mirror of
https://github.com/kevinbentley/Descent3.git
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118 lines
4.8 KiB
C
118 lines
4.8 KiB
C
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// EAX.H -- DirectSound Environmental Audio Extensions
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#ifndef EAX_H_INCLUDED
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#define EAX_H_INCLUDED
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#ifdef __cplusplus
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extern "C" {
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#endif // __cplusplus
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// EAX (listener) reverb property set {4a4e6fc1-c341-11d1-b73a-444553540000}
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DEFINE_GUID(DSPROPSETID_EAX_ReverbProperties,
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0x4a4e6fc1,
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0xc341,
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0x11d1,
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0xb7, 0x3a, 0x44, 0x45, 0x53, 0x54, 0x00, 0x00);
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enum DSPROPERTY_EAX_REVERBPROPERTY
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{
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DSPROPERTY_EAX_ALL, // all reverb properties
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DSPROPERTY_EAX_ENVIRONMENT, // standard environment no.
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DSPROPERTY_EAX_VOLUME, // loudness of the reverb
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DSPROPERTY_EAX_DECAYTIME, // how long the reverb lasts
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DSPROPERTY_EAX_DAMPING // the high frequencies decay faster
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};
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#define EAX_NUM_STANDARD_PROPERTIES (DSPROPERTY_EAX_DAMPING + 1)
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// use this structure for get/set all properties...
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struct EAX_REVERBPROPERTIES
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{
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uint32_t environment; // 0 to EAX_ENVIRONMENT_COUNT-1
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float fVolume; // 0 to 1
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float fDecayTime_sec; // seconds, 0.1 to 100
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float fDamping; // 0 to 1
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};
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//#define EAX_MAX_ENVIRONMENT (EAX_ENVIRONMENT_COUNT - 1)
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// presets
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#define EAX_PRESET_GENERIC EAX_ENVIRONMENT_GENERIC,0.5F,1.493F,0.5F
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#define EAX_PRESET_PADDEDCELL EAX_ENVIRONMENT_PADDEDCELL,0.25F,0.1F,0.0F
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#define EAX_PRESET_ROOM EAX_ENVIRONMENT_ROOM,0.417F,0.4F,0.666F
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#define EAX_PRESET_BATHROOM EAX_ENVIRONMENT_BATHROOM,0.653F,1.499F,0.166F
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#define EAX_PRESET_LIVINGROOM EAX_ENVIRONMENT_LIVINGROOM,0.208F,0.478F,0.0F
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#define EAX_PRESET_STONEROOM EAX_ENVIRONMENT_STONEROOM,0.5F,2.309F,0.888F
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#define EAX_PRESET_AUDITORIUM EAX_ENVIRONMENT_AUDITORIUM,0.403F,4.279F,0.5F
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#define EAX_PRESET_CONCERTHALL EAX_ENVIRONMENT_CONCERTHALL,0.5F,3.961F,0.5F
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#define EAX_PRESET_CAVE EAX_ENVIRONMENT_CAVE,0.5F,2.886F,1.304F
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#define EAX_PRESET_ARENA EAX_ENVIRONMENT_ARENA,0.361F,7.284F,0.332F
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#define EAX_PRESET_HANGAR EAX_ENVIRONMENT_HANGAR,0.5F,10.0F,0.3F
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#define EAX_PRESET_CARPETEDHALLWAY EAX_ENVIRONMENT_CARPETEDHALLWAY,0.153F,0.259F,2.0F
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#define EAX_PRESET_HALLWAY EAX_ENVIRONMENT_HALLWAY,0.361F,1.493F,0.0F
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#define EAX_PRESET_STONECORRIDOR EAX_ENVIRONMENT_STONECORRIDOR,0.444F,2.697F,0.638F
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#define EAX_PRESET_ALLEY EAX_ENVIRONMENT_ALLEY,0.25F,1.752F,0.776F
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#define EAX_PRESET_FOREST EAX_ENVIRONMENT_FOREST,0.111F,3.145F,0.472F
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#define EAX_PRESET_CITY EAX_ENVIRONMENT_CITY,0.111F,2.767F,0.224F
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#define EAX_PRESET_MOUNTAINS EAX_ENVIRONMENT_MOUNTAINS,0.194F,7.841F,0.472F
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#define EAX_PRESET_QUARRY EAX_ENVIRONMENT_QUARRY,1.0F,1.499F,0.5F
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#define EAX_PRESET_PLAIN EAX_ENVIRONMENT_PLAIN,0.097F,2.767F,0.224F
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#define EAX_PRESET_PARKINGLOT EAX_ENVIRONMENT_PARKINGLOT,0.208F,1.652F,1.5F
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#define EAX_PRESET_SEWERPIPE EAX_ENVIRONMENT_SEWERPIPE,0.652F,2.886F,0.25F
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#define EAX_PRESET_UNDERWATER EAX_ENVIRONMENT_UNDERWATER,1.0F,1.499F,0.0F
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#define EAX_PRESET_DRUGGED EAX_ENVIRONMENT_DRUGGED,0.875F,8.392F,1.388F
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#define EAX_PRESET_DIZZY EAX_ENVIRONMENT_DIZZY,0.139F,17.234F,0.666F
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#define EAX_PRESET_PSYCHOTIC EAX_ENVIRONMENT_PSYCHOTIC,0.486F,7.563F,0.806F
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// EAX buffer reverb property set {4a4e6fc0-c341-11d1-b73a-444553540000}
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DEFINE_GUID(DSPROPSETID_EAXBUFFER_ReverbProperties,
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0x4a4e6fc0,
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0xc341,
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0x11d1,
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0xb7, 0x3a, 0x44, 0x45, 0x53, 0x54, 0x00, 0x00);
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enum DSPROPERTY_EAXBUFFER_REVERBPROPERTY
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{
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DSPROPERTY_EAXBUFFER_ALL, // all reverb buffer properties
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DSPROPERTY_EAXBUFFER_REVERBMIX // the wet source amount
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};
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// use this structure for get/set all properties...
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struct EAXBUFFER_REVERBPROPERTIES
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{
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float fMix; // linear factor, 0.0F to 1.0F
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};
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#define EAX_REVERBMIX_USEDISTANCE -1.0F // out of normal range
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// signifies the reverb engine should
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// calculate it's own reverb mix value
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// based on distance
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#ifdef __cplusplus
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}
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#endif // __cplusplus
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#endif
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