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https://github.com/love2d/megasource.git
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update OpenAL-Soft to 1.24.3.
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@@ -43,7 +43,7 @@ namespace {
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using uint = unsigned int;
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struct DedicatedState : public EffectState {
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struct DedicatedState final : public EffectState {
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/* The "dedicated" effect can output to the real output, so should have
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* gains for all possible output channels and not just the main ambisonic
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* buffer.
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@@ -53,90 +53,72 @@ struct DedicatedState : public EffectState {
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void deviceUpdate(const DeviceBase *device, const BufferStorage *buffer) final;
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void update(const ContextBase *context, const EffectSlot *slot, const EffectProps *props,
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const EffectTarget target) override;
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void update(const ContextBase *context, const EffectSlot *slot, const EffectProps *props_,
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const EffectTarget target) final;
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void process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn,
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const al::span<FloatBufferLine> samplesOut) final;
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};
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struct DedicatedLfeState final : public DedicatedState {
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void update(const ContextBase *context, const EffectSlot *slot, const EffectProps *props,
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const EffectTarget target) final;
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};
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void DedicatedState::deviceUpdate(const DeviceBase*, const BufferStorage*)
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{
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std::fill(mCurrentGains.begin(), mCurrentGains.end(), 0.0f);
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}
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void DedicatedState::update(const ContextBase*, const EffectSlot *slot,
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const EffectProps *props, const EffectTarget target)
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const EffectProps *props_, const EffectTarget target)
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{
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std::fill(mTargetGains.begin(), mTargetGains.end(), 0.0f);
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const float Gain{slot->Gain * std::get<DedicatedDialogProps>(*props).Gain};
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auto &props = std::get<DedicatedProps>(*props_);
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const float Gain{slot->Gain * props.Gain};
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/* Dialog goes to the front-center speaker if it exists, otherwise it plays
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* from the front-center location.
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*/
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const size_t idx{target.RealOut ? target.RealOut->ChannelIndex[FrontCenter]
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: InvalidChannelIndex};
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if(idx != InvalidChannelIndex)
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if(props.Target == DedicatedProps::Dialog)
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{
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mOutTarget = target.RealOut->Buffer;
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mTargetGains[idx] = Gain;
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/* Dialog goes to the front-center speaker if it exists, otherwise it
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* plays from the front-center location.
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*/
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const size_t idx{target.RealOut ? target.RealOut->ChannelIndex[FrontCenter]
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: InvalidChannelIndex};
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if(idx != InvalidChannelIndex)
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{
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mOutTarget = target.RealOut->Buffer;
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mTargetGains[idx] = Gain;
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}
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else
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{
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static constexpr auto coeffs = CalcDirectionCoeffs(std::array{0.0f, 0.0f, -1.0f});
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mOutTarget = target.Main->Buffer;
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ComputePanGains(target.Main, coeffs, Gain, mTargetGains);
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}
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}
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else
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else if(props.Target == DedicatedProps::Lfe)
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{
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static constexpr auto coeffs = CalcDirectionCoeffs(std::array{0.0f, 0.0f, -1.0f});
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mOutTarget = target.Main->Buffer;
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ComputePanGains(target.Main, coeffs, Gain, mTargetGains);
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}
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}
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void DedicatedLfeState::update(const ContextBase*, const EffectSlot *slot,
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const EffectProps *props, const EffectTarget target)
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{
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std::fill(mTargetGains.begin(), mTargetGains.end(), 0.0f);
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const float Gain{slot->Gain * std::get<DedicatedLfeProps>(*props).Gain};
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const size_t idx{target.RealOut ? target.RealOut->ChannelIndex[LFE] : InvalidChannelIndex};
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if(idx != InvalidChannelIndex)
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{
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mOutTarget = target.RealOut->Buffer;
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mTargetGains[idx] = Gain;
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const size_t idx{target.RealOut ? target.RealOut->ChannelIndex[LFE] : InvalidChannelIndex};
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if(idx != InvalidChannelIndex)
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{
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mOutTarget = target.RealOut->Buffer;
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mTargetGains[idx] = Gain;
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}
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}
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}
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void DedicatedState::process(const size_t samplesToDo, const al::span<const FloatBufferLine> samplesIn, const al::span<FloatBufferLine> samplesOut)
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{
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MixSamples({samplesIn[0].data(), samplesToDo}, samplesOut, mCurrentGains.data(),
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mTargetGains.data(), samplesToDo, 0);
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MixSamples(al::span{samplesIn[0]}.first(samplesToDo), samplesOut, mCurrentGains, mTargetGains,
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samplesToDo, 0);
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}
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struct DedicatedDialogStateFactory final : public EffectStateFactory {
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struct DedicatedStateFactory final : public EffectStateFactory {
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al::intrusive_ptr<EffectState> create() override
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{ return al::intrusive_ptr<EffectState>{new DedicatedState{}}; }
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};
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struct DedicatedLfeStateFactory final : public EffectStateFactory {
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al::intrusive_ptr<EffectState> create() override
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{ return al::intrusive_ptr<EffectState>{new DedicatedLfeState{}}; }
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};
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} // namespace
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EffectStateFactory *DedicatedDialogStateFactory_getFactory()
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EffectStateFactory *DedicatedStateFactory_getFactory()
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{
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static DedicatedDialogStateFactory DedicatedFactory{};
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return &DedicatedFactory;
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}
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EffectStateFactory *DedicatedLfeStateFactory_getFactory()
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{
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static DedicatedLfeStateFactory DedicatedFactory{};
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static DedicatedStateFactory DedicatedFactory{};
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return &DedicatedFactory;
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}
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