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author | Sergeanur <s.anureev@yandex.ua> | 2020-08-02 18:49:12 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2020-08-02 18:49:12 +0200 |
commit | 3e24ae8812ca4a0031d82ea7f7393605b8a4283a (patch) | |
tree | 5cc79378e86970d3b63cbed173d627410ea90ca6 /src/audio/eax/eax-util.cpp | |
parent | Merge pull request #669 from erorcun/miami (diff) | |
parent | Move sdk and eax (diff) | |
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Diffstat (limited to 'src/audio/eax/eax-util.cpp')
-rw-r--r-- | src/audio/eax/eax-util.cpp | 706 |
1 files changed, 706 insertions, 0 deletions
diff --git a/src/audio/eax/eax-util.cpp b/src/audio/eax/eax-util.cpp new file mode 100644 index 00000000..42eef738 --- /dev/null +++ b/src/audio/eax/eax-util.cpp @@ -0,0 +1,706 @@ +/***********************************************************************************************\ +* * +* EAX-UTIL.CPP - utilities for EAX 3.0 * +* Function declaration for EAX Morphing * +* String names of the all the presets defined in eax-util.h * +* Arrays grouping together all the EAX presets in a scenario * +* * +************************************************************************************************/ + +#include "eax-util.h" +#include <math.h> + +// Function prototypes used by EAX3ListenerInterpolate +void Clamp(EAXVECTOR *eaxVector); +bool CheckEAX3LP(LPEAXLISTENERPROPERTIES lpEAX3LP); + + +/***********************************************************************************************\ +* +* Definition of the EAXMorph function - EAX3ListenerInterpolate +* +\***********************************************************************************************/ + +/* + EAX3ListenerInterpolate + lpStart - Initial EAX 3 Listener parameters + lpFinish - Final EAX 3 Listener parameters + flRatio - Ratio Destination : Source (0.0 == Source, 1.0 == Destination) + lpResult - Interpolated EAX 3 Listener parameters + bCheckValues - Check EAX 3.0 parameters are in range, default = false (no checking) +*/ +bool EAX3ListenerInterpolate(LPEAXLISTENERPROPERTIES lpStart, LPEAXLISTENERPROPERTIES lpFinish, + float flRatio, LPEAXLISTENERPROPERTIES lpResult, bool bCheckValues) +{ + EAXVECTOR StartVector, FinalVector; + + float flInvRatio; + + if (bCheckValues) + { + if (!CheckEAX3LP(lpStart)) + return false; + + if (!CheckEAX3LP(lpFinish)) + return false; + } + + if (flRatio >= 1.0f) + { + memcpy(lpResult, lpFinish, sizeof(EAXLISTENERPROPERTIES)); + return true; + } + else if (flRatio <= 0.0f) + { + memcpy(lpResult, lpStart, sizeof(EAXLISTENERPROPERTIES)); + return true; + } + + flInvRatio = (1.0f - flRatio); + + // Environment + lpResult->ulEnvironment = 26; // (UNDEFINED environment) + + // Environment Size + if (lpStart->flEnvironmentSize == lpFinish->flEnvironmentSize) + lpResult->flEnvironmentSize = lpStart->flEnvironmentSize; + else + lpResult->flEnvironmentSize = (float)exp( (log(lpStart->flEnvironmentSize) * flInvRatio) + (log(lpFinish->flEnvironmentSize) * flRatio) ); + + // Environment Diffusion + if (lpStart->flEnvironmentDiffusion == lpFinish->flEnvironmentDiffusion) + lpResult->flEnvironmentDiffusion = lpStart->flEnvironmentDiffusion; + else + lpResult->flEnvironmentDiffusion = (lpStart->flEnvironmentDiffusion * flInvRatio) + (lpFinish->flEnvironmentDiffusion * flRatio); + + // Room + if (lpStart->lRoom == lpFinish->lRoom) + lpResult->lRoom = lpStart->lRoom; + else + lpResult->lRoom = (int)( ((float)lpStart->lRoom * flInvRatio) + ((float)lpFinish->lRoom * flRatio) ); + + // Room HF + if (lpStart->lRoomHF == lpFinish->lRoomHF) + lpResult->lRoomHF = lpStart->lRoomHF; + else + lpResult->lRoomHF = (int)( ((float)lpStart->lRoomHF * flInvRatio) + ((float)lpFinish->lRoomHF * flRatio) ); + + // Room LF + if (lpStart->lRoomLF == lpFinish->lRoomLF) + lpResult->lRoomLF = lpStart->lRoomLF; + else + lpResult->lRoomLF = (int)( ((float)lpStart->lRoomLF * flInvRatio) + ((float)lpFinish->lRoomLF * flRatio) ); + + // Decay Time + if (lpStart->flDecayTime == lpFinish->flDecayTime) + lpResult->flDecayTime = lpStart->flDecayTime; + else + lpResult->flDecayTime = (float)exp( (log(lpStart->flDecayTime) * flInvRatio) + (log(lpFinish->flDecayTime) * flRatio) ); + + // Decay HF Ratio + if (lpStart->flDecayHFRatio == lpFinish->flDecayHFRatio) + lpResult->flDecayHFRatio = lpStart->flDecayHFRatio; + else + lpResult->flDecayHFRatio = (float)exp( (log(lpStart->flDecayHFRatio) * flInvRatio) + (log(lpFinish->flDecayHFRatio) * flRatio) ); + + // Decay LF Ratio + if (lpStart->flDecayLFRatio == lpFinish->flDecayLFRatio) + lpResult->flDecayLFRatio = lpStart->flDecayLFRatio; + else + lpResult->flDecayLFRatio = (float)exp( (log(lpStart->flDecayLFRatio) * flInvRatio) + (log(lpFinish->flDecayLFRatio) * flRatio) ); + + // Reflections + if (lpStart->lReflections == lpFinish->lReflections) + lpResult->lReflections = lpStart->lReflections; + else + lpResult->lReflections = (int)( ((float)lpStart->lReflections * flInvRatio) + ((float)lpFinish->lReflections * flRatio) ); + + // Reflections Delay + if (lpStart->flReflectionsDelay == lpFinish->flReflectionsDelay) + lpResult->flReflectionsDelay = lpStart->flReflectionsDelay; + else + lpResult->flReflectionsDelay = (float)exp( (log(lpStart->flReflectionsDelay+0.0001f) * flInvRatio) + (log(lpFinish->flReflectionsDelay+0.0001f) * flRatio) ); + + // Reflections Pan + + // To interpolate the vector correctly we need to ensure that both the initial and final vectors vectors are clamped to a length of 1.0f + StartVector = lpStart->vReflectionsPan; + FinalVector = lpFinish->vReflectionsPan; + + Clamp(&StartVector); + Clamp(&FinalVector); + + if (lpStart->vReflectionsPan.x == lpFinish->vReflectionsPan.x) + lpResult->vReflectionsPan.x = lpStart->vReflectionsPan.x; + else + lpResult->vReflectionsPan.x = FinalVector.x + (flInvRatio * (StartVector.x - FinalVector.x)); + + if (lpStart->vReflectionsPan.y == lpFinish->vReflectionsPan.y) + lpResult->vReflectionsPan.y = lpStart->vReflectionsPan.y; + else + lpResult->vReflectionsPan.y = FinalVector.y + (flInvRatio * (StartVector.y - FinalVector.y)); + + if (lpStart->vReflectionsPan.z == lpFinish->vReflectionsPan.z) + lpResult->vReflectionsPan.z = lpStart->vReflectionsPan.z; + else + lpResult->vReflectionsPan.z = FinalVector.z + (flInvRatio * (StartVector.z - FinalVector.z)); + + // Reverb + if (lpStart->lReverb == lpFinish->lReverb) + lpResult->lReverb = lpStart->lReverb; + else + lpResult->lReverb = (int)( ((float)lpStart->lReverb * flInvRatio) + ((float)lpFinish->lReverb * flRatio) ); + + // Reverb Delay + if (lpStart->flReverbDelay == lpFinish->flReverbDelay) + lpResult->flReverbDelay = lpStart->flReverbDelay; + else + lpResult->flReverbDelay = (float)exp( (log(lpStart->flReverbDelay+0.0001f) * flInvRatio) + (log(lpFinish->flReverbDelay+0.0001f) * flRatio) ); + + // Reverb Pan + + // To interpolate the vector correctly we need to ensure that both the initial and final vectors are clamped to a length of 1.0f + StartVector = lpStart->vReverbPan; + FinalVector = lpFinish->vReverbPan; + + Clamp(&StartVector); + Clamp(&FinalVector); + + if (lpStart->vReverbPan.x == lpFinish->vReverbPan.x) + lpResult->vReverbPan.x = lpStart->vReverbPan.x; + else + lpResult->vReverbPan.x = FinalVector.x + (flInvRatio * (StartVector.x - FinalVector.x)); + + if (lpStart->vReverbPan.y == lpFinish->vReverbPan.y) + lpResult->vReverbPan.y = lpStart->vReverbPan.y; + else + lpResult->vReverbPan.y = FinalVector.y + (flInvRatio * (StartVector.y - FinalVector.y)); + + if (lpStart->vReverbPan.z == lpFinish->vReverbPan.z) + lpResult->vReverbPan.z = lpStart->vReverbPan.z; + else + lpResult->vReverbPan.z = FinalVector.z + (flInvRatio * (StartVector.z - FinalVector.z)); + + // Echo Time + if (lpStart->flEchoTime == lpFinish->flEchoTime) + lpResult->flEchoTime = lpStart->flEchoTime; + else + lpResult->flEchoTime = (float)exp( (log(lpStart->flEchoTime) * flInvRatio) + (log(lpFinish->flEchoTime) * flRatio) ); + + // Echo Depth + if (lpStart->flEchoDepth == lpFinish->flEchoDepth) + lpResult->flEchoDepth = lpStart->flEchoDepth; + else + lpResult->flEchoDepth = (lpStart->flEchoDepth * flInvRatio) + (lpFinish->flEchoDepth * flRatio); + + // Modulation Time + if (lpStart->flModulationTime == lpFinish->flModulationTime) + lpResult->flModulationTime = lpStart->flModulationTime; + else + lpResult->flModulationTime = (float)exp( (log(lpStart->flModulationTime) * flInvRatio) + (log(lpFinish->flModulationTime) * flRatio) ); + + // Modulation Depth + if (lpStart->flModulationDepth == lpFinish->flModulationDepth) + lpResult->flModulationDepth = lpStart->flModulationDepth; + else + lpResult->flModulationDepth = (lpStart->flModulationDepth * flInvRatio) + (lpFinish->flModulationDepth * flRatio); + + // Air Absorption HF + if (lpStart->flAirAbsorptionHF == lpFinish->flAirAbsorptionHF) + lpResult->flAirAbsorptionHF = lpStart->flAirAbsorptionHF; + else + lpResult->flAirAbsorptionHF = (lpStart->flAirAbsorptionHF * flInvRatio) + (lpFinish->flAirAbsorptionHF * flRatio); + + // HF Reference + if (lpStart->flHFReference == lpFinish->flHFReference) + lpResult->flHFReference = lpStart->flHFReference; + else + lpResult->flHFReference = (float)exp( (log(lpStart->flHFReference) * flInvRatio) + (log(lpFinish->flHFReference) * flRatio) ); + + // LF Reference + if (lpStart->flLFReference == lpFinish->flLFReference) + lpResult->flLFReference = lpStart->flLFReference; + else + lpResult->flLFReference = (float)exp( (log(lpStart->flLFReference) * flInvRatio) + (log(lpFinish->flLFReference) * flRatio) ); + + // Room Rolloff Factor + if (lpStart->flRoomRolloffFactor == lpFinish->flRoomRolloffFactor) + lpResult->flRoomRolloffFactor = lpStart->flRoomRolloffFactor; + else + lpResult->flRoomRolloffFactor = (lpStart->flRoomRolloffFactor * flInvRatio) + (lpFinish->flRoomRolloffFactor * flRatio); + + // Flags + lpResult->ulFlags = (lpStart->ulFlags & lpFinish->ulFlags); + + // Clamp Delays + if (lpResult->flReflectionsDelay > EAXLISTENER_MAXREFLECTIONSDELAY) + lpResult->flReflectionsDelay = EAXLISTENER_MAXREFLECTIONSDELAY; + + if (lpResult->flReverbDelay > EAXLISTENER_MAXREVERBDELAY) + lpResult->flReverbDelay = EAXLISTENER_MAXREVERBDELAY; + + return true; +} + + +/* + CheckEAX3LP + Checks that the parameters in the EAX 3 Listener Properties structure are in-range +*/ +bool CheckEAX3LP(LPEAXLISTENERPROPERTIES lpEAX3LP) +{ + if ( (lpEAX3LP->lRoom < EAXLISTENER_MINROOM) || (lpEAX3LP->lRoom > EAXLISTENER_MAXROOM) ) + return false; + + if ( (lpEAX3LP->lRoomHF < EAXLISTENER_MINROOMHF) || (lpEAX3LP->lRoomHF > EAXLISTENER_MAXROOMHF) ) + return false; + + if ( (lpEAX3LP->lRoomLF < EAXLISTENER_MINROOMLF) || (lpEAX3LP->lRoomLF > EAXLISTENER_MAXROOMLF) ) + return false; + + if ( (lpEAX3LP->ulEnvironment < EAXLISTENER_MINENVIRONMENT) || (lpEAX3LP->ulEnvironment > EAXLISTENER_MAXENVIRONMENT) ) + return false; + + if ( (lpEAX3LP->flEnvironmentSize < EAXLISTENER_MINENVIRONMENTSIZE) || (lpEAX3LP->flEnvironmentSize > EAXLISTENER_MAXENVIRONMENTSIZE) ) + return false; + + if ( (lpEAX3LP->flEnvironmentDiffusion < EAXLISTENER_MINENVIRONMENTDIFFUSION) || (lpEAX3LP->flEnvironmentDiffusion > EAXLISTENER_MAXENVIRONMENTDIFFUSION) ) + return false; + + if ( (lpEAX3LP->flDecayTime < EAXLISTENER_MINDECAYTIME) || (lpEAX3LP->flDecayTime > EAXLISTENER_MAXDECAYTIME) ) + return false; + + if ( (lpEAX3LP->flDecayHFRatio < EAXLISTENER_MINDECAYHFRATIO) || (lpEAX3LP->flDecayHFRatio > EAXLISTENER_MAXDECAYHFRATIO) ) + return false; + + if ( (lpEAX3LP->flDecayLFRatio < EAXLISTENER_MINDECAYLFRATIO) || (lpEAX3LP->flDecayLFRatio > EAXLISTENER_MAXDECAYLFRATIO) ) + return false; + + if ( (lpEAX3LP->lReflections < EAXLISTENER_MINREFLECTIONS) || (lpEAX3LP->lReflections > EAXLISTENER_MAXREFLECTIONS) ) + return false; + + if ( (lpEAX3LP->flReflectionsDelay < EAXLISTENER_MINREFLECTIONSDELAY) || (lpEAX3LP->flReflectionsDelay > EAXLISTENER_MAXREFLECTIONSDELAY) ) + return false; + + if ( (lpEAX3LP->lReverb < EAXLISTENER_MINREVERB) || (lpEAX3LP->lReverb > EAXLISTENER_MAXREVERB) ) + return false; + + if ( (lpEAX3LP->flReverbDelay < EAXLISTENER_MINREVERBDELAY) || (lpEAX3LP->flReverbDelay > EAXLISTENER_MAXREVERBDELAY) ) + return false; + + if ( (lpEAX3LP->flEchoTime < EAXLISTENER_MINECHOTIME) || (lpEAX3LP->flEchoTime > EAXLISTENER_MAXECHOTIME) ) + return false; + + if ( (lpEAX3LP->flEchoDepth < EAXLISTENER_MINECHODEPTH) || (lpEAX3LP->flEchoDepth > EAXLISTENER_MAXECHODEPTH) ) + return false; + + if ( (lpEAX3LP->flModulationTime < EAXLISTENER_MINMODULATIONTIME) || (lpEAX3LP->flModulationTime > EAXLISTENER_MAXMODULATIONTIME) ) + return false; + + if ( (lpEAX3LP->flModulationDepth < EAXLISTENER_MINMODULATIONDEPTH) || (lpEAX3LP->flModulationDepth > EAXLISTENER_MAXMODULATIONDEPTH) ) + return false; + + if ( (lpEAX3LP->flAirAbsorptionHF < EAXLISTENER_MINAIRABSORPTIONHF) || (lpEAX3LP->flAirAbsorptionHF > EAXLISTENER_MAXAIRABSORPTIONHF) ) + return false; + + if ( (lpEAX3LP->flHFReference < EAXLISTENER_MINHFREFERENCE) || (lpEAX3LP->flHFReference > EAXLISTENER_MAXHFREFERENCE) ) + return false; + + if ( (lpEAX3LP->flLFReference < EAXLISTENER_MINLFREFERENCE) || (lpEAX3LP->flLFReference > EAXLISTENER_MAXLFREFERENCE) ) + return false; + + if ( (lpEAX3LP->flRoomRolloffFactor < EAXLISTENER_MINROOMROLLOFFFACTOR) || (lpEAX3LP->flRoomRolloffFactor > EAXLISTENER_MAXROOMROLLOFFFACTOR) ) + return false; + + if (lpEAX3LP->ulFlags & EAXLISTENERFLAGS_RESERVED) + return false; + + return true; +} + +/* + Clamp + Clamps the length of the vector to 1.0f +*/ +void Clamp(EAXVECTOR *eaxVector) +{ + float flMagnitude; + float flInvMagnitude; + + flMagnitude = (float)sqrt((eaxVector->x*eaxVector->x) + (eaxVector->y*eaxVector->y) + (eaxVector->z*eaxVector->z)); + + if (flMagnitude <= 1.0f) + return; + + flInvMagnitude = 1.0f / flMagnitude; + + eaxVector->x *= flInvMagnitude; + eaxVector->y *= flInvMagnitude; + eaxVector->z *= flInvMagnitude; +} + + +/***********************************************************************************************\ +* +* To assist those developers wishing to add EAX effects to their level editors, each of the + +* List of string names of the various EAX 3.0 presets defined in eax-util.h +* Arrays to group together presets of the same scenario +* +\***********************************************************************************************/ + + +////////////////////////////////////////////////////// +// Array of scenario names // +////////////////////////////////////////////////////// + +const char* EAX30_SCENARIO_NAMES[] = +{ + "Castle", + "Factory", + "IcePalace", + "SpaceStation", + "WoodenShip", + "Sports", + "Prefab", + "Domes and Pipes", + "Outdoors", + "Mood", + "Driving", + "City", + "Miscellaneous", + "Original" +}; + +////////////////////////////////////////////////////// +// Array of standardised location names // +////////////////////////////////////////////////////// + +const char* EAX30_LOCATION_NAMES[] = +{ + "Hall", + "Large Room", + "Medium Room", + "Small Room", + "Cupboard", + "Alcove", + "Long Passage", + "Short Passage", + "Courtyard" +}; + +////////////////////////////////////////////////////// +// Standardised Location effects can be accessed // +// from a matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_STANDARD_PRESETS[EAX30_NUM_STANDARD_SCENARIOS][EAX30_NUM_LOCATIONS]= +{ + {EAX30_PRESET_CASTLE_HALL, EAX30_PRESET_CASTLE_LARGEROOM, EAX30_PRESET_CASTLE_MEDIUMROOM, EAX30_PRESET_CASTLE_SMALLROOM, EAX30_PRESET_CASTLE_CUPBOARD, EAX30_PRESET_CASTLE_ALCOVE, EAX30_PRESET_CASTLE_LONGPASSAGE, EAX30_PRESET_CASTLE_SHORTPASSAGE, EAX30_PRESET_CASTLE_COURTYARD}, + {EAX30_PRESET_FACTORY_HALL, EAX30_PRESET_FACTORY_LARGEROOM, EAX30_PRESET_FACTORY_MEDIUMROOM, EAX30_PRESET_FACTORY_SMALLROOM, EAX30_PRESET_FACTORY_CUPBOARD, EAX30_PRESET_FACTORY_ALCOVE, EAX30_PRESET_FACTORY_LONGPASSAGE, EAX30_PRESET_FACTORY_SHORTPASSAGE, EAX30_PRESET_FACTORY_COURTYARD}, + {EAX30_PRESET_ICEPALACE_HALL, EAX30_PRESET_ICEPALACE_LARGEROOM, EAX30_PRESET_ICEPALACE_MEDIUMROOM, EAX30_PRESET_ICEPALACE_SMALLROOM, EAX30_PRESET_ICEPALACE_CUPBOARD, EAX30_PRESET_ICEPALACE_ALCOVE, EAX30_PRESET_ICEPALACE_LONGPASSAGE, EAX30_PRESET_ICEPALACE_SHORTPASSAGE, EAX30_PRESET_ICEPALACE_COURTYARD}, + {EAX30_PRESET_SPACESTATION_HALL,EAX30_PRESET_SPACESTATION_LARGEROOM,EAX30_PRESET_SPACESTATION_MEDIUMROOM, EAX30_PRESET_SPACESTATION_SMALLROOM,EAX30_PRESET_SPACESTATION_CUPBOARD, EAX30_PRESET_SPACESTATION_ALCOVE, EAX30_PRESET_SPACESTATION_LONGPASSAGE, EAX30_PRESET_SPACESTATION_SHORTPASSAGE, EAX30_PRESET_SPACESTATION_HALL}, + {EAX30_PRESET_WOODEN_HALL, EAX30_PRESET_WOODEN_LARGEROOM, EAX30_PRESET_WOODEN_MEDIUMROOM, EAX30_PRESET_WOODEN_SMALLROOM, EAX30_PRESET_WOODEN_CUPBOARD, EAX30_PRESET_WOODEN_ALCOVE, EAX30_PRESET_WOODEN_LONGPASSAGE, EAX30_PRESET_WOODEN_SHORTPASSAGE, EAX30_PRESET_WOODEN_COURTYARD}, +}; + + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of original environment names // +////////////////////////////////////////////////////// + +const char* EAX30_ORIGINAL_PRESET_NAMES[] = +{ + "Generic", + "Padded Cell", + "Room", + "Bathroom", + "Living Room", + "Stone Room", + "Auditorium", + "Concert Hall", + "Cave", + "Arena", + "Hangar", + "Carpetted Hallway", + "Hallway", + "Stone Corridor", + "Alley", + "Forest", + "City", + "Mountains", + "Quarry", + "Plain", + "Parking Lot", + "Sewer Pipe", + "Underwater", + "Drugged", + "Dizzy", + "Psychotic" +}; + +////////////////////////////////////////////////////// +// Sports effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_ORIGINAL_PRESETS[] = +{ + EAX30_PRESET_GENERIC, + EAX30_PRESET_PADDEDCELL, + EAX30_PRESET_ROOM, + EAX30_PRESET_BATHROOM, + EAX30_PRESET_LIVINGROOM, + EAX30_PRESET_STONEROOM, + EAX30_PRESET_AUDITORIUM, + EAX30_PRESET_CONCERTHALL, + EAX30_PRESET_CAVE, + EAX30_PRESET_ARENA, + EAX30_PRESET_HANGAR, + EAX30_PRESET_CARPETTEDHALLWAY, + EAX30_PRESET_HALLWAY, + EAX30_PRESET_STONECORRIDOR, + EAX30_PRESET_ALLEY, + EAX30_PRESET_FOREST, + EAX30_PRESET_CITY, + EAX30_PRESET_MOUNTAINS, + EAX30_PRESET_QUARRY, + EAX30_PRESET_PLAIN, + EAX30_PRESET_PARKINGLOT, + EAX30_PRESET_SEWERPIPE, + EAX30_PRESET_UNDERWATER, + EAX30_PRESET_DRUGGED, + EAX30_PRESET_DIZZY, + EAX30_PRESET_PSYCHOTIC +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of sport environment names // +////////////////////////////////////////////////////// + +const char* EAX30_SPORTS_PRESET_NAMES[] = +{ + "Empty Stadium", + "Full Stadium", + "Stadium Tannoy", + "Squash Court", + "Small Swimming Pool", + "Large Swimming Pool", + "Gymnasium" +}; + +////////////////////////////////////////////////////// +// Sports effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_SPORTS_PRESETS[] = +{ + EAX30_PRESET_SPORT_EMPTYSTADIUM, + EAX30_PRESET_SPORT_FULLSTADIUM, + EAX30_PRESET_SPORT_STADIUMTANNOY, + EAX30_PRESET_SPORT_SQUASHCOURT, + EAX30_PRESET_SPORT_SMALLSWIMMINGPOOL, + EAX30_PRESET_SPORT_LARGESWIMMINGPOOL, + EAX30_PRESET_SPORT_GYMNASIUM +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of prefab environment names // +////////////////////////////////////////////////////// + +const char* EAX30_PREFAB_PRESET_NAMES[] = +{ + "Workshop", + "School Room", + "Practise Room", + "Outhouse", + "Caravan" +}; + +////////////////////////////////////////////////////// +// Prefab effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_PREFAB_PRESETS[] = +{ + EAX30_PRESET_PREFAB_WORKSHOP, + EAX30_PRESET_PREFAB_SCHOOLROOM, + EAX30_PRESET_PREFAB_PRACTISEROOM, + EAX30_PRESET_PREFAB_OUTHOUSE, + EAX30_PRESET_PREFAB_CARAVAN +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of Domes & Pipes environment names // +////////////////////////////////////////////////////// + +const char* EAX30_DOMESNPIPES_PRESET_NAMES[] = +{ + "Domed Tomb", + "Saint Paul's Dome", + "Small Pipe", + "Long Thin Pipe", + "Large Pipe", + "Resonant Pipe" +}; + +////////////////////////////////////////////////////// +// Domes & Pipes effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_DOMESNPIPES_PRESETS[] = +{ + EAX30_PRESET_DOME_TOMB, + EAX30_PRESET_DOME_SAINTPAULS, + EAX30_PRESET_PIPE_SMALL, + EAX30_PRESET_PIPE_LONGTHIN, + EAX30_PRESET_PIPE_LARGE, + EAX30_PRESET_PIPE_RESONANT +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of Outdoors environment names // +////////////////////////////////////////////////////// + +const char* EAX30_OUTDOORS_PRESET_NAMES[] = +{ + "Backyard", + "Rolling Plains", + "Deep Canyon", + "Creek", + "Valley" +}; + +////////////////////////////////////////////////////// +// Outdoors effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_OUTDOORS_PRESETS[] = +{ + EAX30_PRESET_OUTDOORS_BACKYARD, + EAX30_PRESET_OUTDOORS_ROLLINGPLAINS, + EAX30_PRESET_OUTDOORS_DEEPCANYON, + EAX30_PRESET_OUTDOORS_CREEK, + EAX30_PRESET_OUTDOORS_VALLEY +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of Mood environment names // +////////////////////////////////////////////////////// + +const char* EAX30_MOOD_PRESET_NAMES[] = +{ + "Heaven", + "Hell", + "Memory" +}; + +////////////////////////////////////////////////////// +// Mood effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_MOOD_PRESETS[] = +{ + EAX30_PRESET_MOOD_HEAVEN, + EAX30_PRESET_MOOD_HELL, + EAX30_PRESET_MOOD_MEMORY +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of driving environment names // +////////////////////////////////////////////////////// + +const char* EAX30_DRIVING_PRESET_NAMES[] = +{ + "Race Commentator", + "Pit Garage", + "In-car (Stripped out racer)", + "In-car (Sportscar)", + "In-car (Luxury)", + "Full Grandstand", + "Empty Grandstand", + "Tunnel" +}; + +////////////////////////////////////////////////////// +// Driving effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_DRIVING_PRESETS[] = +{ + EAX30_PRESET_DRIVING_COMMENTATOR, + EAX30_PRESET_DRIVING_PITGARAGE, + EAX30_PRESET_DRIVING_INCAR_RACER, + EAX30_PRESET_DRIVING_INCAR_SPORTS, + EAX30_PRESET_DRIVING_INCAR_LUXURY, + EAX30_PRESET_DRIVING_FULLGRANDSTAND, + EAX30_PRESET_DRIVING_EMPTYGRANDSTAND, + EAX30_PRESET_DRIVING_TUNNEL +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of City environment names // +////////////////////////////////////////////////////// + +const char* EAX30_CITY_PRESET_NAMES[] = +{ + "City Streets", + "Subway", + "Museum", + "Library", + "Underpass", + "Abandoned City" +}; + +////////////////////////////////////////////////////// +// City effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_CITY_PRESETS[] = +{ + EAX30_PRESET_CITY_STREETS, + EAX30_PRESET_CITY_SUBWAY, + EAX30_PRESET_CITY_MUSEUM, + EAX30_PRESET_CITY_LIBRARY, + EAX30_PRESET_CITY_UNDERPASS, + EAX30_PRESET_CITY_ABANDONED +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of Misc environment names // +////////////////////////////////////////////////////// + +const char* EAX30_MISC_PRESET_NAMES[] = +{ + "Dusty Box Room", + "Chapel", + "Small Water Room" +}; + +////////////////////////////////////////////////////// +// Misc effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_MISC_PRESETS[] = +{ + EAX30_PRESET_DUSTYROOM, + EAX30_PRESET_CHAPEL, + EAX30_PRESET_SMALLWATERROOM +}; + |