Add an example program showing how to apply reverb to a source
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@ -827,7 +827,14 @@ IF(EXAMPLES)
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examples/alstream.c)
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TARGET_LINK_LIBRARIES(alstream ${FFMPEG_LIBRARIES} ${LIBNAME})
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SET_TARGET_PROPERTIES(alstream PROPERTIES COMPILE_FLAGS "${FFMPEG_CFLAGS}")
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INSTALL(TARGETS alstream
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ADD_EXECUTABLE(alreverb examples/common/alhelpers.c
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examples/common/alffmpeg.c
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examples/alreverb.c)
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TARGET_LINK_LIBRARIES(alreverb ${FFMPEG_LIBRARIES} ${LIBNAME})
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SET_TARGET_PROPERTIES(alreverb PROPERTIES COMPILE_FLAGS "${FFMPEG_CFLAGS}")
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INSTALL(TARGETS alstream alreverb
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RUNTIME DESTINATION bin
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LIBRARY DESTINATION "lib${LIB_SUFFIX}"
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ARCHIVE DESTINATION "lib${LIB_SUFFIX}"
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examples/alreverb.c
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339
examples/alreverb.c
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@ -0,0 +1,339 @@
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/*
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* OpenAL Reverb Example
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*
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* Copyright (c) 2012 by Chris Robinson <chris.kcat@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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/* This file contains an example for applying reverb to a sound. */
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#include <stdio.h>
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#include <assert.h>
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#else
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#include <unistd.h>
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#define Sleep(x) usleep((x)*1000)
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#endif
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#include "AL/al.h"
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#include "AL/alc.h"
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#include "AL/alext.h"
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#include "AL/efx-presets.h"
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#include "common/alhelpers.h"
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#include "common/alffmpeg.h"
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LPALBUFFERSAMPLESSOFT alBufferSamplesSOFT = wrap_BufferSamples;
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LPALISBUFFERFORMATSUPPORTEDSOFT alIsBufferFormatSupportedSOFT;
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/* Effect object functions */
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LPALGENEFFECTS alGenEffects;
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LPALDELETEEFFECTS alDeleteEffects;
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LPALISEFFECT alIsEffect;
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LPALEFFECTI alEffecti;
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LPALEFFECTIV alEffectiv;
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LPALEFFECTF alEffectf;
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LPALEFFECTFV alEffectfv;
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LPALGETEFFECTI alGetEffecti;
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LPALGETEFFECTIV alGetEffectiv;
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LPALGETEFFECTF alGetEffectf;
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LPALGETEFFECTFV alGetEffectfv;
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/* Auxiliary Effect Slot object functions */
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LPALGENAUXILIARYEFFECTSLOTS alGenAuxiliaryEffectSlots;
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LPALDELETEAUXILIARYEFFECTSLOTS alDeleteAuxiliaryEffectSlots;
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LPALISAUXILIARYEFFECTSLOT alIsAuxiliaryEffectSlot;
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LPALAUXILIARYEFFECTSLOTI alAuxiliaryEffectSloti;
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LPALAUXILIARYEFFECTSLOTIV alAuxiliaryEffectSlotiv;
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LPALAUXILIARYEFFECTSLOTF alAuxiliaryEffectSlotf;
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LPALAUXILIARYEFFECTSLOTFV alAuxiliaryEffectSlotfv;
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LPALGETAUXILIARYEFFECTSLOTI alGetAuxiliaryEffectSloti;
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LPALGETAUXILIARYEFFECTSLOTIV alGetAuxiliaryEffectSlotiv;
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LPALGETAUXILIARYEFFECTSLOTF alGetAuxiliaryEffectSlotf;
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LPALGETAUXILIARYEFFECTSLOTFV alGetAuxiliaryEffectSlotfv;
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/* LoadEffect loads the given reverb properties into a new OpenAL effect
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* object, and returns the new effect ID. */
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static ALuint LoadEffect(const EFXEAXREVERBPROPERTIES *reverb)
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{
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ALuint effect = 0;
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ALenum err;
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/* Create the effect object and check if we can do EAX reverb. */
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alGenEffects(1, &effect);
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if(alGetEnumValue("AL_EFFECT_EAXREVERB") != 0)
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{
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printf("Using EAX Reverb\n");
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/* EAX Reverb is available. Set the EAX effect type then load the
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* reverb properties. */
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alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
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alEffectf(effect, AL_EAXREVERB_DENSITY, reverb->flDensity);
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alEffectf(effect, AL_EAXREVERB_DIFFUSION, reverb->flDiffusion);
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alEffectf(effect, AL_EAXREVERB_GAIN, reverb->flGain);
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alEffectf(effect, AL_EAXREVERB_GAINHF, reverb->flGainHF);
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alEffectf(effect, AL_EAXREVERB_GAINLF, reverb->flGainLF);
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alEffectf(effect, AL_EAXREVERB_DECAY_TIME, reverb->flDecayTime);
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alEffectf(effect, AL_EAXREVERB_DECAY_HFRATIO, reverb->flDecayHFRatio);
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alEffectf(effect, AL_EAXREVERB_DECAY_LFRATIO, reverb->flDecayLFRatio);
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alEffectf(effect, AL_EAXREVERB_REFLECTIONS_GAIN, reverb->flReflectionsGain);
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alEffectf(effect, AL_EAXREVERB_REFLECTIONS_DELAY, reverb->flReflectionsDelay);
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alEffectfv(effect, AL_EAXREVERB_REFLECTIONS_PAN, reverb->flReflectionsPan);
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alEffectf(effect, AL_EAXREVERB_LATE_REVERB_GAIN, reverb->flLateReverbGain);
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alEffectf(effect, AL_EAXREVERB_LATE_REVERB_DELAY, reverb->flLateReverbDelay);
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alEffectfv(effect, AL_EAXREVERB_LATE_REVERB_PAN, reverb->flLateReverbPan);
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alEffectf(effect, AL_EAXREVERB_ECHO_TIME, reverb->flEchoTime);
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alEffectf(effect, AL_EAXREVERB_ECHO_DEPTH, reverb->flEchoDepth);
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alEffectf(effect, AL_EAXREVERB_MODULATION_TIME, reverb->flModulationTime);
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alEffectf(effect, AL_EAXREVERB_MODULATION_DEPTH, reverb->flModulationDepth);
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alEffectf(effect, AL_EAXREVERB_AIR_ABSORPTION_GAINHF, reverb->flAirAbsorptionGainHF);
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alEffectf(effect, AL_EAXREVERB_HFREFERENCE, reverb->flHFReference);
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alEffectf(effect, AL_EAXREVERB_LFREFERENCE, reverb->flLFReference);
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alEffectf(effect, AL_EAXREVERB_ROOM_ROLLOFF_FACTOR, reverb->flRoomRolloffFactor);
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alEffecti(effect, AL_EAXREVERB_DECAY_HFLIMIT, reverb->iDecayHFLimit);
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}
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else
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{
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printf("Using Standard Reverb\n");
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/* No EAX Reverb. Set the standard reverb effect type then load the
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* available reverb properties. */
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alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_REVERB);
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alEffectf(effect, AL_REVERB_DENSITY, reverb->flDensity);
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alEffectf(effect, AL_REVERB_DIFFUSION, reverb->flDiffusion);
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alEffectf(effect, AL_REVERB_GAIN, reverb->flGain);
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alEffectf(effect, AL_REVERB_GAINHF, reverb->flGainHF);
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alEffectf(effect, AL_REVERB_DECAY_TIME, reverb->flDecayTime);
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alEffectf(effect, AL_REVERB_DECAY_HFRATIO, reverb->flDecayHFRatio);
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alEffectf(effect, AL_REVERB_REFLECTIONS_GAIN, reverb->flReflectionsGain);
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alEffectf(effect, AL_REVERB_REFLECTIONS_DELAY, reverb->flReflectionsDelay);
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alEffectf(effect, AL_REVERB_LATE_REVERB_GAIN, reverb->flLateReverbGain);
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alEffectf(effect, AL_REVERB_LATE_REVERB_DELAY, reverb->flLateReverbDelay);
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alEffectf(effect, AL_REVERB_AIR_ABSORPTION_GAINHF, reverb->flAirAbsorptionGainHF);
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alEffectf(effect, AL_REVERB_ROOM_ROLLOFF_FACTOR, reverb->flRoomRolloffFactor);
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alEffecti(effect, AL_REVERB_DECAY_HFLIMIT, reverb->iDecayHFLimit);
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}
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/* Check if an error occured, and clean up if so. */
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err = alGetError();
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if(err != AL_NO_ERROR)
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{
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fprintf(stderr, "OpenAL error: %s\n", alGetString(err));
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if(alIsEffect(effect))
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alDeleteEffects(1, &effect);
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return 0;
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}
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return effect;
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}
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/* LoadBuffer loads the named audio file into an OpenAL buffer object, and
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* returns the new buffer ID. */
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static ALuint LoadSound(const char *filename)
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{
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ALenum err, format, type, channels;
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ALuint rate, buffer;
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size_t datalen;
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void *data;
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FilePtr audiofile;
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StreamPtr sound;
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/* Open the file and get the first stream from it */
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audiofile = openAVFile(filename);
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sound = getAVAudioStream(audiofile, 0);
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if(!sound)
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{
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fprintf(stderr, "Could not open audio in %s\n", filename);
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closeAVFile(audiofile);
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return 0;
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}
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/* Get the sound format, and figure out the OpenAL format */
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if(getAVAudioInfo(sound, &rate, &channels, &type) != 0)
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{
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fprintf(stderr, "Error getting audio info for %s\n", filename);
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closeAVFile(audiofile);
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return 0;
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}
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format = GetFormat(channels, type, alIsBufferFormatSupportedSOFT);
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if(format == AL_NONE)
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{
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fprintf(stderr, "Unsupported format (%s, %s) for %s\n",
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ChannelsName(channels), TypeName(type), filename);
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closeAVFile(audiofile);
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return 0;
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}
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/* Decode the whole audio stream to a buffer. */
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data = decodeAVAudioStream(sound, &datalen);
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if(!data)
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{
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fprintf(stderr, "Failed to read audio from %s\n", filename);
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closeAVFile(audiofile);
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return 0;
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}
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/* Buffer the audio data into a new buffer object, then free the data and
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* close the file. */
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buffer = 0;
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alGenBuffers(1, &buffer);
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alBufferSamplesSOFT(buffer, rate, format, BytesToFrames(datalen, channels, type),
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channels, type, data);
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free(data);
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closeAVFile(audiofile);
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/* Check if an error occured, and clean up if so. */
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err = alGetError();
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if(err != AL_NO_ERROR)
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{
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fprintf(stderr, "OpenAL Error: %s\n", alGetString(err));
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if(alIsBuffer(buffer))
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alDeleteBuffers(1, &buffer);
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return 0;
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}
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return buffer;
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}
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int main(int argc, char **argv)
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{
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ALCdevice *device = NULL;
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EFXEAXREVERBPROPERTIES reverb = EFX_REVERB_PRESET_GENERIC;
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ALuint source, buffer, effect, slot;
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ALenum state;
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/* Print out usage if no file was specified */
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if(argc < 2)
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{
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fprintf(stderr, "Usage: %s <filename>\n", argv[0]);
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return 1;
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}
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/* Initialize OpenAL with the default device, and check for EFX support. */
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if(InitAL() != 0)
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return 1;
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device = alcGetContextsDevice(alcGetCurrentContext());
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if(!alcIsExtensionPresent(device, "ALC_EXT_EFX"))
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{
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fprintf(stderr, "Error: EFX not supported on device \"%s\"\n", alcGetString(device, ALC_DEVICE_SPECIFIER));
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CloseAL();
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return 1;
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}
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/* Define a macro to help load the function pointers. */
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#define LOAD_PROC(x) ((x) = alGetProcAddress(#x))
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LOAD_PROC(alGenEffects);
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LOAD_PROC(alDeleteEffects);
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LOAD_PROC(alIsEffect);
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LOAD_PROC(alEffecti);
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LOAD_PROC(alEffectiv);
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LOAD_PROC(alEffectf);
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LOAD_PROC(alEffectfv);
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LOAD_PROC(alGetEffecti);
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LOAD_PROC(alGetEffectiv);
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LOAD_PROC(alGetEffectf);
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LOAD_PROC(alGetEffectfv);
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LOAD_PROC(alGenAuxiliaryEffectSlots);
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LOAD_PROC(alDeleteAuxiliaryEffectSlots);
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LOAD_PROC(alIsAuxiliaryEffectSlot);
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LOAD_PROC(alAuxiliaryEffectSloti);
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LOAD_PROC(alAuxiliaryEffectSlotiv);
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LOAD_PROC(alAuxiliaryEffectSlotf);
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LOAD_PROC(alAuxiliaryEffectSlotfv);
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LOAD_PROC(alGetAuxiliaryEffectSloti);
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LOAD_PROC(alGetAuxiliaryEffectSlotiv);
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LOAD_PROC(alGetAuxiliaryEffectSlotf);
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LOAD_PROC(alGetAuxiliaryEffectSlotfv);
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if(alIsExtensionPresent("AL_SOFT_buffer_samples"))
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{
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LOAD_PROC(alBufferSamplesSOFT);
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LOAD_PROC(alIsBufferFormatSupportedSOFT);
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}
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#undef LOAD_PROC
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/* Load the sound into a buffer. */
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buffer = LoadSound(argv[1]);
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if(!buffer)
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{
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CloseAL();
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return 1;
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}
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/* Load the reverb into an effect. */
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effect = LoadEffect(&reverb);
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if(!effect)
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{
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alDeleteBuffers(1, &buffer);
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CloseAL();
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return 1;
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}
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/* Create the effect slot object. This is what "plays" an effect on sources
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* that connect to it. */
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slot = 0;
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alGenAuxiliaryEffectSlots(1, &slot);
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/* Tell the effect slot to use the loaded effect object. Note that the this
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* effectively copies the effect properties. You can modify or delete the
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* effect object afterward without affecting the effect slot.
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*/
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alAuxiliaryEffectSloti(slot, AL_EFFECTSLOT_EFFECT, effect);
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assert(alGetError()==AL_NO_ERROR && "Failed to set effect slot");
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/* Create the source to play the sound with. */
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source = 0;
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alGenSources(1, &source);
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alSourcei(source, AL_BUFFER, buffer);
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/* Connect the source to the effect slot. This tells the source to use the
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* effect slot 'slot', on send #0 with the AL_FILTER_NULL filter object.
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*/
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alSource3i(source, AL_AUXILIARY_SEND_FILTER, slot, 0, AL_FILTER_NULL);
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assert(alGetError()==AL_NO_ERROR && "Failed to setup sound source");
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/* Play the sound until it finishes. */
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alSourcePlay(source);
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do {
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Sleep(10);
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alGetSourcei(source, AL_SOURCE_STATE, &state);
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} while(alGetError() == AL_NO_ERROR && state == AL_PLAYING);
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/* All done. Delete resources, and close OpenAL. */
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alDeleteSources(1, &source);
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alDeleteAuxiliaryEffectSlots(1, &slot);
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alDeleteEffects(1, &effect);
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alDeleteBuffers(1, &buffer);
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CloseAL();
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return 0;
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}
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