mirror of
https://github.com/love2d/love.git
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227 lines
6.2 KiB
C++
227 lines
6.2 KiB
C++
/**
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* Copyright (c) 2006-2021 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#ifndef LOVE_AUDIO_OPENAL_AUDIO_H
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#define LOVE_AUDIO_OPENAL_AUDIO_H
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// STD
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#include <queue>
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#include <map>
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#include <vector>
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#include <stack>
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#include <cmath>
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// LOVE
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#include "audio/Audio.h"
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#include "audio/RecordingDevice.h"
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#include "audio/Filter.h"
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#include "common/config.h"
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#include "sound/SoundData.h"
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#include "Source.h"
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#include "Effect.h"
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#include "Pool.h"
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#include "thread/threads.h"
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// OpenAL
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#ifdef LOVE_APPLE_USE_FRAMEWORKS // Frameworks have different include paths.
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#ifdef LOVE_IOS
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#include <OpenAL/alc.h>
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#include <OpenAL/al.h>
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#else
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#include <OpenAL-Soft/alc.h>
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#include <OpenAL-Soft/al.h>
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#endif
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#else
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#include <AL/alc.h>
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#include <AL/al.h>
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#include <AL/alext.h>
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#endif
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namespace love
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{
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namespace audio
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{
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namespace openal
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{
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class Audio : public love::audio::Audio
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{
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public:
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Audio();
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~Audio();
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/**
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* Gets the OpenAL format identifier based on number of
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* channels and bits.
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* @param channels.
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* @param bitDepth Either 8-bit samples, or 16-bit samples.
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* @return One of AL_FORMAT_*, or AL_NONE if unsupported format.
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**/
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static ALenum getFormat(int bitDepth, int channels);
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// Implements Module.
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const char *getName() const;
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// Implements Audio.
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love::audio::Source *newSource(love::sound::Decoder *decoder);
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love::audio::Source *newSource(love::sound::SoundData *soundData);
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love::audio::Source *newSource(int sampleRate, int bitDepth, int channels, int buffers);
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int getActiveSourceCount() const;
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int getMaxSources() const;
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bool play(love::audio::Source *source);
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bool play(const std::vector<love::audio::Source*> &sources);
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void stop(love::audio::Source *source);
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void stop(const std::vector<love::audio::Source*> &sources);
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void stop();
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void pause(love::audio::Source *source);
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void pause(const std::vector<love::audio::Source*> &sources);
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std::vector<love::audio::Source*> pause();
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void pauseContext();
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void resumeContext();
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void setVolume(float volume);
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float getVolume() const;
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void getPosition(float *v) const;
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void setPosition(float *v);
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void getOrientation(float *v) const;
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void setOrientation(float *v);
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void getVelocity(float *v) const;
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void setVelocity(float *v);
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void setDopplerScale(float scale);
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float getDopplerScale() const;
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//void setMeter(float scale);
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//float getMeter() const;
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const std::vector<love::audio::RecordingDevice*> &getRecordingDevices();
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DistanceModel getDistanceModel() const;
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void setDistanceModel(DistanceModel distanceModel);
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bool setEffect(const char *name, std::map<Effect::Parameter, float> ¶ms);
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bool unsetEffect(const char *name);
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bool getEffect(const char *name, std::map<Effect::Parameter, float> ¶ms);
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bool getActiveEffects(std::vector<std::string> &list) const;
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int getMaxSceneEffects() const;
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int getMaxSourceEffects() const;
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bool isEFXsupported() const;
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bool getEffectID(const char *name, ALuint &id);
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private:
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void initializeEFX();
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// The OpenAL device.
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ALCdevice *device;
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// The OpenAL capture devices.
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std::vector<love::audio::RecordingDevice*> capture;
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// The OpenAL context.
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ALCcontext *context;
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// The OpenAL effects
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struct EffectMapStorage
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{
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Effect *effect;
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ALuint slot;
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};
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std::map<std::string, struct EffectMapStorage> effectmap;
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std::stack<ALuint> slotlist;
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int MAX_SCENE_EFFECTS = 64;
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int MAX_SOURCE_EFFECTS = 64;
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// The Pool.
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Pool *pool;
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class PoolThread: public thread::Threadable
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{
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protected:
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Pool *pool;
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// Set this to true when the thread should finish.
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// Main thread will write to this value, and PoolThread
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// will read from it.
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volatile bool finish;
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// finish lock
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love::thread::MutexRef mutex;
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public:
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PoolThread(Pool *pool);
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virtual ~PoolThread();
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void setFinish();
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void threadFunction();
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};
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PoolThread *poolThread;
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DistanceModel distanceModel;
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//float metersPerUnit = 1.0;
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}; // Audio
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#ifdef ALC_EXT_EFX
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// Effect objects
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extern LPALGENEFFECTS alGenEffects;
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extern LPALDELETEEFFECTS alDeleteEffects;
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extern LPALISEFFECT alIsEffect;
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extern LPALEFFECTI alEffecti;
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extern LPALEFFECTIV alEffectiv;
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extern LPALEFFECTF alEffectf;
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extern LPALEFFECTFV alEffectfv;
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extern LPALGETEFFECTI alGetEffecti;
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extern LPALGETEFFECTIV alGetEffectiv;
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extern LPALGETEFFECTF alGetEffectf;
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extern LPALGETEFFECTFV alGetEffectfv;
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//Filter objects
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extern LPALGENFILTERS alGenFilters;
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extern LPALDELETEFILTERS alDeleteFilters;
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extern LPALISFILTER alIsFilter;
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extern LPALFILTERI alFilteri;
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extern LPALFILTERIV alFilteriv;
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extern LPALFILTERF alFilterf;
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extern LPALFILTERFV alFilterfv;
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extern LPALGETFILTERI alGetFilteri;
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extern LPALGETFILTERIV alGetFilteriv;
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extern LPALGETFILTERF alGetFilterf;
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extern LPALGETFILTERFV alGetFilterfv;
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// Auxiliary slot object
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extern LPALGENAUXILIARYEFFECTSLOTS alGenAuxiliaryEffectSlots;
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extern LPALDELETEAUXILIARYEFFECTSLOTS alDeleteAuxiliaryEffectSlots;
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extern LPALISAUXILIARYEFFECTSLOT alIsAuxiliaryEffectSlot;
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extern LPALAUXILIARYEFFECTSLOTI alAuxiliaryEffectSloti;
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extern LPALAUXILIARYEFFECTSLOTIV alAuxiliaryEffectSlotiv;
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extern LPALAUXILIARYEFFECTSLOTF alAuxiliaryEffectSlotf;
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extern LPALAUXILIARYEFFECTSLOTFV alAuxiliaryEffectSlotfv;
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extern LPALGETAUXILIARYEFFECTSLOTI alGetAuxiliaryEffectSloti;
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extern LPALGETAUXILIARYEFFECTSLOTIV alGetAuxiliaryEffectSlotiv;
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extern LPALGETAUXILIARYEFFECTSLOTF alGetAuxiliaryEffectSlotf;
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extern LPALGETAUXILIARYEFFECTSLOTFV alGetAuxiliaryEffectSlotfv;
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#endif
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} // openal
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} // audio
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} // love
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#endif // LOVE_AUDIO_OPENAL_AUDIO_H
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