Don't over-allocate the active effect slot array
[openal-soft.git] / examples / alreverb.c
blob15b92235b0a828d0c4d9d6de55af30d39185bade
1 /*
2 * OpenAL Reverb Example
4 * Copyright (c) 2012 by Chris Robinson <chris.kcat@gmail.com>
6 * Permission is hereby granted, free of charge, to any person obtaining a copy
7 * of this software and associated documentation files (the "Software"), to deal
8 * in the Software without restriction, including without limitation the rights
9 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
10 * copies of the Software, and to permit persons to whom the Software is
11 * furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included in
14 * all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
19 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
21 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
22 * THE SOFTWARE.
25 /* This file contains an example for applying reverb to a sound. */
27 #include <assert.h>
28 #include <inttypes.h>
29 #include <limits.h>
30 #include <stdio.h>
31 #include <stdlib.h>
33 #include "sndfile.h"
35 #include "AL/al.h"
36 #include "AL/alc.h"
37 #include "AL/alext.h"
38 #include "AL/efx.h"
39 #include "AL/efx-presets.h"
41 #include "common/alhelpers.h"
43 #include "win_main_utf8.h"
46 /* Effect object functions */
47 static LPALGENEFFECTS alGenEffects;
48 static LPALDELETEEFFECTS alDeleteEffects;
49 static LPALISEFFECT alIsEffect;
50 static LPALEFFECTI alEffecti;
51 static LPALEFFECTIV alEffectiv;
52 static LPALEFFECTF alEffectf;
53 static LPALEFFECTFV alEffectfv;
54 static LPALGETEFFECTI alGetEffecti;
55 static LPALGETEFFECTIV alGetEffectiv;
56 static LPALGETEFFECTF alGetEffectf;
57 static LPALGETEFFECTFV alGetEffectfv;
59 /* Auxiliary Effect Slot object functions */
60 static LPALGENAUXILIARYEFFECTSLOTS alGenAuxiliaryEffectSlots;
61 static LPALDELETEAUXILIARYEFFECTSLOTS alDeleteAuxiliaryEffectSlots;
62 static LPALISAUXILIARYEFFECTSLOT alIsAuxiliaryEffectSlot;
63 static LPALAUXILIARYEFFECTSLOTI alAuxiliaryEffectSloti;
64 static LPALAUXILIARYEFFECTSLOTIV alAuxiliaryEffectSlotiv;
65 static LPALAUXILIARYEFFECTSLOTF alAuxiliaryEffectSlotf;
66 static LPALAUXILIARYEFFECTSLOTFV alAuxiliaryEffectSlotfv;
67 static LPALGETAUXILIARYEFFECTSLOTI alGetAuxiliaryEffectSloti;
68 static LPALGETAUXILIARYEFFECTSLOTIV alGetAuxiliaryEffectSlotiv;
69 static LPALGETAUXILIARYEFFECTSLOTF alGetAuxiliaryEffectSlotf;
70 static LPALGETAUXILIARYEFFECTSLOTFV alGetAuxiliaryEffectSlotfv;
73 /* LoadEffect loads the given reverb properties into a new OpenAL effect
74 * object, and returns the new effect ID. */
75 static ALuint LoadEffect(const EFXEAXREVERBPROPERTIES *reverb)
77 ALuint effect = 0;
78 ALenum err;
80 /* Create the effect object and check if we can do EAX reverb. */
81 alGenEffects(1, &effect);
82 if(alGetEnumValue("AL_EFFECT_EAXREVERB") != 0)
84 printf("Using EAX Reverb\n");
86 /* EAX Reverb is available. Set the EAX effect type then load the
87 * reverb properties. */
88 alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
90 alEffectf(effect, AL_EAXREVERB_DENSITY, reverb->flDensity);
91 alEffectf(effect, AL_EAXREVERB_DIFFUSION, reverb->flDiffusion);
92 alEffectf(effect, AL_EAXREVERB_GAIN, reverb->flGain);
93 alEffectf(effect, AL_EAXREVERB_GAINHF, reverb->flGainHF);
94 alEffectf(effect, AL_EAXREVERB_GAINLF, reverb->flGainLF);
95 alEffectf(effect, AL_EAXREVERB_DECAY_TIME, reverb->flDecayTime);
96 alEffectf(effect, AL_EAXREVERB_DECAY_HFRATIO, reverb->flDecayHFRatio);
97 alEffectf(effect, AL_EAXREVERB_DECAY_LFRATIO, reverb->flDecayLFRatio);
98 alEffectf(effect, AL_EAXREVERB_REFLECTIONS_GAIN, reverb->flReflectionsGain);
99 alEffectf(effect, AL_EAXREVERB_REFLECTIONS_DELAY, reverb->flReflectionsDelay);
100 alEffectfv(effect, AL_EAXREVERB_REFLECTIONS_PAN, reverb->flReflectionsPan);
101 alEffectf(effect, AL_EAXREVERB_LATE_REVERB_GAIN, reverb->flLateReverbGain);
102 alEffectf(effect, AL_EAXREVERB_LATE_REVERB_DELAY, reverb->flLateReverbDelay);
103 alEffectfv(effect, AL_EAXREVERB_LATE_REVERB_PAN, reverb->flLateReverbPan);
104 alEffectf(effect, AL_EAXREVERB_ECHO_TIME, reverb->flEchoTime);
105 alEffectf(effect, AL_EAXREVERB_ECHO_DEPTH, reverb->flEchoDepth);
106 alEffectf(effect, AL_EAXREVERB_MODULATION_TIME, reverb->flModulationTime);
107 alEffectf(effect, AL_EAXREVERB_MODULATION_DEPTH, reverb->flModulationDepth);
108 alEffectf(effect, AL_EAXREVERB_AIR_ABSORPTION_GAINHF, reverb->flAirAbsorptionGainHF);
109 alEffectf(effect, AL_EAXREVERB_HFREFERENCE, reverb->flHFReference);
110 alEffectf(effect, AL_EAXREVERB_LFREFERENCE, reverb->flLFReference);
111 alEffectf(effect, AL_EAXREVERB_ROOM_ROLLOFF_FACTOR, reverb->flRoomRolloffFactor);
112 alEffecti(effect, AL_EAXREVERB_DECAY_HFLIMIT, reverb->iDecayHFLimit);
114 else
116 printf("Using Standard Reverb\n");
118 /* No EAX Reverb. Set the standard reverb effect type then load the
119 * available reverb properties. */
120 alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_REVERB);
122 alEffectf(effect, AL_REVERB_DENSITY, reverb->flDensity);
123 alEffectf(effect, AL_REVERB_DIFFUSION, reverb->flDiffusion);
124 alEffectf(effect, AL_REVERB_GAIN, reverb->flGain);
125 alEffectf(effect, AL_REVERB_GAINHF, reverb->flGainHF);
126 alEffectf(effect, AL_REVERB_DECAY_TIME, reverb->flDecayTime);
127 alEffectf(effect, AL_REVERB_DECAY_HFRATIO, reverb->flDecayHFRatio);
128 alEffectf(effect, AL_REVERB_REFLECTIONS_GAIN, reverb->flReflectionsGain);
129 alEffectf(effect, AL_REVERB_REFLECTIONS_DELAY, reverb->flReflectionsDelay);
130 alEffectf(effect, AL_REVERB_LATE_REVERB_GAIN, reverb->flLateReverbGain);
131 alEffectf(effect, AL_REVERB_LATE_REVERB_DELAY, reverb->flLateReverbDelay);
132 alEffectf(effect, AL_REVERB_AIR_ABSORPTION_GAINHF, reverb->flAirAbsorptionGainHF);
133 alEffectf(effect, AL_REVERB_ROOM_ROLLOFF_FACTOR, reverb->flRoomRolloffFactor);
134 alEffecti(effect, AL_REVERB_DECAY_HFLIMIT, reverb->iDecayHFLimit);
137 /* Check if an error occurred, and clean up if so. */
138 err = alGetError();
139 if(err != AL_NO_ERROR)
141 fprintf(stderr, "OpenAL error: %s\n", alGetString(err));
142 if(alIsEffect(effect))
143 alDeleteEffects(1, &effect);
144 return 0;
147 return effect;
151 /* LoadBuffer loads the named audio file into an OpenAL buffer object, and
152 * returns the new buffer ID.
154 static ALuint LoadSound(const char *filename)
156 ALenum err, format;
157 ALuint buffer;
158 SNDFILE *sndfile;
159 SF_INFO sfinfo;
160 short *membuf;
161 sf_count_t num_frames;
162 ALsizei num_bytes;
164 /* Open the audio file and check that it's usable. */
165 sndfile = sf_open(filename, SFM_READ, &sfinfo);
166 if(!sndfile)
168 fprintf(stderr, "Could not open audio in %s: %s\n", filename, sf_strerror(sndfile));
169 return 0;
171 if(sfinfo.frames < 1 || sfinfo.frames > (sf_count_t)(INT_MAX/sizeof(short))/sfinfo.channels)
173 fprintf(stderr, "Bad sample count in %s (%" PRId64 ")\n", filename, sfinfo.frames);
174 sf_close(sndfile);
175 return 0;
178 /* Get the sound format, and figure out the OpenAL format */
179 format = AL_NONE;
180 if(sfinfo.channels == 1)
181 format = AL_FORMAT_MONO16;
182 else if(sfinfo.channels == 2)
183 format = AL_FORMAT_STEREO16;
184 else if(sfinfo.channels == 3)
186 if(sf_command(sndfile, SFC_WAVEX_GET_AMBISONIC, NULL, 0) == SF_AMBISONIC_B_FORMAT)
187 format = AL_FORMAT_BFORMAT2D_16;
189 else if(sfinfo.channels == 4)
191 if(sf_command(sndfile, SFC_WAVEX_GET_AMBISONIC, NULL, 0) == SF_AMBISONIC_B_FORMAT)
192 format = AL_FORMAT_BFORMAT3D_16;
194 if(!format)
196 fprintf(stderr, "Unsupported channel count: %d\n", sfinfo.channels);
197 sf_close(sndfile);
198 return 0;
201 /* Decode the whole audio file to a buffer. */
202 membuf = malloc((size_t)(sfinfo.frames * sfinfo.channels) * sizeof(short));
204 num_frames = sf_readf_short(sndfile, membuf, sfinfo.frames);
205 if(num_frames < 1)
207 free(membuf);
208 sf_close(sndfile);
209 fprintf(stderr, "Failed to read samples in %s (%" PRId64 ")\n", filename, num_frames);
210 return 0;
212 num_bytes = (ALsizei)(num_frames * sfinfo.channels) * (ALsizei)sizeof(short);
214 /* Buffer the audio data into a new buffer object, then free the data and
215 * close the file.
217 buffer = 0;
218 alGenBuffers(1, &buffer);
219 alBufferData(buffer, format, membuf, num_bytes, sfinfo.samplerate);
221 free(membuf);
222 sf_close(sndfile);
224 /* Check if an error occurred, and clean up if so. */
225 err = alGetError();
226 if(err != AL_NO_ERROR)
228 fprintf(stderr, "OpenAL Error: %s\n", alGetString(err));
229 if(buffer && alIsBuffer(buffer))
230 alDeleteBuffers(1, &buffer);
231 return 0;
234 return buffer;
238 int main(int argc, char **argv)
240 EFXEAXREVERBPROPERTIES reverb = EFX_REVERB_PRESET_GENERIC;
241 ALuint source, buffer, effect, slot;
242 ALenum state;
244 /* Print out usage if no arguments were specified */
245 if(argc < 2)
247 fprintf(stderr, "Usage: %s [-device <name] <filename>\n", argv[0]);
248 return 1;
251 /* Initialize OpenAL, and check for EFX support. */
252 argv++; argc--;
253 if(InitAL(&argv, &argc) != 0)
254 return 1;
256 if(!alcIsExtensionPresent(alcGetContextsDevice(alcGetCurrentContext()), "ALC_EXT_EFX"))
258 fprintf(stderr, "Error: EFX not supported\n");
259 CloseAL();
260 return 1;
263 /* Define a macro to help load the function pointers. */
264 #define LOAD_PROC(T, x) ((x) = FUNCTION_CAST(T, alGetProcAddress(#x)))
265 LOAD_PROC(LPALGENEFFECTS, alGenEffects);
266 LOAD_PROC(LPALDELETEEFFECTS, alDeleteEffects);
267 LOAD_PROC(LPALISEFFECT, alIsEffect);
268 LOAD_PROC(LPALEFFECTI, alEffecti);
269 LOAD_PROC(LPALEFFECTIV, alEffectiv);
270 LOAD_PROC(LPALEFFECTF, alEffectf);
271 LOAD_PROC(LPALEFFECTFV, alEffectfv);
272 LOAD_PROC(LPALGETEFFECTI, alGetEffecti);
273 LOAD_PROC(LPALGETEFFECTIV, alGetEffectiv);
274 LOAD_PROC(LPALGETEFFECTF, alGetEffectf);
275 LOAD_PROC(LPALGETEFFECTFV, alGetEffectfv);
277 LOAD_PROC(LPALGENAUXILIARYEFFECTSLOTS, alGenAuxiliaryEffectSlots);
278 LOAD_PROC(LPALDELETEAUXILIARYEFFECTSLOTS, alDeleteAuxiliaryEffectSlots);
279 LOAD_PROC(LPALISAUXILIARYEFFECTSLOT, alIsAuxiliaryEffectSlot);
280 LOAD_PROC(LPALAUXILIARYEFFECTSLOTI, alAuxiliaryEffectSloti);
281 LOAD_PROC(LPALAUXILIARYEFFECTSLOTIV, alAuxiliaryEffectSlotiv);
282 LOAD_PROC(LPALAUXILIARYEFFECTSLOTF, alAuxiliaryEffectSlotf);
283 LOAD_PROC(LPALAUXILIARYEFFECTSLOTFV, alAuxiliaryEffectSlotfv);
284 LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTI, alGetAuxiliaryEffectSloti);
285 LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTIV, alGetAuxiliaryEffectSlotiv);
286 LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTF, alGetAuxiliaryEffectSlotf);
287 LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTFV, alGetAuxiliaryEffectSlotfv);
288 #undef LOAD_PROC
290 /* Load the sound into a buffer. */
291 buffer = LoadSound(argv[0]);
292 if(!buffer)
294 CloseAL();
295 return 1;
298 /* Load the reverb into an effect. */
299 effect = LoadEffect(&reverb);
300 if(!effect)
302 alDeleteBuffers(1, &buffer);
303 CloseAL();
304 return 1;
307 /* Create the effect slot object. This is what "plays" an effect on sources
308 * that connect to it. */
309 slot = 0;
310 alGenAuxiliaryEffectSlots(1, &slot);
312 /* Tell the effect slot to use the loaded effect object. Note that the this
313 * effectively copies the effect properties. You can modify or delete the
314 * effect object afterward without affecting the effect slot.
316 alAuxiliaryEffectSloti(slot, AL_EFFECTSLOT_EFFECT, (ALint)effect);
317 assert(alGetError()==AL_NO_ERROR && "Failed to set effect slot");
319 /* Create the source to play the sound with. */
320 source = 0;
321 alGenSources(1, &source);
322 alSourcei(source, AL_BUFFER, (ALint)buffer);
324 /* Connect the source to the effect slot. This tells the source to use the
325 * effect slot 'slot', on send #0 with the AL_FILTER_NULL filter object.
327 alSource3i(source, AL_AUXILIARY_SEND_FILTER, (ALint)slot, 0, AL_FILTER_NULL);
328 assert(alGetError()==AL_NO_ERROR && "Failed to setup sound source");
330 /* Play the sound until it finishes. */
331 alSourcePlay(source);
332 do {
333 al_nssleep(10000000);
334 alGetSourcei(source, AL_SOURCE_STATE, &state);
335 } while(alGetError() == AL_NO_ERROR && state == AL_PLAYING);
337 /* All done. Delete resources, and close down OpenAL. */
338 alDeleteSources(1, &source);
339 alDeleteAuxiliaryEffectSlots(1, &slot);
340 alDeleteEffects(1, &effect);
341 alDeleteBuffers(1, &buffer);
343 CloseAL();
345 return 0;