83 lines
2.2 KiB
C++
83 lines
2.2 KiB
C++
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#include "config.h"
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#include "AL/al.h"
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#include "AL/alc.h"
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#include "al/auxeffectslot.h"
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#include "alcmain.h"
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#include "alcontext.h"
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#include "almalloc.h"
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#include "alspan.h"
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#include "effects/base.h"
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namespace {
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struct NullState final : public EffectState {
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NullState();
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~NullState() override;
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void deviceUpdate(const ALCdevice *device) override;
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void update(const ALCcontext *context, const EffectSlot *slot, const EffectProps *props,
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const EffectTarget target) override;
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void process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn,
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const al::span<FloatBufferLine> samplesOut) override;
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DEF_NEWDEL(NullState)
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};
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/* This constructs the effect state. It's called when the object is first
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* created.
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*/
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NullState::NullState() = default;
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/* This destructs the effect state. It's called only when the effect instance
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* is no longer used.
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*/
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NullState::~NullState() = default;
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/* This updates the device-dependant effect state. This is called on state
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* initialization and any time the device parameters (e.g. playback frequency,
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* format) have been changed. Will always be followed by a call to the update
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* method, if successful.
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*/
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void NullState::deviceUpdate(const ALCdevice* /*device*/)
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{
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}
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/* This updates the effect state with new properties. This is called any time
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* the effect is (re)loaded into a slot.
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*/
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void NullState::update(const ALCcontext* /*context*/, const EffectSlot* /*slot*/,
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const EffectProps* /*props*/, const EffectTarget /*target*/)
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{
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}
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/* This processes the effect state, for the given number of samples from the
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* input to the output buffer. The result should be added to the output buffer,
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* not replace it.
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*/
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void NullState::process(const size_t/*samplesToDo*/,
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const al::span<const FloatBufferLine> /*samplesIn*/,
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const al::span<FloatBufferLine> /*samplesOut*/)
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{
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}
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struct NullStateFactory final : public EffectStateFactory {
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EffectState *create() override;
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};
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/* Creates EffectState objects of the appropriate type. */
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EffectState *NullStateFactory::create()
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{ return new NullState{}; }
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} // namespace
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EffectStateFactory *NullStateFactory_getFactory()
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{
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static NullStateFactory NullFactory{};
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return &NullFactory;
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}
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