public void SetReverbDecayTime(IALReverb reverb, float value) { /* FIXME: WTF is with this XACT value? * XACT: 0-30 equal to 0.1-inf seconds?! * EFX: 0.1-20 seconds * -flibit * EFX.alEffectf( * (reverb as OpenALReverb).EffectHandle, * EFX.AL_EAXREVERB_GAIN, * value * ); */ }
public void SetReverbHighEQGain(IALReverb reverb, float value) { EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_GAINHF, XACTCalculator.CalculateReverbAmplitudeRatio( value - 8.0f ) ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void CommitReverbChanges(IALReverb reverb) { OpenALReverb rv = (reverb as OpenALReverb); EFX.alAuxiliaryEffectSloti( rv.SlotHandle, EFX.AL_EFFECTSLOT_EFFECT, (int)rv.EffectHandle ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetSourceReverb(IALSource source, IALReverb reverb) { AL10.alSource3i( (source as OpenALSource).Handle, EFX.AL_AUXILIARY_SEND_FILTER, (int)(reverb as OpenALReverb).SlotHandle, 0, 0 ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetReverbLowEQGain(IALReverb reverb, float value) { // Cutting off volumes from 0db to 4db! -flibit EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_GAINLF, Math.Min( XACTCalculator.CalculateAmplitudeRatio( value - 8.0f ), 1.0f ) ); }
public void SetReverbReflectionsGain(IALReverb reverb, float value) { // Cutting off possible float values above 3.16, for EFX -flibit EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_REFLECTIONS_GAIN, Math.Min( XACTCalculator.CalculateReverbAmplitudeRatio(value), 3.16f ) ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetReverbGain(IALReverb reverb, float value) { // Cutting off volumes from 0db to 20db! -flibit EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_GAIN, Math.Min( XACTCalculator.CalculateReverbAmplitudeRatio(value), 1.0f ) ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetReverbWetDryMix(IALReverb reverb, float value) { /* FIXME: Note that were dividing by 200, not 100. * For some ridiculous reason the mix is WAY too wet * when we actually do the correct math, but cutting * the ratio in half mysteriously makes it sound right. * * Or, well, "more" right. I'm sure we're still off. * -flibit */ EFX.alAuxiliaryEffectSlotf( (reverb as OpenALReverb).SlotHandle, EFX.AL_EFFECTSLOT_GAIN, value / 200.0f ); }
public void SetReverbPositionLeft(IALReverb reverb, float value) { // No-op, duh. }
public void SetSourceReverb(IALSource source, IALReverb reverb) { AL10.alSource3i( (source as OpenALSource).Handle, EFX.AL_AUXILIARY_SEND_FILTER, (int) (reverb as OpenALReverb).SlotHandle, 0, 0 ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void DeleteReverb(IALReverb reverb) { // No-op, duh. }
public void SetReverbRoomFilterMain(IALReverb reverb, float value) { // No known mapping :( }
public void SetReverbRoomSize(IALReverb reverb, float value) { // No known mapping :( }
public void SetReverbRoomFilterHighFrequency(IALReverb reverb, float value) { // No-op, duh. }
public void SetReverbDensity(IALReverb reverb, float value) { // No-op, duh. }
public void SetReverbRoomSize(IALReverb reverb, float value) { // No-op, duh. }
public void SetReverbWetDryMix(IALReverb reverb, float value) { // No-op, duh. }
public void SetReverbDecayTime(IALReverb reverb, float value) { // No-op, duh. }
public void SetReverbGain(IALReverb reverb, float value) { // No-op, duh. }
public void SetReverbReflectionsGain(IALReverb reverb, float value) { // No-op, duh. }
public void SetReverbLateDiffusion(IALReverb reverb, float value) { // No-op, duh. }
public void CommitReverbChanges(IALReverb reverb) { OpenALReverb rv = (reverb as OpenALReverb); EFX.alAuxiliaryEffectSloti( rv.SlotHandle, EFX.AL_EFFECTSLOT_EFFECT, (int) rv.EffectHandle ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetReverbRearDelay(IALReverb reverb, float value) { // No-op, duh. }
public void DeleteReverb(IALReverb reverb) { OpenALReverb rv = (reverb as OpenALReverb); uint slot = rv.SlotHandle; uint effect = rv.EffectHandle; EFX.alDeleteAuxiliaryEffectSlots((IntPtr) 1, ref slot); EFX.alDeleteEffects((IntPtr) 1, ref effect); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetReverbDecayTime(IALReverb reverb, float value) { /* FIXME: WTF is with this XACT value? * XACT: 0-30 equal to 0.1-inf seconds?! * EFX: 0.1-20 seconds * -flibit EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_GAIN, value ); */ }
public void SetReverbDensity(IALReverb reverb, float value) { EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_DENSITY, value / 100.0f ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetReverbHighEQGain(IALReverb reverb, float value) { EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_GAINHF, XACTCalculator.CalculateAmplitudeRatio( value - 8.0f ) ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetReverbRoomFilterMain(IALReverb reverb, float value) { // No-op, duh. }
public void SetReverbLateDiffusion(IALReverb reverb, float value) { // Same as early diffusion, whatever... -flibit EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_DIFFUSION, value / 15.0f ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetSourceReverb(IALSource source, IALReverb reverb) { // No-op, duh. }
public void SetReverbLowEQCutoff(IALReverb reverb, float value) { EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_LFREFERENCE, (value * 50.0f) + 50.0f ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void CommitReverbChanges(IALReverb reverb) { // No-op, duh. }
public void SetReverbLowEQGain(IALReverb reverb, float value) { // Cutting off volumes from 0db to 4db! -flibit EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_GAINLF, Math.Min( XACTCalculator.CalculateAmplitudeRatio( value - 8.0f ), 1.0f ) ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetReverbPositionRightMatrix(IALReverb reverb, float value) { // No-op, duh. }
public void SetReverbPositionLeft(IALReverb reverb, float value) { // No known mapping :( }
public void SetReverbHighEQCutoff(IALReverb reverb, float value) { // No-op, duh. }
public void SetReverbPositionRightMatrix(IALReverb reverb, float value) { // No known mapping :( }
public void SetReverbRearDelay(IALReverb reverb, float value) { // No known mapping :( }
public void SetReverbReflectionsDelay(IALReverb reverb, float value) { EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_REFLECTIONS_DELAY, value / 1000.0f ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetReverbPositionRight(IALReverb reverb, float value) { // No known mapping :( }
public void SetReverbRoomFilterHighFrequency(IALReverb reverb, float value) { // No known mapping :( }
public void SetReverbWetDryMix(IALReverb reverb, float value) { // No known mapping :( }
public void SetReverbReflectionsGain(IALReverb reverb, float value) { // Cutting off possible float values above 3.16, for EFX -flibit EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_REFLECTIONS_GAIN, Math.Min( XACTCalculator.CalculateAmplitudeRatio(value), 3.16f ) ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetReverbPositionLeftMatrix(IALReverb reverb, float value) { // No known mapping :( }