2020-04-16 17:29:32 -07:00

169 lines
4.4 KiB
C++

#include "config.h"
#include "AL/al.h"
#include "AL/alc.h"
#include "al/auxeffectslot.h"
#include "alcmain.h"
#include "alcontext.h"
#include "almalloc.h"
#include "alspan.h"
#include "effects/base.h"
namespace {
struct NullState final : public EffectState {
NullState();
~NullState() override;
void deviceUpdate(const ALCdevice *device) override;
void update(const ALCcontext *context, const ALeffectslot *slot, const EffectProps *props, const EffectTarget target) override;
void process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn, const al::span<FloatBufferLine> samplesOut) override;
DEF_NEWDEL(NullState)
};
/* This constructs the effect state. It's called when the object is first
* created.
*/
NullState::NullState() = default;
/* This destructs the effect state. It's called only when the effect instance
* is no longer used.
*/
NullState::~NullState() = default;
/* This updates the device-dependant effect state. This is called on state
* initialization and any time the device parameters (e.g. playback frequency,
* format) have been changed. Will always be followed by a call to the update
* method, if successful.
*/
void NullState::deviceUpdate(const ALCdevice* /*device*/)
{
}
/* This updates the effect state with new properties. This is called any time
* the effect is (re)loaded into a slot.
*/
void NullState::update(const ALCcontext* /*context*/, const ALeffectslot* /*slot*/,
const EffectProps* /*props*/, const EffectTarget /*target*/)
{
}
/* This processes the effect state, for the given number of samples from the
* input to the output buffer. The result should be added to the output buffer,
* not replace it.
*/
void NullState::process(const size_t/*samplesToDo*/,
const al::span<const FloatBufferLine> /*samplesIn*/,
const al::span<FloatBufferLine> /*samplesOut*/)
{
}
void NullEffect_setParami(EffectProps* /*props*/, ALenum param, int /*val*/)
{
switch(param)
{
default:
throw effect_exception{AL_INVALID_ENUM, "Invalid null effect integer property 0x%04x",
param};
}
}
void NullEffect_setParamiv(EffectProps *props, ALenum param, const int *vals)
{
switch(param)
{
default:
NullEffect_setParami(props, param, vals[0]);
}
}
void NullEffect_setParamf(EffectProps* /*props*/, ALenum param, float /*val*/)
{
switch(param)
{
default:
throw effect_exception{AL_INVALID_ENUM, "Invalid null effect float property 0x%04x",
param};
}
}
void NullEffect_setParamfv(EffectProps *props, ALenum param, const float *vals)
{
switch(param)
{
default:
NullEffect_setParamf(props, param, vals[0]);
}
}
void NullEffect_getParami(const EffectProps* /*props*/, ALenum param, int* /*val*/)
{
switch(param)
{
default:
throw effect_exception{AL_INVALID_ENUM, "Invalid null effect integer property 0x%04x",
param};
}
}
void NullEffect_getParamiv(const EffectProps *props, ALenum param, int *vals)
{
switch(param)
{
default:
NullEffect_getParami(props, param, vals);
}
}
void NullEffect_getParamf(const EffectProps* /*props*/, ALenum param, float* /*val*/)
{
switch(param)
{
default:
throw effect_exception{AL_INVALID_ENUM, "Invalid null effect float property 0x%04x",
param};
}
}
void NullEffect_getParamfv(const EffectProps *props, ALenum param, float *vals)
{
switch(param)
{
default:
NullEffect_getParamf(props, param, vals);
}
}
DEFINE_ALEFFECT_VTABLE(NullEffect);
struct NullStateFactory final : public EffectStateFactory {
EffectState *create() override;
EffectProps getDefaultProps() const noexcept override;
const EffectVtable *getEffectVtable() const noexcept override;
};
/* Creates EffectState objects of the appropriate type. */
EffectState *NullStateFactory::create()
{ return new NullState{}; }
/* Returns an ALeffectProps initialized with this effect type's default
* property values.
*/
EffectProps NullStateFactory::getDefaultProps() const noexcept
{
EffectProps props{};
return props;
}
/* Returns a pointer to this effect type's global set/get vtable. */
const EffectVtable *NullStateFactory::getEffectVtable() const noexcept
{ return &NullEffect_vtable; }
} // namespace
EffectStateFactory *NullStateFactory_getFactory()
{
static NullStateFactory NullFactory{};
return &NullFactory;
}