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718112a8fe
Currently none of these is being used, but eventually they will, once more code gets ported over. So it's better to have them right away and avoid editing the project file too much, only to revert that later.
90 lines
2.5 KiB
C++
90 lines
2.5 KiB
C++
// Multi-channel effects buffer with panning, echo and reverb
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// Game_Music_Emu https://bitbucket.org/mpyne/game-music-emu/
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#ifndef EFFECTS_BUFFER_H
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#define EFFECTS_BUFFER_H
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#include "Multi_Buffer.h"
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#include <vector>
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// Effects_Buffer uses several buffers and outputs stereo sample pairs.
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class Effects_Buffer : public Multi_Buffer {
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public:
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// nVoices indicates the number of voices for which buffers will be allocated
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// to make Effects_Buffer work as "mix everything to one", nVoices will be 1
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// If center_only is true, only center buffers are created and
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// less memory is used.
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Effects_Buffer( int nVoices = 1, bool center_only = false );
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// Channel Effect Center Pan
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// ---------------------------------
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// 0,5 reverb pan_1
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// 1,6 reverb pan_2
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// 2,7 echo -
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// 3 echo -
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// 4 echo -
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// Channel configuration
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struct config_t {
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double pan_1; // -1.0 = left, 0.0 = center, 1.0 = right
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double pan_2;
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double echo_delay; // msec
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double echo_level; // 0.0 to 1.0
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double reverb_delay; // msec
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double delay_variance; // difference between left/right delays (msec)
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double reverb_level; // 0.0 to 1.0
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bool effects_enabled; // if false, use optimized simple mixer
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config_t();
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};
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// Set configuration of buffer
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virtual void config( const config_t& );
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void set_depth( double );
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public:
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~Effects_Buffer();
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blargg_err_t set_sample_rate( long samples_per_sec, int msec = blip_default_length );
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void clock_rate( long );
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void bass_freq( int );
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void clear();
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channel_t channel( int, int );
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void end_frame( blip_time_t );
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long read_samples( blip_sample_t*, long );
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long samples_avail() const;
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private:
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typedef long fixed_t;
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int max_voices;
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enum { max_buf_count = 7 };
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std::vector<Blip_Buffer> bufs;
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enum { chan_types_count = 3 };
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std::vector<channel_t> chan_types;
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config_t config_;
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long stereo_remain;
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long effect_remain;
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int buf_count;
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bool effects_enabled;
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std::vector<std::vector<blip_sample_t> > reverb_buf;
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std::vector<std::vector<blip_sample_t> > echo_buf;
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std::vector<int> reverb_pos;
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std::vector<int> echo_pos;
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struct {
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fixed_t pan_1_levels [2];
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fixed_t pan_2_levels [2];
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int echo_delay_l;
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int echo_delay_r;
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fixed_t echo_level;
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int reverb_delay_l;
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int reverb_delay_r;
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fixed_t reverb_level;
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} chans;
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void mix_mono( blip_sample_t*, blargg_long );
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void mix_stereo( blip_sample_t*, blargg_long );
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void mix_enhanced( blip_sample_t*, blargg_long );
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void mix_mono_enhanced( blip_sample_t*, blargg_long );
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};
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#endif
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