mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-24 01:59:15 +01:00
707 lines
23 KiB
C++
707 lines
23 KiB
C++
/***********************************************************************************************\
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* *
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* EAX-UTIL.CPP - utilities for EAX 3.0 *
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* Function declaration for EAX Morphing *
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* String names of the all the presets defined in eax-util.h *
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* Arrays grouping together all the EAX presets in a scenario *
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* *
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************************************************************************************************/
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#include "eax-util.h"
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#include <math.h>
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// Function prototypes used by EAX3ListenerInterpolate
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void Clamp(EAXVECTOR *eaxVector);
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bool CheckEAX3LP(LPEAXLISTENERPROPERTIES lpEAX3LP);
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/***********************************************************************************************\
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*
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* Definition of the EAXMorph function - EAX3ListenerInterpolate
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*
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\***********************************************************************************************/
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/*
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EAX3ListenerInterpolate
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lpStart - Initial EAX 3 Listener parameters
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lpFinish - Final EAX 3 Listener parameters
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flRatio - Ratio Destination : Source (0.0 == Source, 1.0 == Destination)
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lpResult - Interpolated EAX 3 Listener parameters
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bCheckValues - Check EAX 3.0 parameters are in range, default = false (no checking)
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*/
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bool EAX3ListenerInterpolate(LPEAXLISTENERPROPERTIES lpStart, LPEAXLISTENERPROPERTIES lpFinish,
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float flRatio, LPEAXLISTENERPROPERTIES lpResult, bool bCheckValues)
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{
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EAXVECTOR StartVector, FinalVector;
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float flInvRatio;
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if (bCheckValues)
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{
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if (!CheckEAX3LP(lpStart))
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return false;
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if (!CheckEAX3LP(lpFinish))
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return false;
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}
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if (flRatio >= 1.0f)
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{
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memcpy(lpResult, lpFinish, sizeof(EAXLISTENERPROPERTIES));
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return true;
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}
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else if (flRatio <= 0.0f)
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{
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memcpy(lpResult, lpStart, sizeof(EAXLISTENERPROPERTIES));
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return true;
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}
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flInvRatio = (1.0f - flRatio);
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// Environment
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lpResult->ulEnvironment = 26; // (UNDEFINED environment)
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// Environment Size
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if (lpStart->flEnvironmentSize == lpFinish->flEnvironmentSize)
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lpResult->flEnvironmentSize = lpStart->flEnvironmentSize;
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else
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lpResult->flEnvironmentSize = (float)exp( (log(lpStart->flEnvironmentSize) * flInvRatio) + (log(lpFinish->flEnvironmentSize) * flRatio) );
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// Environment Diffusion
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if (lpStart->flEnvironmentDiffusion == lpFinish->flEnvironmentDiffusion)
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lpResult->flEnvironmentDiffusion = lpStart->flEnvironmentDiffusion;
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else
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lpResult->flEnvironmentDiffusion = (lpStart->flEnvironmentDiffusion * flInvRatio) + (lpFinish->flEnvironmentDiffusion * flRatio);
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// Room
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if (lpStart->lRoom == lpFinish->lRoom)
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lpResult->lRoom = lpStart->lRoom;
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else
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lpResult->lRoom = (int)( ((float)lpStart->lRoom * flInvRatio) + ((float)lpFinish->lRoom * flRatio) );
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// Room HF
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if (lpStart->lRoomHF == lpFinish->lRoomHF)
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lpResult->lRoomHF = lpStart->lRoomHF;
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else
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lpResult->lRoomHF = (int)( ((float)lpStart->lRoomHF * flInvRatio) + ((float)lpFinish->lRoomHF * flRatio) );
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// Room LF
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if (lpStart->lRoomLF == lpFinish->lRoomLF)
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lpResult->lRoomLF = lpStart->lRoomLF;
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else
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lpResult->lRoomLF = (int)( ((float)lpStart->lRoomLF * flInvRatio) + ((float)lpFinish->lRoomLF * flRatio) );
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// Decay Time
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if (lpStart->flDecayTime == lpFinish->flDecayTime)
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lpResult->flDecayTime = lpStart->flDecayTime;
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else
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lpResult->flDecayTime = (float)exp( (log(lpStart->flDecayTime) * flInvRatio) + (log(lpFinish->flDecayTime) * flRatio) );
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// Decay HF Ratio
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if (lpStart->flDecayHFRatio == lpFinish->flDecayHFRatio)
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lpResult->flDecayHFRatio = lpStart->flDecayHFRatio;
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else
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lpResult->flDecayHFRatio = (float)exp( (log(lpStart->flDecayHFRatio) * flInvRatio) + (log(lpFinish->flDecayHFRatio) * flRatio) );
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// Decay LF Ratio
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if (lpStart->flDecayLFRatio == lpFinish->flDecayLFRatio)
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lpResult->flDecayLFRatio = lpStart->flDecayLFRatio;
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else
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lpResult->flDecayLFRatio = (float)exp( (log(lpStart->flDecayLFRatio) * flInvRatio) + (log(lpFinish->flDecayLFRatio) * flRatio) );
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// Reflections
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if (lpStart->lReflections == lpFinish->lReflections)
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lpResult->lReflections = lpStart->lReflections;
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else
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lpResult->lReflections = (int)( ((float)lpStart->lReflections * flInvRatio) + ((float)lpFinish->lReflections * flRatio) );
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// Reflections Delay
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if (lpStart->flReflectionsDelay == lpFinish->flReflectionsDelay)
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lpResult->flReflectionsDelay = lpStart->flReflectionsDelay;
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else
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lpResult->flReflectionsDelay = (float)exp( (log(lpStart->flReflectionsDelay+0.0001f) * flInvRatio) + (log(lpFinish->flReflectionsDelay+0.0001f) * flRatio) );
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// Reflections Pan
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// 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
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StartVector = lpStart->vReflectionsPan;
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FinalVector = lpFinish->vReflectionsPan;
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Clamp(&StartVector);
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Clamp(&FinalVector);
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if (lpStart->vReflectionsPan.x == lpFinish->vReflectionsPan.x)
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lpResult->vReflectionsPan.x = lpStart->vReflectionsPan.x;
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else
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lpResult->vReflectionsPan.x = FinalVector.x + (flInvRatio * (StartVector.x - FinalVector.x));
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if (lpStart->vReflectionsPan.y == lpFinish->vReflectionsPan.y)
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lpResult->vReflectionsPan.y = lpStart->vReflectionsPan.y;
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else
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lpResult->vReflectionsPan.y = FinalVector.y + (flInvRatio * (StartVector.y - FinalVector.y));
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if (lpStart->vReflectionsPan.z == lpFinish->vReflectionsPan.z)
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lpResult->vReflectionsPan.z = lpStart->vReflectionsPan.z;
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else
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lpResult->vReflectionsPan.z = FinalVector.z + (flInvRatio * (StartVector.z - FinalVector.z));
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// Reverb
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if (lpStart->lReverb == lpFinish->lReverb)
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lpResult->lReverb = lpStart->lReverb;
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else
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lpResult->lReverb = (int)( ((float)lpStart->lReverb * flInvRatio) + ((float)lpFinish->lReverb * flRatio) );
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// Reverb Delay
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if (lpStart->flReverbDelay == lpFinish->flReverbDelay)
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lpResult->flReverbDelay = lpStart->flReverbDelay;
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else
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lpResult->flReverbDelay = (float)exp( (log(lpStart->flReverbDelay+0.0001f) * flInvRatio) + (log(lpFinish->flReverbDelay+0.0001f) * flRatio) );
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// Reverb Pan
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// To interpolate the vector correctly we need to ensure that both the initial and final vectors are clamped to a length of 1.0f
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StartVector = lpStart->vReverbPan;
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FinalVector = lpFinish->vReverbPan;
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Clamp(&StartVector);
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Clamp(&FinalVector);
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if (lpStart->vReverbPan.x == lpFinish->vReverbPan.x)
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lpResult->vReverbPan.x = lpStart->vReverbPan.x;
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else
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lpResult->vReverbPan.x = FinalVector.x + (flInvRatio * (StartVector.x - FinalVector.x));
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if (lpStart->vReverbPan.y == lpFinish->vReverbPan.y)
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lpResult->vReverbPan.y = lpStart->vReverbPan.y;
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else
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lpResult->vReverbPan.y = FinalVector.y + (flInvRatio * (StartVector.y - FinalVector.y));
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if (lpStart->vReverbPan.z == lpFinish->vReverbPan.z)
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lpResult->vReverbPan.z = lpStart->vReverbPan.z;
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else
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lpResult->vReverbPan.z = FinalVector.z + (flInvRatio * (StartVector.z - FinalVector.z));
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// Echo Time
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if (lpStart->flEchoTime == lpFinish->flEchoTime)
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lpResult->flEchoTime = lpStart->flEchoTime;
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else
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lpResult->flEchoTime = (float)exp( (log(lpStart->flEchoTime) * flInvRatio) + (log(lpFinish->flEchoTime) * flRatio) );
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// Echo Depth
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if (lpStart->flEchoDepth == lpFinish->flEchoDepth)
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lpResult->flEchoDepth = lpStart->flEchoDepth;
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else
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lpResult->flEchoDepth = (lpStart->flEchoDepth * flInvRatio) + (lpFinish->flEchoDepth * flRatio);
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// Modulation Time
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if (lpStart->flModulationTime == lpFinish->flModulationTime)
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lpResult->flModulationTime = lpStart->flModulationTime;
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else
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lpResult->flModulationTime = (float)exp( (log(lpStart->flModulationTime) * flInvRatio) + (log(lpFinish->flModulationTime) * flRatio) );
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// Modulation Depth
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if (lpStart->flModulationDepth == lpFinish->flModulationDepth)
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lpResult->flModulationDepth = lpStart->flModulationDepth;
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else
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lpResult->flModulationDepth = (lpStart->flModulationDepth * flInvRatio) + (lpFinish->flModulationDepth * flRatio);
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// Air Absorption HF
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if (lpStart->flAirAbsorptionHF == lpFinish->flAirAbsorptionHF)
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lpResult->flAirAbsorptionHF = lpStart->flAirAbsorptionHF;
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else
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lpResult->flAirAbsorptionHF = (lpStart->flAirAbsorptionHF * flInvRatio) + (lpFinish->flAirAbsorptionHF * flRatio);
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// HF Reference
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if (lpStart->flHFReference == lpFinish->flHFReference)
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lpResult->flHFReference = lpStart->flHFReference;
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else
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lpResult->flHFReference = (float)exp( (log(lpStart->flHFReference) * flInvRatio) + (log(lpFinish->flHFReference) * flRatio) );
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// LF Reference
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if (lpStart->flLFReference == lpFinish->flLFReference)
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lpResult->flLFReference = lpStart->flLFReference;
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else
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lpResult->flLFReference = (float)exp( (log(lpStart->flLFReference) * flInvRatio) + (log(lpFinish->flLFReference) * flRatio) );
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// Room Rolloff Factor
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if (lpStart->flRoomRolloffFactor == lpFinish->flRoomRolloffFactor)
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lpResult->flRoomRolloffFactor = lpStart->flRoomRolloffFactor;
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else
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lpResult->flRoomRolloffFactor = (lpStart->flRoomRolloffFactor * flInvRatio) + (lpFinish->flRoomRolloffFactor * flRatio);
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// Flags
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lpResult->ulFlags = (lpStart->ulFlags & lpFinish->ulFlags);
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// Clamp Delays
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if (lpResult->flReflectionsDelay > EAXLISTENER_MAXREFLECTIONSDELAY)
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lpResult->flReflectionsDelay = EAXLISTENER_MAXREFLECTIONSDELAY;
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if (lpResult->flReverbDelay > EAXLISTENER_MAXREVERBDELAY)
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lpResult->flReverbDelay = EAXLISTENER_MAXREVERBDELAY;
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return true;
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}
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/*
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CheckEAX3LP
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Checks that the parameters in the EAX 3 Listener Properties structure are in-range
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*/
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bool CheckEAX3LP(LPEAXLISTENERPROPERTIES lpEAX3LP)
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{
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if ( (lpEAX3LP->lRoom < EAXLISTENER_MINROOM) || (lpEAX3LP->lRoom > EAXLISTENER_MAXROOM) )
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return false;
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if ( (lpEAX3LP->lRoomHF < EAXLISTENER_MINROOMHF) || (lpEAX3LP->lRoomHF > EAXLISTENER_MAXROOMHF) )
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return false;
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if ( (lpEAX3LP->lRoomLF < EAXLISTENER_MINROOMLF) || (lpEAX3LP->lRoomLF > EAXLISTENER_MAXROOMLF) )
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return false;
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if ( (lpEAX3LP->ulEnvironment < EAXLISTENER_MINENVIRONMENT) || (lpEAX3LP->ulEnvironment > EAXLISTENER_MAXENVIRONMENT) )
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return false;
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if ( (lpEAX3LP->flEnvironmentSize < EAXLISTENER_MINENVIRONMENTSIZE) || (lpEAX3LP->flEnvironmentSize > EAXLISTENER_MAXENVIRONMENTSIZE) )
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return false;
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if ( (lpEAX3LP->flEnvironmentDiffusion < EAXLISTENER_MINENVIRONMENTDIFFUSION) || (lpEAX3LP->flEnvironmentDiffusion > EAXLISTENER_MAXENVIRONMENTDIFFUSION) )
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return false;
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if ( (lpEAX3LP->flDecayTime < EAXLISTENER_MINDECAYTIME) || (lpEAX3LP->flDecayTime > EAXLISTENER_MAXDECAYTIME) )
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return false;
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if ( (lpEAX3LP->flDecayHFRatio < EAXLISTENER_MINDECAYHFRATIO) || (lpEAX3LP->flDecayHFRatio > EAXLISTENER_MAXDECAYHFRATIO) )
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return false;
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if ( (lpEAX3LP->flDecayLFRatio < EAXLISTENER_MINDECAYLFRATIO) || (lpEAX3LP->flDecayLFRatio > EAXLISTENER_MAXDECAYLFRATIO) )
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return false;
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if ( (lpEAX3LP->lReflections < EAXLISTENER_MINREFLECTIONS) || (lpEAX3LP->lReflections > EAXLISTENER_MAXREFLECTIONS) )
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return false;
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if ( (lpEAX3LP->flReflectionsDelay < EAXLISTENER_MINREFLECTIONSDELAY) || (lpEAX3LP->flReflectionsDelay > EAXLISTENER_MAXREFLECTIONSDELAY) )
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return false;
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if ( (lpEAX3LP->lReverb < EAXLISTENER_MINREVERB) || (lpEAX3LP->lReverb > EAXLISTENER_MAXREVERB) )
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return false;
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if ( (lpEAX3LP->flReverbDelay < EAXLISTENER_MINREVERBDELAY) || (lpEAX3LP->flReverbDelay > EAXLISTENER_MAXREVERBDELAY) )
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return false;
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if ( (lpEAX3LP->flEchoTime < EAXLISTENER_MINECHOTIME) || (lpEAX3LP->flEchoTime > EAXLISTENER_MAXECHOTIME) )
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return false;
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if ( (lpEAX3LP->flEchoDepth < EAXLISTENER_MINECHODEPTH) || (lpEAX3LP->flEchoDepth > EAXLISTENER_MAXECHODEPTH) )
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return false;
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if ( (lpEAX3LP->flModulationTime < EAXLISTENER_MINMODULATIONTIME) || (lpEAX3LP->flModulationTime > EAXLISTENER_MAXMODULATIONTIME) )
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return false;
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if ( (lpEAX3LP->flModulationDepth < EAXLISTENER_MINMODULATIONDEPTH) || (lpEAX3LP->flModulationDepth > EAXLISTENER_MAXMODULATIONDEPTH) )
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return false;
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if ( (lpEAX3LP->flAirAbsorptionHF < EAXLISTENER_MINAIRABSORPTIONHF) || (lpEAX3LP->flAirAbsorptionHF > EAXLISTENER_MAXAIRABSORPTIONHF) )
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return false;
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if ( (lpEAX3LP->flHFReference < EAXLISTENER_MINHFREFERENCE) || (lpEAX3LP->flHFReference > EAXLISTENER_MAXHFREFERENCE) )
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return false;
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if ( (lpEAX3LP->flLFReference < EAXLISTENER_MINLFREFERENCE) || (lpEAX3LP->flLFReference > EAXLISTENER_MAXLFREFERENCE) )
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return false;
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if ( (lpEAX3LP->flRoomRolloffFactor < EAXLISTENER_MINROOMROLLOFFFACTOR) || (lpEAX3LP->flRoomRolloffFactor > EAXLISTENER_MAXROOMROLLOFFFACTOR) )
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return false;
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if (lpEAX3LP->ulFlags & EAXLISTENERFLAGS_RESERVED)
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return false;
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return true;
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}
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/*
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Clamp
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Clamps the length of the vector to 1.0f
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*/
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void Clamp(EAXVECTOR *eaxVector)
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{
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float flMagnitude;
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float flInvMagnitude;
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flMagnitude = (float)sqrt((eaxVector->x*eaxVector->x) + (eaxVector->y*eaxVector->y) + (eaxVector->z*eaxVector->z));
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if (flMagnitude <= 1.0f)
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return;
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flInvMagnitude = 1.0f / flMagnitude;
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eaxVector->x *= flInvMagnitude;
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eaxVector->y *= flInvMagnitude;
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eaxVector->z *= flInvMagnitude;
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}
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/***********************************************************************************************\
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*
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* To assist those developers wishing to add EAX effects to their level editors, each of the
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* List of string names of the various EAX 3.0 presets defined in eax-util.h
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* Arrays to group together presets of the same scenario
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*
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\***********************************************************************************************/
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//////////////////////////////////////////////////////
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// Array of scenario names //
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//////////////////////////////////////////////////////
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const char* EAX30_SCENARIO_NAMES[] =
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{
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"Castle",
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"Factory",
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"IcePalace",
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"SpaceStation",
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"WoodenShip",
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"Sports",
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"Prefab",
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"Domes and Pipes",
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"Outdoors",
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"Mood",
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"Driving",
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"City",
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"Miscellaneous",
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"Original"
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};
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//////////////////////////////////////////////////////
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// Array of standardised location names //
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//////////////////////////////////////////////////////
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const char* EAX30_LOCATION_NAMES[] =
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{
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"Hall",
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"Large Room",
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"Medium Room",
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"Small Room",
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"Cupboard",
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"Alcove",
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"Long Passage",
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"Short Passage",
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"Courtyard"
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};
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//////////////////////////////////////////////////////
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// Standardised Location effects can be accessed //
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// from a matrix //
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//////////////////////////////////////////////////////
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EAXLISTENERPROPERTIES EAX30_STANDARD_PRESETS[EAX30_NUM_STANDARD_SCENARIOS][EAX30_NUM_LOCATIONS]=
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{
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{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},
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{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},
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{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},
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{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},
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{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
|
|
};
|
|
|