
float outerAngle,
|
||
float innerParam,
|
||
float outerParam
|
||
) {
|
||
/* When computing whether a point lies inside a cone, X3DAUDIO first determines
|
||
* whether the point is close enough to the apex of the cone.
|
||
* If it is, the innerParam is used.
|
||
* The following constant is the one that is used for this distance check;
|
||
* It is an approximation, found by manual binary search.
|
||
* TODO: find the exact value of the constant via automated binary search. */
|
||
#define CONE_NULL_DISTANCE_TOLERANCE 1e-7
|
||
|
||
float halfInnerAngle, halfOuterAngle, alpha;
|
||
|
||
/* Quote X3DAudio.h:
|
||
* "Set both cone angles to 0 or X3DAUDIO_2PI for omnidirectionality using
|
||
* only the outer or inner values respectively."
|
||
*/
|
||
if (innerAngle == 0.0f && outerAngle == 0.0f)
|
||
{
|
||
return outerParam;
|
||
}
|
||
if (innerAngle == F3DAUDIO_2PI && outerAngle == F3DAUDIO_2PI)
|
||
{
|
||
return innerParam;
|
||
}
|
||
|
||
/* If we're within the inner angle, or close enough to the apex, we use
|
||
* the innerParam. */
|
||
halfInnerAngle = innerAngle / 2.0f;
|
||
if (distance <= CONE_NULL_DISTANCE_TOLERANCE || angle <= halfInnerAngle)
|
||
{
|
||
return innerParam;
|
||
}
|
||
|
||
/* If we're between the inner angle and the outer angle, we must use
|
||
* some interpolation of the innerParam and outerParam according to the
|
||
* distance between our angle and the inner and outer angles.
|
||
*/
|
||
halfOuterAngle = outerAngle / 2.0f;
|
||
if (angle <= halfOuterAngle)
|
||
{
|
||
alpha = (angle - halfInnerAngle) / (halfOuterAngle - halfInnerAngle);
|
||
|
||
/* Sooo... This is awkward. MSDN doesn't say anything, but
|
||
* X3DAudio.h says that this should be lerped. However in
|
||
* practice the behaviour of X3DAudio isn't a lerp at all. It's
|
||
* easy to see with big (InnerAngle / OuterAngle) values. If we
|
||
* want accurate emulation, we'll need to either find what
|
||
* formula they use, or use a more advanced interpolation, like
|
||
* tricubic.
|
||
*
|
||
* TODO: HIGH_ACCURACY version.
|
||
* -Adrien
|
||
*/
|
||
return LERP(alpha, innerParam, outerParam);
|
||
}
|
||
|
||
/* Otherwise, we're outside the outer angle, so we just return the outer param. */
|
||
return outerParam;
|
||
}
|
||
|
||
/* X3DAudio.h declares something like this, but the default (if emitter is NULL)
|
||
* volume curve is a *computed* inverse law, while on the other hand a curve
|
||
* leads to a piecewise linear function. So a "default curve" like this is
|
||
* pointless, not sure what X3DAudio does with it...
|
||
* -Adrien
|
||
*/
|
||
#if 0
|
||
static F3DAUDIO_DISTANCE_CURVE_POINT DefaultVolumeCurvePoints[] =
|
||
{
|
||
{ 0.0f, 1.0f },
|
||
{ 1.0f, 0.0f }
|
||
};
|
||
static F3DAUDIO_DISTANCE_CURVE DefaultVolumeCurve =
|
||
{
|
||
DefaultVolumeCurvePoints,
|
||
ARRAY_COUNT(DefaultVolumeCurvePoints)
|
||
};
|
||
#endif
|
||
|
||
/* Here we declare the azimuths of every speaker for every speaker
|
||
* configuration, ordered by increasing angle, as well as the index to which
|
||
* they map in the final matrix for their respective configuration. It had to be
|
||
* reverse engineered by looking at the data from various X3DAudioCalculate()
|
||
* matrix results for the various speaker configurations; *in particular*, the
|
||
* azimuths are different from the ones in F3DAudio.h (and X3DAudio.h) for
|
||
* SPEAKER_STEREO (which is declared has having front L and R speakers in the
|
||
* bit mask, but in fact has L and R *side* speakers). LF speakers are
|
||
* deliberately not included in the SpeakerInfo list, rather, we store the index
|
||
* into a separate field (with a -1 sentinel value if it has no LF speaker).
|
||
* -Adrien
|
||
*/
|
||
typedef struct
|
||
{
|
||
float azimuth;
|
||
uint32_t matrixIdx;
|
||
} SpeakerInfo;
|
||
|
||
typedef struct
|
||
{
|
||
uint32_t configMask;
|
||
const SpeakerInfo *speakers;
|
||
|
||
/* Not strictly necessary because it can be inferred from the
|
||
* SpeakerCount field of the F3DAUDIO_HANDLE, but makes code much
|
||
* cleaner and less error prone
|
||
*/
|
||
uint32_t numNonLFSpeakers;
|
||
|
||
int32_t LFSpeakerIdx;
|
||
} ConfigInfo;
|
||
|
||
/* It is absolutely necessary that these are stored in increasing, *positive*
|
||
* azimuth order (i.e. all angles between [0; 2PI]), as we'll do a linear
|
||
* interval search inside FindSpeakerAzimuths.
|
||
* -Adrien
|
||
*/
|
||
|
||
#define SPEAKER_AZIMUTH_CENTER 0.0f
|
||
#define SPEAKER_AZIMUTH_FRONT_RIGHT_OF_CENTER (F3DAUDIO_PI * 1.0f / 8.0f)
|
||
#define SPEAKER_AZIMUTH_FRONT_RIGHT (F3DAUDIO_PI * 1.0f / 4.0f)
|
||
#define SPEAKER_AZIMUTH_SIDE_RIGHT (F3DAUDIO_PI * 1.0f / 2.0f)
|
||
#define SPEAKER_AZIMUTH_BACK_RIGHT (F3DAUDIO_PI * 3.0f / 4.0f)
|
||
#define SPEAKER_AZIMUTH_BACK_CENTER F3DAUDIO_PI
|
||
#define SPEAKER_AZIMUTH_BACK_LEFT (F3DAUDIO_PI * 5.0f / 4.0f)
|
||
#define SPEAKER_AZIMUTH_SIDE_LEFT (F3DAUDIO_PI * 3.0f / 2.0f)
|
||
#define SPEAKER_AZIMUTH_FRONT_LEFT (F3DAUDIO_PI * 7.0f / 4.0f)
|
||
#define SPEAKER_AZIMUTH_FRONT_LEFT_OF_CENTER (F3DAUDIO_PI * 15.0f / 8.0f)
|
||
|
||
const SpeakerInfo kMonoConfigSpeakers[] =
|
||
{
|
||
{ SPEAKER_AZIMUTH_CENTER, 0 },
|
||
};
|
||
const SpeakerInfo kStereoConfigSpeakers[] =
|
||
{
|
||
{ SPEAKER_AZIMUTH_SIDE_RIGHT, 1 },
|
||
{ SPEAKER_AZIMUTH_SIDE_LEFT, 0 },
|
||
};
|
||
const SpeakerInfo k2Point1ConfigSpeakers[] =
|
||
{
|
||
{ SPEAKER_AZIMUTH_SIDE_RIGHT, 1 },
|
||
{ SPEAKER_AZIMUTH_SIDE_LEFT, 0 },
|
||
};
|
||
const SpeakerInfo kSurroundConfigSpeakers[] =
|
||
{
|
||
{ SPEAKER_AZIMUTH_CENTER, 2 },
|
||
{ SPEAKER_AZIMUTH_FRONT_RIGHT, 1 },
|
||
{ SPEAKER_AZIMUTH_BACK_CENTER, 3 },
|
||
{ SPEAKER_AZIMUTH_FRONT_LEFT, 0 },
|
||
};
|
||
const SpeakerInfo kQuadConfigSpeakers[] =
|
||
{
|
||
{ SPEAKER_AZIMUTH_FRONT_RIGHT, 1 },
|
||
{ SPEAKER_AZIMUTH_BACK_RIGHT, 3 },
|
||
{ SPEAKER_AZIMUTH_BACK_LEFT, 2 },
|
||
{ SPEAKER_AZIMUTH_FRONT_LEFT, 0 },
|
||
};
|
||
const SpeakerInfo k4Point1ConfigSpeakers[] =
|
||
{
|
||
{ SPEAKER_AZIMUTH_FRONT_RIGHT, 1 },
|
||
{ SPEAKER_AZIMUTH_BACK_RIGHT, 4 },
|
||
{ SPEAKER_AZIMUTH_BACK_LEFT, 3 },
|
||
{ SPEAKER_AZIMUTH_FRONT_LEFT, 0 },
|
||
};
|
||
const SpeakerInfo k5Point1ConfigSpeakers[] =
|
||
{
|
||
{ SPEAKER_AZIMUTH_CENTER, 2 },
|
||
{ SPEAKER_AZIMUTH_FRONT_RIGHT, 1 },
|
||
{ SPEAKER_AZIMUTH_BACK_RIGHT, 5 },
|
||
{ SPEAKER_AZIMUTH_BACK_LEFT, 4 },
|
||
{ SPEAKER_AZIMUTH_FRONT_LEFT, 0 },
|
||
};
|
||
const SpeakerInfo k7Point1ConfigSpeakers[] =
|
||
{
|
||
{ SPEAKER_AZIMUTH_CENTER, 2 },
|
||
{ SPEAKER_AZIMUTH_FRONT_RIGHT_OF_CENTER, 7 },
|
||
{ SPEAKER_AZIMUTH_FRONT_RIGHT, 1 },
|
||
{ SPEAKER_AZIMUTH_BACK_RIGHT, 5 },
|
||
{ SPEAKER_AZIMUTH_BACK_LEFT, 4 },
|
||
{ SPEAKER_AZIMUTH_FRONT_LEFT, 0 },
|
||
{ SPEAKER_AZIMUTH_FRONT_LEFT_OF_CENTER, 6 },
|
||
};
|
||
const SpeakerInfo k5Point1SurroundConfigSpeakers[] =
|
||
{
|
||
{ SPEAKER_AZIMUTH_CENTER, 2 },
|
||
{ SPEAKER_AZIMUTH_FRONT_RIGHT, 1 },
|
||
{ SPEAKER_AZIMUTH_SIDE_RIGHT, 5 },
|
||
{ SPEAKER_AZIMUTH_SIDE_LEFT, 4 },
|
||
{ SPEAKER_AZIMUTH_FRONT_LEFT, 0 },
|
||
};
|
||
const SpeakerInfo k7Point1SurroundConfigSpeakers[] =
|
||
{
|
||
{ SPEAKER_AZIMUTH_CENTER, 2 },
|
||
{ SPEAKER_AZIMUTH_FRONT_RIGHT, 1 },
|
||
{ SPEAKER_AZIMUTH_SIDE_RIGHT, 7 },
|
||
{ SPEAKER_AZIMUTH_BACK_RIGHT, 5 },
|
||
{ SPEAKER_AZIMUTH_BACK_LEFT, 4 },
|
||
{ SPEAKER_AZIMUTH_SIDE_LEFT, 6 },
|
||
{ SPEAKER_AZIMUTH_FRONT_LEFT, 0 },
|
||
};
|
||
|
||
/* With that organization, the index of the LF speaker into the matrix array
|
||
* strangely looks *exactly* like the mystery field in the F3DAUDIO_HANDLE!!
|
||
* We're keeping a separate field within ConfigInfo because it makes the code
|
||
* much cleaner, though.
|
||
* -Adrien
|
||
*/
|
||
const ConfigInfo kSpeakersConfigInfo[] =
|
||
{
|
||
{ SPEAKER_MONO, kMonoConfigSpeakers, ARRAY_COUNT(kMonoConfigSpeakers), -1 },
|
||
{ SPEAKER_STEREO, kStereoConfigSpeakers, ARRAY_COUNT(kStereoConfigSpeakers), -1 },
|
||
{ SPEAKER_2POINT1, k2Point1ConfigSpeakers, ARRAY_COUNT(k2Point1ConfigSpeakers), 2 },
|
||
{ SPEAKER_SURROUND, kSurroundConfigSpeakers, ARRAY_COUNT(kSurroundConfigSpeakers), -1 },
|
||
{ SPEAKER_QUAD, kQuadConfigSpeakers, ARRAY_COUNT(kQuadConfigSpeakers), -1 },
|
||
{ SPEAKER_4POINT1, k4Point1ConfigSpeakers, ARRAY_COUNT(k4Point1ConfigSpeakers), 2 },
|
||
{ SPEAKER_5POINT1, k5Point1ConfigSpeakers, ARRAY_COUNT(k5Point1ConfigSpeakers), 3 },
|
||
{ SPEAKER_7POINT1, k7Point1ConfigSpeakers, ARRAY_COUNT(k7Point1ConfigSpeakers), 3 },
|
||
{ SPEAKER_5POINT1_SURROUND, k5Point1SurroundConfigSpeakers, ARRAY_COUNT(k5Point1SurroundConfigSpeakers), 3 },
|
||
{ SPEAKER_7POINT1_SURROUND, k7Point1SurroundConfigSpeakers, ARRAY_COUNT(k7Point1SurroundConfigSpeakers), 3 },
|
||
};
|
||
|
||
/* A simple linear search is absolutely OK for 10 elements. */
|
||
static const ConfigInfo* GetConfigInfo(uint32_t speakerConfigMask)
|
||
{
|
||
uint32_t i;
|
||
for (i = 0; i < ARRAY_COUNT(kSpeakersConfigInfo); i += 1)
|
||
{
|
||
if (kSpeakersConfigInfo[i].configMask == speakerConfigMask)
|
||
{
|
||
return &kSpeakersConfigInfo[i];
|
||
}
|
||
}
|
||
|
||
FAudio_assert(0 && "Config info not found!");
|
||
return NULL;
|
||
}
|
||
|
||
/* Given a configuration, this function finds the azimuths of the two speakers
|
||
* between which the emitter lies. All the azimuths here are relative to the
|
||
* listener's base, since that's where the speakers are defined.
|
||
*/
|
||
static inline void FindSpeakerAzimuths(
|
||
const ConfigInfo* config,
|
||
float emitterAzimuth,
|
||
uint8_t skipCenter,
|
||
const SpeakerInfo **speakerInfo
|
||
) {
|
||
uint32_t i, nexti = 0;
|
||
float a0 = 0.0f, a1 = 0.0f;
|
||
|
||
FAudio_assert(config != NULL);
|
||
|
||
/* We want to find, given an azimuth, which speakers are the closest
|
||
* ones (in terms of angle) to that azimuth.
|
||
* This is done by iterating through the list of speaker azimuths, as
|
||
* given to us by the current ConfigInfo (which stores speaker azimuths
|
||
* in increasing order of azimuth for each possible speaker configuration;
|
||
* each speaker azimuth is defined to be between 0 and 2PI by construction).
|
||
*/
|
||
for (i = 0; i < config->numNonLFSpeakers; i += 1)
|
||
{
|
||
/* a0 and a1 are the azimuths of candidate speakers */
|
||
a0 = config->speakers[i].azimuth;
|
||
nexti = (i + 1) % config->numNonLFSpeakers;
|
||
a1 = config->speakers[nexti].azimuth;
|
||
|
||
if (a0 < a1)
|
||
{
|
||
if (emitterAzimuth >= a0 && emitterAzimuth < a1)
|
||
{
|
||
break;
|
||
}
|
||
}
|
||
/* It is possible for a speaker pair to enclose the singulary at 0 == 2PI:
|
||
* consider for example the quad config, which has a front left speaker
|
||
* at 7PI/4 and a front right speaker at PI/4. In that case a0 = 7PI/4 and
|
||
* a1 = PI/4, and the way we know whether our current azimuth lies between
|
||
* that pair is by checking whether the azimuth is greather than 7PI/4 or
|
||
* whether it's less than PI/4. (By contract, currentAzimuth is always less
|
||
* than 2PI.)
|
||
*/
|
||
else
|
||
{
|
||
if (emitterAzimuth >= a0 || emitterAzimuth < a1)
|
||
{
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
FAudio_assert(emitterAzimuth >= a0 || emitterAzimuth < a1);
|
||
|
||
/* skipCenter means that we don't want to use the center speaker.
|
||
* The easiest way to deal with this is to check whether either of our candidate
|
||
* speakers are the center, which always has an azimuth of 0.0. If that is the case
|
||
* we just replace it with either the previous one or the next one.
|
||
*/
|
||
if (skipCenter)
|
||
{
|
||
if (a0 == 0.0f)
|
||
{
|
||
if (i == 0)
|
||
{
|
||
i = config->numNonLFSpeakers - 1;
|
||
}
|
||
else
|
||
{
|
||
i -= 1;
|
||
}
|
||
}
|
||
else if (a1 == 0.0f)
|
||
{
|
||
nexti += 1;
|
||
if (nexti >= config->numNonLFSpeakers)
|
||
{
|
||
nexti -= config->numNonLFSpeakers;
|
||
}
|
||
}
|
||
}
|
||
speakerInfo[0] = &config->speakers[i];
|
||
speakerInfo[1] = &config->speakers[nexti];
|
||
}
|
||
|
||
/* Used to store diffusion factors */
|
||
/* See below for explanation. */
|
||
#define DIFFUSION_SPEAKERS_ALL 0
|
||
#define DIFFUSION_SPEAKERS_MATCHING 1
|
||
#define DIFFUSION_SPEAKERS_OPPOSITE 2
|
||
typedef float DiffusionSpeakerFactors[3];
|
||
|
||
/* ComputeInnerRadiusDiffusionFactors is a utility function that returns how
|
||
* energy dissipates to the speakers, given the radial distance between the
|
||
* emitter and the listener and the (optionally 0) InnerRadius distance. It
|
||
* returns 3 floats, via the diffusionFactors array, that say how much energy
|
||
* (after distance attenuation) will need to be distributed between each of the
|
||
* following cases:
|
||
*
|
||
* - SPEAKERS_ALL for all (non-LF) speakers, _INCLUDING_ the MATCHING and OPPOSITE.
|
||
* - SPEAKERS_OPPOSITE corresponds to the two speakers OPPOSITE the emitter.
|
||
* - SPEAKERS_MATCHING corresponds to the two speakers closest to the emitter.
|
||
*
|
||
* For a distance below a certain threshold (DISTANCE_EQUAL_ENERGY), all
|
||
* speakers receive equal energy.
|
||
*
|
||
* Above that, the amount that all speakers receive decreases linearly as radial
|
||
* distance increases, up until InnerRadius / 2. (If InnerRadius is null, we use
|
||
* MINIMUM_INNER_RADIUS.)
|
||
*
|
||
* At the same time, both opposite and matching speakers start to receive sound
|
||
* (in addition to the energy they receive from the aforementioned "all
|
||
* speakers" linear law) according to some unknown as of now law,
|
||
* that is currently emulated with a LERP. This is true up until InnerRadius.
|
||
*
|
||
* Above InnerRadius, only the two matching speakers receive sound.
|
||
*
|
||
* For more detail, see the "Inner Radius and Inner Radius Angle" in the
|
||
* MSDN docs for the X3DAUDIO_EMITTER structure.
|
||
* https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudio_emitter(v=vs.85).aspx
|
||
*/
|
||
static inline void ComputeInnerRadiusDiffusionFactors(
|
||
float radialDistance,
|
||
float InnerRadius,
|
||
DiffusionSpeakerFactors diffusionFactors
|
||
) {
|
||
|
||
/* Determined experimentally; this is the midpoint value, i.e. the
|
||
* value at 0.5 for the matching speakers, used for the standard
|
||
* diffusion curve.
|
||
*
|
||
* Note: It is SUSPICIOUSLY close to 1/sqrt(2), but I haven't figured out why.
|
||
* -Adrien
|
||
*/
|
||
#define DIFFUSION_LERP_MIDPOINT_VALUE 0.707107f
|
||
|
||
/* X3DAudio always uses an InnerRadius-like behaviour (i.e. diffusing sound to more than
|
||
* a pair of speakers) even if InnerRadius is set to 0.0f.
|
||
* This constant determines the distance at which this behaviour is produced in that case. */
|
||
/* This constant was determined by manual binary search. TODO: get a more accurate version
|
||
* via an automated binary search. */
|
||
#define DIFFUSION_DISTANCE_MINIMUM_INNER_RADIUS 4e-7f
|
||
float actualInnerRadius = FAudio_max(InnerRadius, DIFFUSION_DISTANCE_MINIMUM_INNER_RADIUS);
|
||
float normalizedRadialDist;
|
||
float a, ms, os;
|
||
|
||
normalizedRadialDist = radialDistance / actualInnerRadius;
|
||
|
||
/* X3DAudio does another check for small radial distances before applying any InnerRadius-like
|
||
* behaviour. This is the constant that determines the threshold: below this distance we simply
|
||
* diffuse to all speakers equally. */
|
||
#define DIFFUSION_DISTANCE_EQUAL_ENERGY 1e-7f
|
||
if (radialDistance <= DIFFUSION_DISTANCE_EQUAL_ENERGY)
|
||
{
|
||
a = 1.0f;
|
||
ms = 0.0f;
|
||
os = 0.0f;
|
||
}
|
||
else if (normalizedRadialDist <= 0.5f)
|
||
{
|
||
/* Determined experimentally that this is indeed a linear law,
|
||
* with 100% confidence.
|
||
* -Adrien
|
||
*/
|
||
a = 1.0f - 2.0f * normalizedRadialDist;
|
||
|
||
/* Lerping here is an approximation.
|
||
* TODO: High accuracy version. Having stared at the curves long
|
||
* enough, I'm pretty sure this is a quadratic, but trying to
|
||
* polyfit with numpy didn't give nice, round polynomial
|
||
* coefficients...
|
||
* -Adrien
|
||
*/
|
||
ms = LERP(2.0f * normalizedRadialDist, 0.0f, DIFFUSION_LERP_MIDPOINT_VALUE);
|
||
os = 1.0f - a - ms;
|
||
}
|
||
else if (normalizedRadialDist <= 1.0f)
|
||
{
|
||
a = 0.0f;
|
||
|
||
/* Similarly, this is a lerp based on the midpoint value; the
|
||
* real, high-accuracy curve also looks like a quadratic.
|
||
* -Adrien
|
||
*/
|
||
ms = LERP(2.0f * (normalizedRadialDist - 0.5f), DIFFUSION_LERP_MIDPOINT_VALUE, 1.0f);
|
||
os = 1.0f - a - ms;
|
||
}
|
||
else
|
||
{
|
||
a = 0.0f;
|
||
ms = 1.0f;
|
||
os = 0.0f;
|
||
}
|
||
diffusionFactors[DIFFUSION_SPEAKERS_ALL] = a;
|
||
diffusionFactors[DIFFUSION_SPEAKERS_MATCHING] = ms;
|
||
diffusionFactors[DIFFUSION_SPEAKERS_OPPOSITE] = os;
|
||
}
|
||
|
||
/* ComputeEmitterChannelCoefficients handles the coefficients calculation for 1
|
||
* column of the matrix. It uses ComputeInnerRadiusDiffusionFactors to separate
|
||
* into three discrete cases; and for each case does the right repartition of
|
||
* the energy after attenuation to the right speakers, in particular in the
|
||
* MATCHING and OPPOSITE cases, it gives each of the two speakers found a linear
|
||
* amount of the energy, according to the angular distance between the emitter
|
||
* and the speaker azimuth.
|
||
*/
|
||
static inline void ComputeEmitterChannelCoefficients(
|
||
const ConfigInfo *curConfig,
|
||
const F3DAUDIO_BASIS *listenerBasis,
|
||
float innerRadius,
|
||
F3DAUDIO_VECTOR channelPosition,
|
||
float attenuation,
|
||
float LFEattenuation,
|
||
uint32_t flags,
|
||
uint32_t currentChannel,
|
||
uint32_t numSrcChannels,
|
||
float *pMatrixCoefficients
|
||
) {
|
||
float elevation, radialDistance;
|
||
F3DAUDIO_VECTOR projTopVec, projPlane;
|
||
uint8_t skipCenter = (flags & F3DAUDIO_CALCULATE_ZEROCENTER) ? 1 : 0;
|
||
DiffusionSpeakerFactors diffusionFactors = { 0.0f };
|
||
|
||
float x, y;
|
||
float emitterAzimuth;
|
||
float energyPerChannel;
|
||
float totalEnergy;
|
||
uint32_t nChannelsToDiffuseTo;
|
||
uint32_t iS, centerChannelIdx = -1;
|
||
const SpeakerInfo* infos[2];
|
||
float a0, a1, val;
|
||
uint32_t i0, i1;
|
||
|
||
/* We project against the listener basis' top vector to get the elevation of the
|
||
* current emitter channel position.
|
||
*/
|
||
elevation = VectorDot(listenerBasis->top, channelPosition);
|
||
|
||
/* To obtain the projection in the front-right plane of the listener's basis of the
|
||
* emitter channel position, we simply remove the projection against the top vector.
|
||
* The radial distance is then the length of the projected vector.
|
||
*/
|
||
projTopVec = VectorScale(listenerBasis->top, elevation);
|
||
projPlane = VectorSub(channelPosition, projTopVec);
|
||
radialDistance = VectorLength(projPlane);
|
||
|
||
ComputeInnerRadiusDiffusionFactors(
|
||
radialDistance,
|
||
innerRadius,
|
||
diffusionFactors
|
||
);
|
||
|
||
/* See the ComputeInnerRadiusDiffusionFactors comment above for more context. */
|
||
/* DIFFUSION_SPEAKERS_ALL corresponds to diffusing part of the sound to all of the
|
||
* speakers, equally. The amount of sound is determined by the float value
|
||
* diffusionFactors[DIFFUSION_SPEAKERS_ALL]. */
|
||
if (diffusionFactors[DIFFUSION_SPEAKERS_ALL] > 0.0f)
|
||
{
|
||
nChannelsToDiffuseTo = curConfig->numNonLFSpeakers;
|
||
totalEnergy = diffusionFactors[DIFFUSION_SPEAKERS_ALL] * attenuation;
|
||
|
||
if (skipCenter)
|
||
{
|
||
nChannelsToDiffuseTo -= 1;
|
||
FAudio_assert(curConfig->speakers[0].azimuth == SPEAKER_AZIMUTH_CENTER);
|
||
centerChannelIdx = curConfig->speakers[0].matrixIdx;
|
||
}
|
||
|
||
energyPerChannel = totalEnergy / nChannelsToDiffuseTo;
|
||
|
||
for (iS = 0; iS < curConfig->numNonLFSpeakers; iS += 1)
|
||
{
|
||
const uint32_t curSpeakerIdx = curConfig->speakers[iS].matrixIdx;
|
||
if (skipCenter && curSpeakerIdx == centerChannelIdx)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
pMatrixCoefficients[curSpeakerIdx * numSrcChannels + currentChannel] += energyPerChannel;
|
||
}
|
||
}
|
||
|
||
/* DIFFUSION_SPEAKERS_MATCHING corresponds to sending part of the sound to the speakers closest
|
||
* (in terms of azimuth) to the current position of the emitter. The amount of sound we shoud send
|
||
* corresponds here to diffusionFactors[DIFFUSION_SPEAKERS_MATCHING].
|
||
* We use the FindSpeakerAzimuths function to find the speakers that match. */
|
||
if (diffusionFactors[DIFFUSION_SPEAKERS_MATCHING] > 0.0f)
|
||
{
|
||
const float totalEnergy = diffusionFactors[DIFFUSION_SPEAKERS_MATCHING] * attenuation;
|
||
|
||
x = VectorDot(listenerBasis->front, projPlane);
|
||
y = VectorDot(listenerBasis->right, projPlane);
|
||
|
||
/* Now, a critical point: We shouldn't be sending sound to
|
||
* matching speakers when x and y are close to 0. That's the
|
||
* contract we get from ComputeInnerRadiusDiffusionFactors,
|
||
* which checks that we're not too close to the zero distance.
|
||
* This allows the atan2 calculation to give good results.
|
||
*/
|
||
|
||
/* atan2 returns [-PI, PI], but we want [0, 2PI] */
|
||
emitterAzimuth = FAudio_atan2f(y, x);
|
||
if (emitterAzimuth < 0.0f)
|
||
{
|
||
emitterAzimuth += F3DAUDIO_2PI;
|
||
}
|
||
|
||
FindSpeakerAzimuths(curConfig, emitterAzimuth, skipCenter, infos);
|
||
a0 = infos[0]->azimuth;
|
||
a1 = infos[1]->azimuth;
|
||
|
||
/* The following code is necessary to handle the singularity in
|
||
* (0 == 2PI). It'll give us a nice, well ordered interval.
|
||
*/
|
||
if (a0 > a1)
|
||
{
|
||
if (emitterAzimuth >= a0)
|
||
{
|
||
emitterAzimuth -= F3DAUDIO_2PI;
|
||
}
|
||
a0 -= F3DAUDIO_2PI;
|
||
}
|
||
FAudio_assert(emitterAzimuth >= a0 && emitterAzimuth <= a1);
|
||
|
||
val = (emitterAzimuth - a0) / (a1 - a0);
|
||
|
||
i0 = infos[0]->matrixIdx;
|
||
i1 = infos[1]->matrixIdx;
|
||
|
||
pMatrixCoefficients[i0 * numSrcChannels + currentChannel] += (1.0f - val) * totalEnergy;
|
||
pMatrixCoefficients[i1 * numSrcChannels + currentChannel] += ( val) * totalEnergy;
|
||
}
|
||
|
||
/* DIFFUSION_SPEAKERS_OPPOSITE corresponds to sending part of the sound to the speakers
|
||
* _opposite_ the ones that are the closest to the current emitter position.
|
||
* To find these, we simply find the ones that are closest to the current emitter's azimuth + PI
|
||
* using the FindSpeakerAzimuth function. */
|
||
if (diffusionFactors[DIFFUSION_SPEAKERS_OPPOSITE] > 0.0f)
|
||
{
|
||
/* This code is similar to the matching speakers code above. */
|
||
const float totalEnergy = diffusionFactors[DIFFUSION_SPEAKERS_OPPOSITE] * attenuation;
|
||
|
||
x = VectorDot(listenerBasis->front, projPlane);
|
||
y = VectorDot(listenerBasis->right, projPlane);
|
||
|
||
/* Similarly, we expect atan2 to be well behaved here. */
|
||
emitterAzimuth = FAudio_atan2f(y, x);
|
||
|
||
/* Opposite speakers lie at azimuth + PI */
|
||
emitterAzimuth += F3DAUDIO_PI;
|
||
|
||
/* Normalize to [0; 2PI) range. */
|
||
if (emitterAzimuth < 0.0f)
|
||
{
|
||
emitterAzimuth += F3DAUDIO_2PI;
|
||
}
|
||
else if (emitterAzimuth > F3DAUDIO_2PI)
|
||
{
|
||
emitterAzimuth -= F3DAUDIO_2PI;
|
||
}
|
||
|
||
FindSpeakerAzimuths(curConfig, emitterAzimuth, skipCenter, infos);
|
||
a0 = infos[0]->azimuth;
|
||
a1 = infos[1]->azimuth;
|
||
|
||
/* The following code is necessary to handle the singularity in
|
||
* (0 == 2PI). It'll give us a nice, well ordered interval.
|
||
*/
|
||
if (a0 > a1)
|
||
{
|
||
if (emitterAzimuth >= a0)
|
||
{
|
||
emitterAzimuth -= F3DAUDIO_2PI;
|
||
}
|
||
a0 -= F3DAUDIO_2PI;
|
||
}
|
||
FAudio_assert(emitterAzimuth >= a0 && emitterAzimuth <= a1);
|
||
|
||
val = (emitterAzimuth - a0) / (a1 - a0);
|
||
|
||
i0 = infos[0]->matrixIdx;
|
||
i1 = infos[1]->matrixIdx;
|
||
|
||
pMatrixCoefficients[i0 * numSrcChannels + currentChannel] += (1.0f - val) * totalEnergy;
|
||
pMatrixCoefficients[i1 * numSrcChannels + currentChannel] += ( val) * totalEnergy;
|
||
}
|
||
|
||
if (flags & F3DAUDIO_CALCULATE_REDIRECT_TO_LFE)
|
||
{
|
||
FAudio_assert(curConfig->LFSpeakerIdx != -1);
|
||
pMatrixCoefficients[curConfig->LFSpeakerIdx * numSrcChannels + currentChannel] += LFEattenuation / numSrcChannels;
|
||
}
|
||
}
|
||
|
||
/* Calculations consist of several orthogonal steps that compose multiplicatively:
|
||
*
|
||
* First, we compute the attenuations (volume and LFE) due to distance, which
|
||
* may involve an optional volume and/or LFE volume curve.
|
||
*
|
||
* Then, we compute those due to optional cones.
|
||
*
|
||
* We then compute how much energy is diffuse w.r.t InnerRadius. If InnerRadius
|
||
* is 0.0f, this step is computed as if it was InnerRadius was
|
||
* NON_NULL_DISTANCE_DISK_RADIUS. The way this works is, we look at the radial
|
||
* distance of the current emitter channel to the listener, with regard to the
|
||
* listener's top orientation (i.e. this distance is independant of the
|
||
* emitter's elevation!). If this distance is less than NULL_DISTANCE_RADIUS,
|
||
* energy is diffused equally between all channels. If it's greater than
|
||
* InnerRadius (or NON_NULL_DISTANCE_RADIUS, if InnerRadius is 0.0f, as
|
||
* mentioned above), the two closest speakers, by azimuth, receive all the
|
||
* energy. Between InnerRadius/2.0f and InnerRadius, the energy starts bleeding
|
||
* into the opposite speakers. Once we go below InnerRadius/2.0f, the energy
|
||
* also starts to bleed into the other (non-opposite) channels, if there are
|
||
* any. This computation is handled by the ComputeInnerRadiusDiffusionFactors
|
||
* function. (TODO: High-accuracy version of this.)
|
||
*
|
||
* Finally, if we're not in the equal diffusion case, we find out the azimuths
|
||
* of the two closest speakers (with azimuth being defined with respect to the
|
||
* listener's front orientation, in the plane normal to the listener's top
|
||
* vector), as well as the azimuths of the two opposite speakers, if necessary,
|
||
* and linearly interpolate with respect to the angular distance. In the equal
|
||
* diffusion case, each channel receives the same value.
|
||
*
|
||
* Note: in the case of multi-channel emitters, the distance attenuation is only
|
||
* compted once, but all the azimuths and InnerRadius calculations are done per
|
||
* emitter channel.
|
||
*
|
||
* TODO: Handle InnerRadiusAngle. But honestly the X3DAudio default behaviour is
|
||
* so wacky that I wonder if anybody has ever used it.
|
||
* -Adrien
|
||
*/
|
||
static inline void CalculateMatrix(
|
||
uint32_t ChannelMask,
|
||
uint32_t Flags,
|
||
const F3DAUDIO_LISTENER *pListener,
|
||
const F3DAUDIO_EMITTER *pEmitter,
|
||
uint32_t SrcChannelCount,
|
||
uint32_t DstChannelCount,
|
||
F3DAUDIO_VECTOR emitterToListener,
|
||
float eToLDistance,
|
||
float normalizedDistance,
|
||
float* MatrixCoefficients
|
||
) {
|
||
uint32_t iEC;
|
||
float curEmAzimuth;
|
||
const ConfigInfo* curConfig = GetConfigInfo(ChannelMask);
|
||
float attenuation = ComputeDistanceAttenuation(
|
||
normalizedDistance,
|
||
pEmitter->pVolumeCurve
|
||
);
|
||
/* TODO: this could be skipped if the destination has no LFE */
|
||
float LFEattenuation = ComputeDistanceAttenuation(
|
||
normalizedDistance,
|
||
pEmitter->pLFECurve
|
||
);
|
||
|
||
F3DAUDIO_VECTOR listenerToEmitter;
|
||
F3DAUDIO_VECTOR listenerToEmChannel;
|
||
F3DAUDIO_BASIS listenerBasis;
|
||
|
||
/* Note: For both cone calculations, the angle might be NaN or infinite
|
||
* if distance == 0... ComputeConeParameter *does* check for this
|
||
* special case. It is necessary that we still go through the
|
||
* ComputeConeParameter function, because omnidirectional cones might
|
||
* give either InnerVolume or OuterVolume.
|
||
* -Adrien
|
||
*/
|
||
if (pListener->pCone)
|
||
{
|
||
/* Negate the dot product because we need listenerToEmitter in
|
||
* this case
|
||
* -Adrien
|
||
*/
|
||
const float angle = -FAudio_acosf(
|
||
VectorDot(pListener->OrientFront, emitterToListener) /
|
||
eToLDistance
|
||
);
|
||
|
||
const float listenerConeParam = ComputeConeParameter(
|
||
eToLDistance,
|
||
angle,
|
||
pListener->pCone->InnerAngle,
|
||
pListener->pCone->OuterAngle,
|
||
pListener->pCone->InnerVolume,
|
||
pListener->pCone->OuterVolume
|
||
);
|
||
attenuation *= listenerConeParam;
|
||
LFEattenuation *= listenerConeParam;
|
||
}
|
||
|
||
/* See note above. */
|
||
if (pEmitter->pCone && pEmitter->ChannelCount == 1)
|
||
{
|
||
const float angle = FAudio_acosf(
|
||
VectorDot(pEmitter->OrientFront, emitterToListener) /
|
||
eToLDistance
|
||
);
|
||
|
||
const float emitterConeParam = ComputeConeParameter(
|
||
eToLDistance,
|
||
angle,
|
||
pEmitter->pCone->InnerAngle,
|
||
pEmitter->pCone->OuterAngle,
|
||
pEmitter->pCone->InnerVolume,
|
||
pEmitter->pCone->OuterVolume
|
||
);
|
||
attenuation *= emitterConeParam;
|
||
}
|
||
|
||
FAudio_zero(MatrixCoefficients, sizeof(float) * SrcChannelCount * DstChannelCount);
|
||
|
||
/* In the SPEAKER_MONO case, we can skip all energy diffusion calculation. */
|
||
if (DstChannelCount == 1)
|
||
{
|
||
for (iEC = 0; iEC < pEmitter->ChannelCount; iEC += 1)
|
||
{
|
||
curEmAzimuth = 0.0f;
|
||
if (pEmitter->pChannelAzimuths)
|
||
{
|
||
curEmAzimuth = pEmitter->pChannelAzimuths[iEC];
|
||
}
|
||
|
||
/* The MONO setup doesn't have an LFE speaker. */
|
||
if (curEmAzimuth != F3DAUDIO_2PI)
|
||
{
|
||
MatrixCoefficients[iEC] = attenuation;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
listenerToEmitter = VectorScale(emitterToListener, -1.0f);
|
||
|
||
/* Remember here that the coordinate system is Left-Handed. */
|
||
listenerBasis.front = pListener->OrientFront;
|
||
listenerBasis.right = VectorCross(pListener->OrientTop, pListener->OrientFront);
|
||
listenerBasis.top = pListener->OrientTop;
|
||
|
||
|
||
/* Handling the mono-channel emitter case separately is easier
|
||
* than having it as a separate case of a for-loop; indeed, in
|
||
* this case, we need to ignore the non-relevant values from the
|
||
* emitter, _even if they're set_.
|
||
*/
|
||
if (pEmitter->ChannelCount == 1)
|
||
{
|
||
listenerToEmChannel = listenerToEmitter;
|
||
|
||
ComputeEmitterChannelCoefficients(
|
||
curConfig,
|
||
&listenerBasis,
|
||
pEmitter->InnerRadius,
|
||
listenerToEmChannel,
|
||
attenuation,
|
||
LFEattenuation,
|
||
Flags,
|
||
0 /* currentChannel */,
|
||
1 /* numSrcChannels */,
|
||
MatrixCoefficients
|
||
);
|
||
}
|
||
else /* Multi-channel emitter case. */
|
||
{
|
||
const F3DAUDIO_VECTOR emitterRight = VectorCross(pEmitter->OrientTop, pEmitter->OrientFront);
|
||
|
||
for (iEC = 0; iEC < pEmitter->ChannelCount; iEC += 1)
|
||
{
|
||
const float emChAzimuth = pEmitter->pChannelAzimuths[iEC];
|
||
|
||
/* LFEs are easy enough to deal with; we can
|
||
* just do them separately.
|
||
*/
|
||
if (emChAzimuth == F3DAUDIO_2PI)
|
||
{
|
||
MatrixCoefficients[curConfig->LFSpeakerIdx * pEmitter->ChannelCount + iEC] = LFEattenuation;
|
||
}
|
||
else
|
||
{
|
||
/* First compute the emitter channel
|
||
* vector relative to the emitter base...
|
||
*/
|
||
const F3DAUDIO_VECTOR emitterBaseToChannel = VectorAdd(
|
||
VectorScale(pEmitter->OrientFront, pEmitter->ChannelRadius * FAudio_cosf(emChAzimuth)),
|
||
VectorScale(emitterRight, pEmitter->ChannelRadius * FAudio_sinf(emChAzimuth))
|
||
);
|
||
/* ... then translate. */
|
||
listenerToEmChannel = VectorAdd(
|
||
listenerToEmitter,
|
||
emitterBaseToChannel
|
||
);
|
||
|
||
ComputeEmitterChannelCoefficients(
|
||
curConfig,
|
||
&listenerBasis,
|
||
pEmitter->InnerRadius,
|
||
listenerToEmChannel,
|
||
attenuation,
|
||
LFEattenuation,
|
||
Flags,
|
||
iEC,
|
||
pEmitter->ChannelCount,
|
||
MatrixCoefficients
|
||
);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
}
|
||
|
||
/* TODO: add post check to validate values
|
||
* (sum < 1, all values > 0, no Inf / NaN..
|
||
* Sum can be >1 when cone or curve is set to a gain!
|
||
* Perhaps under a paranoid check disabled by default.
|
||
*/
|
||
}
|
||
|
||
/*
|
||
* OTHER CALCULATIONS
|
||
*/
|
||
|
||
/* DopplerPitchScalar
|
||
* Adapted from algorithm published as a part of the webaudio specification:
|
||
* https://dvcs.w3.org/hg/audio/raw-file/tip/webaudio/specification.html#Spatialization-doppler-shift
|
||
* -Chad
|
||
*/
|
||
static inline void CalculateDoppler(
|
||
float SpeedOfSound,
|
||
const F3DAUDIO_LISTENER* pListener,
|
||
const F3DAUDIO_EMITTER* pEmitter,
|
||
F3DAUDIO_VECTOR emitterToListener,
|
||
float eToLDistance,
|
||
float* listenerVelocityComponent,
|
||
float* emitterVelocityComponent,
|
||
float* DopplerFactor
|
||
) {
|
||
float scaledSpeedOfSound;
|
||
*DopplerFactor = 1.0f;
|
||
|
||
/* Project... */
|
||
if (eToLDistance != 0.0f)
|
||
{
|
||
*listenerVelocityComponent =
|
||
VectorDot(emitterToListener, pListener->Velocity) / eToLDistance;
|
||
*emitterVelocityComponent =
|
||
VectorDot(emitterToListener, pEmitter->Velocity) / eToLDistance;
|
||
}
|
||
else
|
||
{
|
||
*listenerVelocityComponent = 0.0f;
|
||
*emitterVelocityComponent = 0.0f;
|
||
}
|
||
|
||
if (pEmitter->DopplerScaler > 0.0f)
|
||
{
|
||
scaledSpeedOfSound = SpeedOfSound / pEmitter->DopplerScaler;
|
||
|
||
/* Clamp... */
|
||
*listenerVelocityComponent = FAudio_min(
|
||
*listenerVelocityComponent,
|
||
scaledSpeedOfSound
|
||
);
|
||
*emitterVelocityComponent = FAudio_min(
|
||
*emitterVelocityComponent,
|
||
scaledSpeedOfSound
|
||
);
|
||
|
||
/* ... then Multiply. */
|
||
*DopplerFactor = (
|
||
SpeedOfSound - pEmitter->DopplerScaler * *listenerVelocityComponent
|
||
) / (
|
||
SpeedOfSound - pEmitter->DopplerScaler * *emitterVelocityComponent
|
||
);
|
||
if (isnan(*DopplerFactor)) /* If emitter/listener are at the same pos... */
|
||
{
|
||
*DopplerFactor = 1.0f;
|
||
}
|
||
|
||
/* Limit the pitch shifting to 2 octaves up and 1 octave down */
|
||
*DopplerFactor = FAudio_clamp(
|
||
*DopplerFactor,
|
||
0.5f,
|
||
4.0f
|
||
);
|
||
}
|
||
}
|
||
|
||
void F3DAudioCalculate(
|
||
const F3DAUDIO_HANDLE Instance,
|
||
const F3DAUDIO_LISTENER *pListener,
|
||
const F3DAUDIO_EMITTER *pEmitter,
|
||
uint32_t Flags,
|
||
F3DAUDIO_DSP_SETTINGS *pDSPSettings
|
||
) {
|
||
uint32_t i;
|
||
F3DAUDIO_VECTOR emitterToListener;
|
||
float eToLDistance, normalizedDistance, dp;
|
||
|
||
#define DEFAULT_POINTS(name, x1, y1, x2, y2) \
|
||
static F3DAUDIO_DISTANCE_CURVE_POINT name##Points[2] = \
|
||
{ \
|
||
{ x1, y1 }, \
|
||
{ x2, y2 } \
|
||
}; \
|
||
static F3DAUDIO_DISTANCE_CURVE name##Default = \
|
||
{ \
|
||
(F3DAUDIO_DISTANCE_CURVE_POINT*) &name##Points[0], 2 \
|
||
};
|
||
DEFAULT_POINTS(lpfDirect, 0.0f, 1.0f, 1.0f, 0.75f)
|
||
DEFAULT_POINTS(lpfReverb, 0.0f, 0.75f, 1.0f, 0.75f)
|
||
DEFAULT_POINTS(reverb, 0.0f, 1.0f, 1.0f, 0.0f)
|
||
#undef DEFAULT_POINTS
|
||
|
||
/* For XACT, this calculates "Distance" */
|
||
emitterToListener = VectorSub(pListener->Position, pEmitter->Position);
|
||
eToLDistance = VectorLength(emitterToListener);
|
||
pDSPSettings->EmitterToListenerDistance = eToLDistance;
|
||
|
||
F3DAudioCheckCalculateParams(Instance, pListener, pEmitter, Flags, pDSPSettings);
|
||
|
||
/* This is used by MATRIX, LPF, and REVERB */
|
||
normalizedDistance = eToLDistance / pEmitter->CurveDistanceScaler;
|
||
|
||
if (Flags & F3DAUDIO_CALCULATE_MATRIX)
|
||
{
|
||
CalculateMatrix(
|
||
SPEAKERMASK(Instance),
|
||
Flags,
|
||
pListener,
|
||
pEmitter,
|
||
pDSPSettings->SrcChannelCount,
|
||
pDSPSettings->DstChannelCount,
|
||
emitterToListener,
|
||
eToLDistance,
|
||
normalizedDistance,
|
||
pDSPSettings->pMatrixCoefficients
|
||
);
|
||
}
|
||
|
||
if (Flags & F3DAUDIO_CALCULATE_LPF_DIRECT)
|
||
{
|
||
pDSPSettings->LPFDirectCoefficient = ComputeDistanceAttenuation(
|
||
normalizedDistance,
|
||
(pEmitter->pLPFDirectCurve != NULL) ?
|
||
pEmitter->pLPFDirectCurve :
|
||
&lpfDirectDefault
|
||
);
|
||
}
|
||
|
||
if (Flags & F3DAUDIO_CALCULATE_LPF_REVERB)
|
||
{
|
||
pDSPSettings->LPFReverbCoefficient = ComputeDistanceAttenuation(
|
||
normalizedDistance,
|
||
(pEmitter->pLPFReverbCurve != NULL) ?
|
||
pEmitter->pLPFReverbCurve :
|
||
&lpfReverbDefault
|
||
);
|
||
}
|
||
|
||
if (Flags & F3DAUDIO_CALCULATE_REVERB)
|
||
{
|
||
pDSPSettings->ReverbLevel = ComputeDistanceAttenuation(
|
||
normalizedDistance,
|
||
(pEmitter->pReverbCurve != NULL) ?
|
||
pEmitter->pReverbCurve :
|
||
&reverbDefault
|
||
);
|
||
}
|
||
|
||
/* For XACT, this calculates "DopplerPitchScalar" */
|
||
if (Flags & F3DAUDIO_CALCULATE_DOPPLER)
|
||
{
|
||
CalculateDoppler(
|
||
SPEEDOFSOUND(Instance),
|
||
pListener,
|
||
pEmitter,
|
||
emitterToListener,
|
||
eToLDistance,
|
||
&pDSPSettings->ListenerVelocityComponent,
|
||
&pDSPSettings->EmitterVelocityComponent,
|
||
&pDSPSettings->DopplerFactor
|
||
);
|
||
}
|
||
|
||
/* For XACT, this calculates "OrientationAngle" */
|
||
if (Flags & F3DAUDIO_CALCULATE_EMITTER_ANGLE)
|
||
{
|
||
/* Determined roughly.
|
||
* Below that distance, the emitter angle is considered to be PI/2.
|
||
*/
|
||
#define EMITTER_ANGLE_NULL_DISTANCE 1.2e-7
|
||
if (eToLDistance < EMITTER_ANGLE_NULL_DISTANCE)
|
||
{
|
||
pDSPSettings->EmitterToListenerAngle = F3DAUDIO_PI / 2.0f;
|
||
}
|
||
else
|
||
{
|
||
/* Note: pEmitter->OrientFront is normalized. */
|
||
dp = VectorDot(emitterToListener, pEmitter->OrientFront) / eToLDistance;
|
||
pDSPSettings->EmitterToListenerAngle = FAudio_acosf(dp);
|
||
}
|
||
}
|
||
|
||
/* Unimplemented Flags */
|
||
if ( (Flags & F3DAUDIO_CALCULATE_DELAY) &&
|
||
SPEAKERMASK(Instance) == SPEAKER_STEREO )
|
||
{
|
||
for (i = 0; i < pDSPSettings->DstChannelCount; i += 1)
|
||
{
|
||
pDSPSettings->pDelayTimes[i] = 0.0f;
|
||
}
|
||
FAudio_assert(0 && "DELAY not implemented!");
|
||
}
|
||
}
|
||
|
||
/* vim: set noexpandtab shiftwidth=8 tabstop=8: */
|