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Update OpenAL Soft to commit 414b56edec5441211dc924fef365c54267c04f1c
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@@ -29,16 +29,21 @@ struct ALeffectStateVtable {
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void (*const Destruct)(ALeffectState *state);
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ALboolean (*const deviceUpdate)(ALeffectState *state, ALCdevice *device);
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void (*const update)(ALeffectState *state, const ALCdevice *device, const struct ALeffectslot *slot, const union ALeffectProps *props);
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void (*const update)(ALeffectState *state, const ALCcontext *context, const struct ALeffectslot *slot, const union ALeffectProps *props);
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void (*const process)(ALeffectState *state, ALsizei samplesToDo, const ALfloat (*restrict samplesIn)[BUFFERSIZE], ALfloat (*restrict samplesOut)[BUFFERSIZE], ALsizei numChannels);
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void (*const Delete)(void *ptr);
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};
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/* Small hack to use a pointer-to-array types as a normal argument type.
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* Shouldn't be used directly.
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*/
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typedef ALfloat ALfloatBUFFERSIZE[BUFFERSIZE];
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#define DEFINE_ALEFFECTSTATE_VTABLE(T) \
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DECLARE_THUNK(T, ALeffectState, void, Destruct) \
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DECLARE_THUNK1(T, ALeffectState, ALboolean, deviceUpdate, ALCdevice*) \
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DECLARE_THUNK3(T, ALeffectState, void, update, const ALCdevice*, const ALeffectslot*, const ALeffectProps*) \
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DECLARE_THUNK3(T, ALeffectState, void, update, const ALCcontext*, const ALeffectslot*, const ALeffectProps*) \
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DECLARE_THUNK4(T, ALeffectState, void, process, ALsizei, const ALfloatBUFFERSIZE*restrict, ALfloatBUFFERSIZE*restrict, ALsizei) \
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static void T##_ALeffectState_Delete(void *ptr) \
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{ return T##_Delete(STATIC_UPCAST(T, ALeffectState, (ALeffectState*)ptr)); } \
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@@ -54,21 +59,22 @@ static const struct ALeffectStateVtable T##_ALeffectState_vtable = { \
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}
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struct ALeffectStateFactoryVtable;
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struct EffectStateFactoryVtable;
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typedef struct ALeffectStateFactory {
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const struct ALeffectStateFactoryVtable *vtbl;
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} ALeffectStateFactory;
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typedef struct EffectStateFactory {
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const struct EffectStateFactoryVtable *vtab;
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} EffectStateFactory;
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struct ALeffectStateFactoryVtable {
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ALeffectState *(*const create)(ALeffectStateFactory *factory);
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struct EffectStateFactoryVtable {
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ALeffectState *(*const create)(EffectStateFactory *factory);
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};
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#define EffectStateFactory_create(x) ((x)->vtab->create((x)))
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#define DEFINE_ALEFFECTSTATEFACTORY_VTABLE(T) \
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DECLARE_THUNK(T, ALeffectStateFactory, ALeffectState*, create) \
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#define DEFINE_EFFECTSTATEFACTORY_VTABLE(T) \
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DECLARE_THUNK(T, EffectStateFactory, ALeffectState*, create) \
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\
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static const struct ALeffectStateFactoryVtable T##_ALeffectStateFactory_vtable = { \
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T##_ALeffectStateFactory_create, \
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static const struct EffectStateFactoryVtable T##_EffectStateFactory_vtable = { \
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T##_EffectStateFactory_create, \
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}
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@@ -110,17 +116,18 @@ typedef struct ALeffectslot {
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RefCount ref;
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ATOMIC(struct ALeffectslotProps*) Update;
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ATOMIC(struct ALeffectslotProps*) FreeList;
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struct {
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ALfloat Gain;
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ALboolean AuxSendAuto;
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ALenum EffectType;
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ALeffectProps EffectProps;
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ALeffectState *EffectState;
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ALfloat RoomRolloff; /* Added to the source's room rolloff, not multiplied. */
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ALfloat DecayTime;
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ALfloat DecayLFRatio;
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ALfloat DecayHFRatio;
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ALboolean DecayHFLimit;
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ALfloat AirAbsorptionGainHF;
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@@ -133,9 +140,9 @@ typedef struct ALeffectslot {
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BFChannelConfig ChanMap[MAX_EFFECT_CHANNELS];
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/* Wet buffer configuration is ACN channel order with N3D scaling:
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* * Channel 0 is the unattenuated mono signal.
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* * Channel 1 is OpenAL -X
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* * Channel 2 is OpenAL Y
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* * Channel 3 is OpenAL -Z
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* * Channel 1 is OpenAL -X * sqrt(3)
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* * Channel 2 is OpenAL Y * sqrt(3)
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* * Channel 3 is OpenAL -Z * sqrt(3)
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* Consequently, effects that only want to work with mono input can use
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* channel 0 by itself. Effects that want multichannel can process the
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* ambisonics signal and make a B-Format pan (ComputeFirstOrderGains) for
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@@ -144,44 +151,30 @@ typedef struct ALeffectslot {
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alignas(16) ALfloat WetBuffer[MAX_EFFECT_CHANNELS][BUFFERSIZE];
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} ALeffectslot;
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inline void LockEffectSlotsRead(ALCcontext *context)
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{ LockUIntMapRead(&context->EffectSlotMap); }
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inline void UnlockEffectSlotsRead(ALCcontext *context)
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{ UnlockUIntMapRead(&context->EffectSlotMap); }
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inline void LockEffectSlotsWrite(ALCcontext *context)
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{ LockUIntMapWrite(&context->EffectSlotMap); }
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inline void UnlockEffectSlotsWrite(ALCcontext *context)
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{ UnlockUIntMapWrite(&context->EffectSlotMap); }
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inline struct ALeffectslot *LookupEffectSlot(ALCcontext *context, ALuint id)
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{ return (struct ALeffectslot*)LookupUIntMapKeyNoLock(&context->EffectSlotMap, id); }
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inline struct ALeffectslot *RemoveEffectSlot(ALCcontext *context, ALuint id)
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{ return (struct ALeffectslot*)RemoveUIntMapKeyNoLock(&context->EffectSlotMap, id); }
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ALenum InitEffectSlot(ALeffectslot *slot);
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void DeinitEffectSlot(ALeffectslot *slot);
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void UpdateEffectSlotProps(ALeffectslot *slot);
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void UpdateEffectSlotProps(ALeffectslot *slot, ALCcontext *context);
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void UpdateAllEffectSlotProps(ALCcontext *context);
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ALvoid ReleaseALAuxiliaryEffectSlots(ALCcontext *Context);
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ALeffectStateFactory *ALnullStateFactory_getFactory(void);
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ALeffectStateFactory *ALreverbStateFactory_getFactory(void);
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ALeffectStateFactory *ALchorusStateFactory_getFactory(void);
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ALeffectStateFactory *ALcompressorStateFactory_getFactory(void);
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ALeffectStateFactory *ALdistortionStateFactory_getFactory(void);
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ALeffectStateFactory *ALechoStateFactory_getFactory(void);
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ALeffectStateFactory *ALequalizerStateFactory_getFactory(void);
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ALeffectStateFactory *ALflangerStateFactory_getFactory(void);
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ALeffectStateFactory *ALmodulatorStateFactory_getFactory(void);
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EffectStateFactory *NullStateFactory_getFactory(void);
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EffectStateFactory *ReverbStateFactory_getFactory(void);
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EffectStateFactory *ChorusStateFactory_getFactory(void);
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EffectStateFactory *CompressorStateFactory_getFactory(void);
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EffectStateFactory *DistortionStateFactory_getFactory(void);
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EffectStateFactory *EchoStateFactory_getFactory(void);
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EffectStateFactory *EqualizerStateFactory_getFactory(void);
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EffectStateFactory *FlangerStateFactory_getFactory(void);
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EffectStateFactory *ModulatorStateFactory_getFactory(void);
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EffectStateFactory *PshifterStateFactory_getFactory(void);
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ALeffectStateFactory *ALdedicatedStateFactory_getFactory(void);
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EffectStateFactory *DedicatedStateFactory_getFactory(void);
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ALenum InitializeEffect(ALCdevice *Device, ALeffectslot *EffectSlot, ALeffect *effect);
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ALenum InitializeEffect(ALCcontext *Context, ALeffectslot *EffectSlot, ALeffect *effect);
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void InitEffectFactoryMap(void);
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void DeinitEffectFactoryMap(void);
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void ALeffectState_DecRef(ALeffectState *state);
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#ifdef __cplusplus
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}
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