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Diffstat (limited to 'eax/eax-util.cpp')
-rw-r--r-- | eax/eax-util.cpp | 706 |
1 files changed, 0 insertions, 706 deletions
diff --git a/eax/eax-util.cpp b/eax/eax-util.cpp deleted file mode 100644 index 42eef738..00000000 --- a/eax/eax-util.cpp +++ /dev/null @@ -1,706 +0,0 @@ -/***********************************************************************************************\ -* * -* 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 -}; - |