aboutsummaryrefslogtreecommitdiff
path: root/vendor/windows/XAudio2/xaudio2fx.odin
blob: 90bd9745b8d5c40c0f033bfb3ed464ab8ff68ecc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
#+build windows

package windows_xaudio2

import "core:math"

foreign import xa2 "system:xaudio2.lib"

/**************************************************************************
 *
 * Effect creation functions.
 *
 * On Xbox the application can link with the debug library to use the debug functionality.
 *
 **************************************************************************/

@(default_calling_convention="system")
foreign xa2 {
	CreateAudioVolumeMeter :: proc(ppApo: ^^IUnknown) -> HRESULT ---
	CreateAudioReverb      :: proc(ppApo: ^^IUnknown) -> HRESULT ---
}

/**************************************************************************
 *
 * Volume meter parameters.
 * The volume meter supports f32 audio formats and must be used in-place.
 *
 **************************************************************************/

// VOLUMEMETER_LEVELS: Receives results from GetEffectParameters().
// The user is responsible for allocating pPeakLevels, pRMSLevels, and initializing ChannelCount accordingly.
// The volume meter does not support SetEffectParameters().
VOLUMEMETER_LEVELS :: struct #packed {
	pPeakLevels:  [^]f32 `fmt:"v,ChannelCount"`,   // Peak levels table: receives maximum absolute level for each channel over a processing pass, may be nil if pRMSLevls != nil, otherwise must have at least ChannelCount elements.
	pRMSLevels:   [^]f32 `fmt:"v,ChannelCount"`,   // Root mean square levels table: receives RMS level for each channel over a processing pass, may be nil if pPeakLevels != nil, otherwise must have at least ChannelCount elements.
	ChannelCount: u32, 	                           // Number of channels being processed by the volume meter APO
}

/**************************************************************************
 *
 * Reverb parameters.
 * The reverb supports only f32 audio with the following channel configurations:
 *     Input: Mono   Output: Mono
 *     Input: Mono   Output: 5.1
 *     Input: Stereo Output: Stereo
 *     Input: Stereo Output: 5.1
 * The framerate must be within [20000, 48000] Hz.
 *
 * When using mono input, delay filters associated with the right channel are not executed.
 * In this case, parameters such as PositionRight and PositionMatrixRight have no effect.
 * This also means the reverb uses less CPU when hosted in a mono submix.
 *
 **************************************************************************/

REVERB_MIN_FRAMERATE :: 20000
REVERB_MAX_FRAMERATE :: 48000

// REVERB_PARAMETERS: Native parameter set for the reverb effect

REVERB_PARAMETERS :: struct #packed {
	// ratio of wet (processed) signal to dry (original) signal
	WetDryMix: f32,               // [0, 100] (percentage)
	// Delay times
	ReflectionsDelay: u32,        // [0, 300] in ms
	ReverbDelay:      byte,       // [0, 85] in ms
	RearDelay:        byte,       // 7.1: [0, 20] in ms, all other: [0, 5] in ms
	SideDelay:        byte,       // 7.1: [0, 5] in ms, all other: not used, but still validated
	// Indexed parameters
	PositionLeft:        byte,    // [0, 30] no units
	PositionRight:       byte,    // [0, 30] no units, ignored when configured to mono
	PositionMatrixLeft:  byte,    // [0, 30] no units
	PositionMatrixRight: byte,    // [0, 30] no units, ignored when configured to mono
	EarlyDiffusion:      byte,    // [0, 15] no units
	LateDiffusion:       byte,    // [0, 15] no units
	LowEQGain:           byte,    // [0, 12] no units
	LowEQCutoff:         byte,    // [0, 9] no units
	HighEQGain:          byte,    // [0, 8] no units
	HighEQCutoff:        byte,    // [0, 14] no units
	// Direct parameters
	RoomFilterFreq:  f32,         // [20, 20000] in Hz
	RoomFilterMain:  f32,         // [-100, 0] in dB
	RoomFilterHF:    f32,         // [-100, 0] in dB
	ReflectionsGain: f32,         // [-100, 20] in dB
	ReverbGain:      f32,         // [-100, 20] in dB
	DecayTime:       f32,         // [0.1, inf] in seconds
	Density:         f32,         // [0, 100] (percentage)
	RoomSize:        f32,         // [1, 100] in feet
	// component control
	DisableLateField: b32,        // true to disable late field reflections
}

// Maximum, minimum and default values for the parameters above
REVERB_MIN_WET_DRY_MIX        :: 0.0
REVERB_MIN_REFLECTIONS_DELAY  :: 0
REVERB_MIN_REVERB_DELAY       :: 0
REVERB_MIN_REAR_DELAY         :: 0
REVERB_MIN_7POINT1_SIDE_DELAY :: 0
REVERB_MIN_7POINT1_REAR_DELAY :: 0
REVERB_MIN_POSITION           :: 0
REVERB_MIN_DIFFUSION          :: 0
REVERB_MIN_LOW_EQ_GAIN        :: 0
REVERB_MIN_LOW_EQ_CUTOFF      :: 0
REVERB_MIN_HIGH_EQ_GAIN       :: 0
REVERB_MIN_HIGH_EQ_CUTOFF     :: 0
REVERB_MIN_ROOM_FILTER_FREQ   :: 20.0
REVERB_MIN_ROOM_FILTER_MAIN   :: -100.0
REVERB_MIN_ROOM_FILTER_HF     :: -100.0
REVERB_MIN_REFLECTIONS_GAIN   :: -100.0
REVERB_MIN_REVERB_GAIN        :: -100.0
REVERB_MIN_DECAY_TIME         :: 0.1
REVERB_MIN_DENSITY            :: 0.0
REVERB_MIN_ROOM_SIZE          :: 0.0

REVERB_MAX_WET_DRY_MIX        :: 100.0
REVERB_MAX_REFLECTIONS_DELAY  :: 300
REVERB_MAX_REVERB_DELAY       :: 85
REVERB_MAX_REAR_DELAY         :: 5
REVERB_MAX_7POINT1_SIDE_DELAY :: 5
REVERB_MAX_7POINT1_REAR_DELAY :: 20
REVERB_MAX_POSITION           :: 30
REVERB_MAX_DIFFUSION          :: 15
REVERB_MAX_LOW_EQ_GAIN        :: 12
REVERB_MAX_LOW_EQ_CUTOFF      :: 9
REVERB_MAX_HIGH_EQ_GAIN       :: 8
REVERB_MAX_HIGH_EQ_CUTOFF     :: 14
REVERB_MAX_ROOM_FILTER_FREQ   :: 20000.0
REVERB_MAX_ROOM_FILTER_MAIN   :: 0.0
REVERB_MAX_ROOM_FILTER_HF     :: 0.0
REVERB_MAX_REFLECTIONS_GAIN   :: 20.0
REVERB_MAX_REVERB_GAIN        :: 20.0
REVERB_MAX_DENSITY            :: 100.0
REVERB_MAX_ROOM_SIZE          :: 100.0

REVERB_DEFAULT_WET_DRY_MIX        :: 100.0
REVERB_DEFAULT_REFLECTIONS_DELAY  :: 5
REVERB_DEFAULT_REVERB_DELAY       :: 5
REVERB_DEFAULT_REAR_DELAY         :: 5
REVERB_DEFAULT_7POINT1_SIDE_DELAY :: 5
REVERB_DEFAULT_7POINT1_REAR_DELAY :: 20
REVERB_DEFAULT_POSITION           :: 6
REVERB_DEFAULT_POSITION_MATRIX    :: 27
REVERB_DEFAULT_EARLY_DIFFUSION    :: 8
REVERB_DEFAULT_LATE_DIFFUSION     :: 8
REVERB_DEFAULT_LOW_EQ_GAIN        :: 8
REVERB_DEFAULT_LOW_EQ_CUTOFF      :: 4
REVERB_DEFAULT_HIGH_EQ_GAIN       :: 8
REVERB_DEFAULT_HIGH_EQ_CUTOFF     :: 4
REVERB_DEFAULT_ROOM_FILTER_FREQ   :: 5000.0
REVERB_DEFAULT_ROOM_FILTER_MAIN   :: 0.0
REVERB_DEFAULT_ROOM_FILTER_HF     :: 0.0
REVERB_DEFAULT_REFLECTIONS_GAIN   :: 0.0
REVERB_DEFAULT_REVERB_GAIN        :: 0.0
REVERB_DEFAULT_DECAY_TIME         :: 1.0
REVERB_DEFAULT_DENSITY            :: 100.0
REVERB_DEFAULT_ROOM_SIZE          :: 100.0

REVERB_DEFAULT_DISABLE_LATE_FIELD: b32 : false

// REVERB_I3DL2_PARAMETERS: Parameter set compliant with the I3DL2 standard

REVERB_I3DL2_PARAMETERS :: struct #packed {
	// ratio of wet (processed) signal to dry (original) signal
	WetDryMix: f32,            // [0, 100] (percentage)

	// Standard I3DL2 parameters
	Room:              i32,    // [-10000, 0] in mB (hundredths of decibels)
	RoomHF:            i32,    // [-10000, 0] in mB (hundredths of decibels)
	RoomRolloffFactor: f32,    // [0.0, 10.0]
	DecayTime:         f32,    // [0.1, 20.0] in seconds
	DecayHFRatio:      f32,    // [0.1, 2.0]
	Reflections:       i32,    // [-10000, 1000] in mB (hundredths of decibels)
	ReflectionsDelay:  f32,    // [0.0, 0.3] in seconds
	Reverb:            i32,    // [-10000, 2000] in mB (hundredths of decibels)
	ReverbDelay:       f32,    // [0.0, 0.1] in seconds
	Diffusion:         f32,    // [0.0, 100.0] (percentage)
	Density:           f32,    // [0.0, 100.0] (percentage)
	HFReference:       f32,    // [20.0, 20000.0] in Hz
}

/**************************************************************************
 *
 * Standard I3DL2 reverb presets (100% wet).
 *
 **************************************************************************/

I3DL2_PRESET_DEFAULT         := REVERB_I3DL2_PARAMETERS{100.0,-10000,    0,0.0, 1.00,0.50,-10000,0.020,-10000,0.040,100.0,100.0,5000.0}
I3DL2_PRESET_GENERIC         := REVERB_I3DL2_PARAMETERS{100.0, -1000, -100,0.0, 1.49,0.83, -2602,0.007,   200,0.011,100.0,100.0,5000.0}
I3DL2_PRESET_PADDEDCELL      := REVERB_I3DL2_PARAMETERS{100.0, -1000,-6000,0.0, 0.17,0.10, -1204,0.001,   207,0.002,100.0,100.0,5000.0}
I3DL2_PRESET_ROOM            := REVERB_I3DL2_PARAMETERS{100.0, -1000, -454,0.0, 0.40,0.83, -1646,0.002,    53,0.003,100.0,100.0,5000.0}
I3DL2_PRESET_BATHROOM        := REVERB_I3DL2_PARAMETERS{100.0, -1000,-1200,0.0, 1.49,0.54,  -370,0.007,  1030,0.011,100.0, 60.0,5000.0}
I3DL2_PRESET_LIVINGROOM      := REVERB_I3DL2_PARAMETERS{100.0, -1000,-6000,0.0, 0.50,0.10, -1376,0.003, -1104,0.004,100.0,100.0,5000.0}
I3DL2_PRESET_STONEROOM       := REVERB_I3DL2_PARAMETERS{100.0, -1000, -300,0.0, 2.31,0.64,  -711,0.012,    83,0.017,100.0,100.0,5000.0}
I3DL2_PRESET_AUDITORIUM      := REVERB_I3DL2_PARAMETERS{100.0, -1000, -476,0.0, 4.32,0.59,  -789,0.020,  -289,0.030,100.0,100.0,5000.0}
I3DL2_PRESET_CONCERTHALL     := REVERB_I3DL2_PARAMETERS{100.0, -1000, -500,0.0, 3.92,0.70, -1230,0.020,    -2,0.029,100.0,100.0,5000.0}
I3DL2_PRESET_CAVE            := REVERB_I3DL2_PARAMETERS{100.0, -1000,    0,0.0, 2.91,1.30,  -602,0.015,  -302,0.022,100.0,100.0,5000.0}
I3DL2_PRESET_ARENA           := REVERB_I3DL2_PARAMETERS{100.0, -1000, -698,0.0, 7.24,0.33, -1166,0.020,    16,0.030,100.0,100.0,5000.0}
I3DL2_PRESET_HANGAR          := REVERB_I3DL2_PARAMETERS{100.0, -1000,-1000,0.0,10.05,0.23,  -602,0.020,   198,0.030,100.0,100.0,5000.0}
I3DL2_PRESET_CARPETEDHALLWAY := REVERB_I3DL2_PARAMETERS{100.0, -1000,-4000,0.0, 0.30,0.10, -1831,0.002, -1630,0.030,100.0,100.0,5000.0}
I3DL2_PRESET_HALLWAY         := REVERB_I3DL2_PARAMETERS{100.0, -1000, -300,0.0, 1.49,0.59, -1219,0.007,   441,0.011,100.0,100.0,5000.0}
I3DL2_PRESET_STONECORRIDOR   := REVERB_I3DL2_PARAMETERS{100.0, -1000, -237,0.0, 2.70,0.79, -1214,0.013,   395,0.020,100.0,100.0,5000.0}
I3DL2_PRESET_ALLEY           := REVERB_I3DL2_PARAMETERS{100.0, -1000, -270,0.0, 1.49,0.86, -1204,0.007,    -4,0.011,100.0,100.0,5000.0}
I3DL2_PRESET_FOREST          := REVERB_I3DL2_PARAMETERS{100.0, -1000,-3300,0.0, 1.49,0.54, -2560,0.162,  -613,0.088, 79.0,100.0,5000.0}
I3DL2_PRESET_CITY            := REVERB_I3DL2_PARAMETERS{100.0, -1000, -800,0.0, 1.49,0.67, -2273,0.007, -2217,0.011, 50.0,100.0,5000.0}
I3DL2_PRESET_MOUNTAINS       := REVERB_I3DL2_PARAMETERS{100.0, -1000,-2500,0.0, 1.49,0.21, -2780,0.300, -2014,0.100, 27.0,100.0,5000.0}
I3DL2_PRESET_QUARRY          := REVERB_I3DL2_PARAMETERS{100.0, -1000,-1000,0.0, 1.49,0.83,-10000,0.061,   500,0.025,100.0,100.0,5000.0}
I3DL2_PRESET_PLAIN           := REVERB_I3DL2_PARAMETERS{100.0, -1000,-2000,0.0, 1.49,0.50, -2466,0.179, -2514,0.100, 21.0,100.0,5000.0}
I3DL2_PRESET_PARKINGLOT      := REVERB_I3DL2_PARAMETERS{100.0, -1000,    0,0.0, 1.65,1.50, -1363,0.008, -1153,0.012,100.0,100.0,5000.0}
I3DL2_PRESET_SEWERPIPE       := REVERB_I3DL2_PARAMETERS{100.0, -1000,-1000,0.0, 2.81,0.14,   429,0.014,   648,0.021, 80.0, 60.0,5000.0}
I3DL2_PRESET_UNDERWATER      := REVERB_I3DL2_PARAMETERS{100.0, -1000,-4000,0.0, 1.49,0.10,  -449,0.007,  1700,0.011,100.0,100.0,5000.0}
I3DL2_PRESET_SMALLROOM       := REVERB_I3DL2_PARAMETERS{100.0, -1000, -600,0.0, 1.10,0.83,  -400,0.005,   500,0.010,100.0,100.0,5000.0}
I3DL2_PRESET_MEDIUMROOM      := REVERB_I3DL2_PARAMETERS{100.0, -1000, -600,0.0, 1.30,0.83, -1000,0.010,  -200,0.020,100.0,100.0,5000.0}
I3DL2_PRESET_LARGEROOM       := REVERB_I3DL2_PARAMETERS{100.0, -1000, -600,0.0, 1.50,0.83, -1600,0.020, -1000,0.040,100.0,100.0,5000.0}
I3DL2_PRESET_MEDIUMHALL      := REVERB_I3DL2_PARAMETERS{100.0, -1000, -600,0.0, 1.80,0.70, -1300,0.015,  -800,0.030,100.0,100.0,5000.0}
I3DL2_PRESET_LARGEHALL       := REVERB_I3DL2_PARAMETERS{100.0, -1000, -600,0.0, 1.80,0.70, -2000,0.030, -1400,0.060,100.0,100.0,5000.0}
I3DL2_PRESET_PLATE           := REVERB_I3DL2_PARAMETERS{100.0, -1000, -200,0.0, 1.30,0.90,     0,0.002,     0,0.010,100.0, 75.0,5000.0}

// ReverbConvertI3DL2ToNative: Utility function to map from I3DL2 to native parameters

ReverbConvertI3DL2ToNative :: proc "contextless" (pI3DL2: ^REVERB_I3DL2_PARAMETERS, pNative: ^REVERB_PARAMETERS, sevenDotOneReverb: b32 = true) {
	reflectionsDelay: f32
	reverbDelay:      f32

	// RoomRolloffFactor is ignored

	// These parameters have no equivalent in I3DL2
	if sevenDotOneReverb {
		pNative.RearDelay = REVERB_DEFAULT_7POINT1_REAR_DELAY // 20
	} else {
		pNative.RearDelay = REVERB_DEFAULT_REAR_DELAY // 5
	}
	pNative.SideDelay           = REVERB_DEFAULT_7POINT1_SIDE_DELAY // 5
	pNative.PositionLeft        = REVERB_DEFAULT_POSITION // 6
	pNative.PositionRight       = REVERB_DEFAULT_POSITION // 6
	pNative.PositionMatrixLeft  = REVERB_DEFAULT_POSITION_MATRIX // 27
	pNative.PositionMatrixRight = REVERB_DEFAULT_POSITION_MATRIX // 27
	pNative.RoomSize            = REVERB_DEFAULT_ROOM_SIZE // 100
	pNative.LowEQCutoff         = 4
	pNative.HighEQCutoff        = 6

	// The rest of the I3DL2 parameters map to the native property set
	pNative.RoomFilterMain = f32(pI3DL2.Room) / 100.0
	pNative.RoomFilterHF   = f32(pI3DL2.RoomHF) / 100.0

	if pI3DL2.DecayHFRatio >= 1.0 {
		index := i32(-4.0 * math.log10_f32(pI3DL2.DecayHFRatio))
		if index < -8 {index = -8}
		pNative.LowEQGain  = byte((index < 0) ? index + 8 : 8)
		pNative.HighEQGain = 8
		pNative.DecayTime  = pI3DL2.DecayTime * pI3DL2.DecayHFRatio
	} else {
		index := i32(4.0 * math.log10_f32(pI3DL2.DecayHFRatio))
		if index < -8 {index = -8}
		pNative.LowEQGain  = 8
		pNative.HighEQGain = byte((index < 0) ? index + 8 : 8)
		pNative.DecayTime  = pI3DL2.DecayTime
	}

	reflectionsDelay = pI3DL2.ReflectionsDelay * 1000.0
	if reflectionsDelay >= REVERB_MAX_REFLECTIONS_DELAY { // 300
		reflectionsDelay = f32(REVERB_MAX_REFLECTIONS_DELAY - 1)
	} else if reflectionsDelay <= 1 {
		reflectionsDelay = 1
	}
	pNative.ReflectionsDelay = u32(reflectionsDelay)

	reverbDelay = pI3DL2.ReverbDelay * 1000.0
	if reverbDelay >= REVERB_MAX_REVERB_DELAY { // 85
		reverbDelay = f32(REVERB_MAX_REVERB_DELAY - 1)
	}
	pNative.ReverbDelay = byte(reverbDelay)

	pNative.ReflectionsGain = f32(pI3DL2.Reflections) / 100.0
	pNative.ReverbGain      = f32(pI3DL2.Reverb) / 100.0
	pNative.EarlyDiffusion  = byte(15.0 * pI3DL2.Diffusion / 100.0)
	pNative.LateDiffusion   = pNative.EarlyDiffusion
	pNative.Density         = pI3DL2.Density
	pNative.RoomFilterFreq  = pI3DL2.HFReference

	pNative.WetDryMix        = pI3DL2.WetDryMix
	pNative.DisableLateField = false
}