NS/main/source/includes/fmodapi375linux/samples/dsp/Main.cpp
2014-12-16 14:36:27 +01:00

488 lines
15 KiB
C++

/*===========================================================================================
DSP.EXE
Copyright (c), Firelight Technologies Pty, Ltd, 1999-2003.
This example demonstrates advanced DSP usage.
You can now attach sounds to dsp units. The dsp units to be attached to must have a NULL
callback. It is simply a holder for sounds to attach to, and have a specific position in
the DSP chain.. see the diagram below for a visual representation of the DSP chain.
It also demonstrates the use of hardware DirectX 8 FX.
===========================================================================================*/
/*
Priority : 0 100 320-332 400 1000
Name : [CLEAR]-->[samp1-WET]-->[REVERB]-->[samp1-DRY]-->[CLIPCOPY]-->[SOUNDCARD]
Note the above priority values correspond to the values in FMOD.H
FSOUND_DSP_DEFAULTPRIORITY_CLEARUNIT 0
FSOUND_DSP_DEFAULTPRIORITY_SFXUNIT 100
FSOUND_DSP_DEFAULTPRIORITY_MUSICUNIT 200
FSOUND_DSP_DEFAULTPRIORITY_USER 300
FSOUND_DSP_DEFAULTPRIORITY_FFTUNIT 900
FSOUND_DSP_DEFAULTPRIORITY_CLIPANDCOPYUNIT 1000
Notice how 'SFX' unit is wet (has reverb). This is because it is the default destination
For sound effects if NULL is passed to PlaySoundEx or PlaySound is used.
Also the Reverb DSP has itself positioned AFTER the 'SFX' unit so then we will hear reverb.
Now if a sound is attached to the 'Dry' DSP unit located at priority 400, then it will not
be affected by reverb!
*/
/*
INCLUDES
*/
#include <stdio.h>
#if defined(WIN32) || defined(__WATCOMC__)
#include <conio.h>
#include <windows.h>
#elif defined(__linux__)
#include "../../api/inc/wincompat.h"
#endif
#include <math.h>
#include <stdlib.h>
#include "../../api/inc/fmod.h"
#include "../../api/inc/fmod_errors.h" /* optional */
/*
GLOBALS AND DEFINIITIONS
*/
/*
Here's our simple reverb again
*/
#define REVERB_NUMTAPS 7
typedef struct
{
FSOUND_DSPUNIT *Unit;
char *historybuff; /* storage space for tap history */
char *workarea; /* a place to hold 1 buffer worth of data (for preverb) */
int delayms; /* delay of p/reverb tab in milliseconds */
int volume; /* volume of p/reverb tab */
int pan; /* pan of p/reverb tab */
int historyoffset; /* running offset into history buffer */
int historylen; /* size of history buffer in SAMPLES */
} REVERBTAP;
/*
Reverb stuff
*/
REVERBTAP DSP_ReverbTap[REVERB_NUMTAPS];
/*
Dry sfx unit
*/
FSOUND_DSPUNIT *DrySFXUnit = NULL;
/*
[
[DESCRIPTION]
Callback to mix in one reverb tap. It copies the buffer into its own history buffer also.
[PARAMETERS]
'originalbuffer' Pointer to the original mixbuffer, not any buffers passed down
through the dsp chain. They are in newbuffer.
'newbuffer' Pointer to buffer passed from previous DSP unit.
'length' Length in SAMPLES of buffer being passed.
'param' User parameter. In this case it is a pointer to DSP_LowPassBuffer.
[RETURN_VALUE]
a pointer to the buffer that was passed in, with a tap mixed into it.
[REMARKS]
]
*/
void * F_CALLBACKAPI DSP_ReverbCallback(void *originalbuffer, void *newbuffer, int length, void *param)
{
int mixertype = FSOUND_GetMixer();
REVERBTAP *tap = (REVERBTAP *)param;
#define MIXBUFFERFORMAT signed short /* This determines the format of the mixbuffer being passed in. change if you want to support int32 or float32 */
/*
must be 16bit stereo integer buffer.. sorry fpu (32bit float) dont support this.
*/
if (mixertype == FSOUND_MIXER_BLENDMODE || mixertype == FSOUND_MIXER_QUALITY_FPU)
{
return newbuffer;
}
/*
Reverb history buffer is a ringbuffer. If the length makes the copy wrap, then split the copy
into end part, and start part..
*/
if (tap->historyoffset + length > tap->historylen)
{
int taillen = tap->historylen - tap->historyoffset;
int startlen = length - taillen;
int count;
signed short *dest;
MIXBUFFERFORMAT *src;
/*
Mix a scaled version of history buffer into output
*/
FSOUND_DSP_MixBuffers(newbuffer, tap->historybuff + (tap->historyoffset << 2),
taillen, 44100, tap->volume, tap->pan, FSOUND_STEREO | FSOUND_16BITS);
FSOUND_DSP_MixBuffers((char *)newbuffer+((tap->historylen - tap->historyoffset) << 2), tap->historybuff,
startlen, 44100, tap->volume, tap->pan, FSOUND_STEREO | FSOUND_16BITS);
/*
Now copy input into reverb/history buffer
*/
src = (MIXBUFFERFORMAT *)newbuffer;
dest = (signed short *)(tap->historybuff + (tap->historyoffset << 2));
for (count=0; count < taillen * 2; count++) /* *2 for stereo */
{
int val = (int)src[count];
dest[count] = (signed short)(val < -32768 ? -32768 : val > 32767 ? 32767 : val);
}
src = (MIXBUFFERFORMAT *)((char *)newbuffer + ((tap->historylen - tap->historyoffset) * sizeof(MIXBUFFERFORMAT)));
dest = (signed short *)tap->historybuff;
for (count=0; count < startlen * 2; count++)
{
int val = (int)src[count];
dest[count] = (signed short)(val < -32768 ? -32768 : val > 32767 ? 32767 : val);
}
}
/*
No wrapping reverb buffer, just write dest
*/
else
{
int count;
signed short *dest;
MIXBUFFERFORMAT *src;
/*
Mix a scaled version of history buffer into output
*/
FSOUND_DSP_MixBuffers(newbuffer, tap->historybuff + (tap->historyoffset << 2),
length, 44100, tap->volume, tap->pan, FSOUND_STEREO | FSOUND_16BITS);
/*
Now copy input into reverb/history buffer
*/
src = (MIXBUFFERFORMAT *)newbuffer;
dest = (signed short *)(tap->historybuff + (tap->historyoffset << 2));
for (count=0; count < length * 2; count++)
{
int val = (int)src[count];
dest[count] = (signed short)(val < -32768 ? -32768 : val > 32767 ? 32767 : val);
}
}
tap->historyoffset += length;
if (tap->historyoffset >= tap->historylen)
{
tap->historyoffset -= tap->historylen;
}
/*
Reverb history has been mixed into new buffer, so return it.
*/
return newbuffer;
}
/*
[
[DESCRIPTION]
[PARAMETERS]
[RETURN_VALUE]
[REMARKS]
[SEE_ALSO]
]
*/
void SetupReverb()
{
/*
REVERB SETUP
*/
/* something to fiddle with. */
int delay[REVERB_NUMTAPS] = { 131, 149, 173, 211, 281, 401, 457}; /* prime numbers make it sound cool! */
int volume[REVERB_NUMTAPS] = { 120, 100, 95, 90, 80, 60, 50};
int pan[REVERB_NUMTAPS] = { 100, 128, 128, 152, 128, 100, 152};
int count;
for (count=0; count< REVERB_NUMTAPS; count++)
{
DSP_ReverbTap[count].delayms = delay[count];
DSP_ReverbTap[count].volume = volume[count];
DSP_ReverbTap[count].pan = pan[count];
DSP_ReverbTap[count].historyoffset = 0;
DSP_ReverbTap[count].historylen = (DSP_ReverbTap[count].delayms * 44100 / 1000);
if (DSP_ReverbTap[count].historylen < FSOUND_DSP_GetBufferLength())
{
DSP_ReverbTap[count].historylen = FSOUND_DSP_GetBufferLength(); /* just in case our calc is not the same. */
}
DSP_ReverbTap[count].historybuff = (char *)calloc(DSP_ReverbTap[count].historylen, 4); /* * 4 is for 16bit stereo (mmx only) */
DSP_ReverbTap[count].workarea = NULL;
DSP_ReverbTap[count].Unit = FSOUND_DSP_Create(&DSP_ReverbCallback, FSOUND_DSP_DEFAULTPRIORITY_USER+20+(count*2), &DSP_ReverbTap[count]);
FSOUND_DSP_SetActive(DSP_ReverbTap[count].Unit, TRUE);
}
}
/*
[
[DESCRIPTION]
[PARAMETERS]
[RETURN_VALUE]
[REMARKS]
[SEE_ALSO]
]
*/
void CloseReverb()
{
int count;
for (count=0; count<REVERB_NUMTAPS; count++)
{
FSOUND_DSP_Free(DSP_ReverbTap[count].Unit);
DSP_ReverbTap[count].Unit = NULL;
free(DSP_ReverbTap[count].historybuff);
DSP_ReverbTap[count].historybuff = NULL;
free(DSP_ReverbTap[count].workarea);
DSP_ReverbTap[count].workarea = NULL;
}
}
/*
[
[DESCRIPTION]
[PARAMETERS]
[RETURN_VALUE]
[REMARKS]
[SEE_ALSO]
]
*/
int main()
{
FSOUND_SAMPLE *samp1 = 0, *samp2 = 0;
int key;
int eqid1,eqid2;
if (FSOUND_GetVersion() < FMOD_VERSION)
{
printf("Error : You are using the wrong DLL version! You should be using FMOD %.02f\n", FMOD_VERSION);
return 1;
}
/*
INITIALIZE
*/
FSOUND_SetBufferSize(100); /* This is nescessary to get FX to work on output buffer */
if (!FSOUND_Init(44100, 32, FSOUND_INIT_ENABLESYSTEMCHANNELFX))
{
printf("Error!\n");
printf("%s\n", FMOD_ErrorString(FSOUND_GetError()));
return 1;
}
/*
LOAD SAMPLES
*/
/* PCM,44,100 Hz, 8 Bit, Mono */
samp1 = FSOUND_Sample_Load(FSOUND_FREE, "../../media/drumloop.wav", FSOUND_2D, 0, 0);
if (!samp1)
{
printf("Error!\n");
printf("%s\n", FMOD_ErrorString(FSOUND_GetError()));
return 1;
}
FSOUND_Sample_SetMode(samp1, FSOUND_LOOP_OFF);
/* PCM,44,100 Hz, 16 Bit, Stereo */
samp2 = FSOUND_Sample_Load(FSOUND_FREE, "../../media/jules.mp3", FSOUND_HW2D | FSOUND_ENABLEFX, 0, 0);
if (!samp2)
{
printf("Error!\n");
printf("%s\n", FMOD_ErrorString(FSOUND_GetError()));
return 1;
}
/*
DISPLAY HELP
*/
printf("FSOUND Output Method : ");
switch (FSOUND_GetOutput())
{
case FSOUND_OUTPUT_NOSOUND: printf("FSOUND_OUTPUT_NOSOUND\n"); break;
case FSOUND_OUTPUT_WINMM: printf("FSOUND_OUTPUT_WINMM\n"); break;
case FSOUND_OUTPUT_DSOUND: printf("FSOUND_OUTPUT_DSOUND\n"); break;
case FSOUND_OUTPUT_ASIO: printf("FSOUND_OUTPUT_ASIO\n"); break;
case FSOUND_OUTPUT_OSS: printf("FSOUND_OUTPUT_OSS\n"); break;
case FSOUND_OUTPUT_ALSA: printf("FSOUND_OUTPUT_ALSA\n"); break;
case FSOUND_OUTPUT_ESD: printf("FSOUND_OUTPUT_ESD\n"); break;
};
printf("FSOUND Mixer : ");
switch (FSOUND_GetMixer())
{
case FSOUND_MIXER_QUALITY_FPU: printf("FSOUND_MIXER_QUALITY_FPU\n"); break;
case FSOUND_MIXER_QUALITY_MMXP5: printf("FSOUND_MIXER_QUALITY_MMXP5\n"); break;
case FSOUND_MIXER_QUALITY_MMXP6: printf("FSOUND_MIXER_QUALITY_MMXP6\n"); break;
};
printf("FSOUND Driver : %s\n", FSOUND_GetDriverName(FSOUND_GetDriver()));
printf("=========================================================================\n");
printf("Press 1 Play SOFTWARE sound affected by following reverb dsp unit (wet)\n");
printf(" 2 Play SOFTWARE sound unaffected by following reverb dsp unit (dry)\n");
if (FSOUND_GetOutput() == FSOUND_OUTPUT_DSOUND)
{
printf(" 3 Play HARDWARE FX enabled sound using Direct X 8 (echo+flange)\n");
printf(" 4 Set EQ on global software output to be affect by DX8 FX\n");
printf(" Press 1 or 2 to hear the effect (3 is unaffected)\n");
printf(" 5 Turn off EQ on global software output\n");
}
printf(" ESC Quit\n");
printf("=========================================================================\n");
/*
SET UP DSPS!
*/
SetupReverb();
/*
Note if we are using a dsp unit for playing sounds, callback and parameter are ignored!
*/
DrySFXUnit = FSOUND_DSP_Create(NULL, FSOUND_DSP_DEFAULTPRIORITY_USER+100, 0);
FSOUND_DSP_SetActive(DrySFXUnit, TRUE);
/*
You must pause the software output before getting the FX handle on it.
*/
if (FSOUND_GetOutput() == FSOUND_OUTPUT_DSOUND)
{
FSOUND_SetPaused(FSOUND_SYSTEMCHANNEL, TRUE);
eqid1 = FSOUND_FX_Enable(FSOUND_SYSTEMCHANNEL, FSOUND_FX_PARAMEQ);
eqid2 = FSOUND_FX_Enable(FSOUND_SYSTEMCHANNEL, FSOUND_FX_PARAMEQ);
FSOUND_SetPaused(FSOUND_SYSTEMCHANNEL, FALSE);
}
/*
START PLAYING!
*/
do
{
key = 0;
printf("channels playing = %d cpu usage = %.02f%%\r", FSOUND_GetChannelsPlaying(), FSOUND_GetCPUUsage());
if (kbhit())
{
key = getch();
if (key == '1')
{
int channel = FSOUND_PlaySound(FSOUND_FREE, samp1);
}
if (key == '2')
{
FSOUND_PlaySoundEx(FSOUND_FREE, samp1, DrySFXUnit, FALSE);
}
if (FSOUND_GetOutput() == FSOUND_OUTPUT_DSOUND)
{
if (key == '3')
{
int echoid = -1, echoid2 = -1,flangeid = -1, firsttime;
static int channel = FSOUND_FREE;
if (channel == FSOUND_FREE)
{
firsttime = TRUE;
}
else
{
firsttime = FALSE;
}
channel = FSOUND_PlaySoundEx(channel, samp2, DrySFXUnit, TRUE);
/*
NOTE! Even though it is for hardware FX, set it to a DrySFXUnit just
in case a non hardware output mode has been selected (such as
WINMM/Linux etc) and it actually drops back to 100% software
*/
FSOUND_SetVolume(channel, 120); /* turn it down a bit! */
if (firsttime)
{
echoid = FSOUND_FX_Enable(channel, FSOUND_FX_ECHO);
echoid2 = FSOUND_FX_Enable(channel, FSOUND_FX_ECHO);
flangeid = FSOUND_FX_Enable(channel, FSOUND_FX_FLANGER);
}
FSOUND_SetPaused(channel, FALSE);
FSOUND_FX_SetEcho(echoid, 80.0f, 70.0f, 100.0f, 100.0f, TRUE);
FSOUND_FX_SetEcho(echoid2, 100, 70.0f, 10, 10, FALSE);
}
if (key == '4')
{
FSOUND_FX_SetParamEQ(eqid1, 8000, 36, -15);
FSOUND_FX_SetParamEQ(eqid2, 16000, 36, -15);
}
if (key == '5')
{
FSOUND_FX_SetParamEQ(eqid1, 8000, 15, 0);
FSOUND_FX_SetParamEQ(eqid2, 8000, 15, 0);
}
}
}
Sleep(10);
} while (key != 27);
printf("\n");
/*
CLEANUP AND SHUTDOWN
*/
FSOUND_DSP_Free(DrySFXUnit);
CloseReverb();
FSOUND_Sample_Free(samp1);
FSOUND_Sample_Free(samp2);
FSOUND_Close();
return 0;
}