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re3/eax/eax-util.cpp

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/***********************************************************************************************\
* *
* EAX-UTIL.CPP - utilities for EAX 3.0 *
* Function declaration for EAX Morphing *
* String names of the all the presets defined in eax-util.h *
* Arrays grouping together all the EAX presets in a scenario *
* *
************************************************************************************************/
#include "eax-util.h"
#include <math.h>
// Function prototypes used by EAX3ListenerInterpolate
void Clamp(EAXVECTOR *eaxVector);
bool CheckEAX3LP(LPEAXLISTENERPROPERTIES lpEAX3LP);
/***********************************************************************************************\
*
* Definition of the EAXMorph function - EAX3ListenerInterpolate
*
\***********************************************************************************************/
/*
EAX3ListenerInterpolate
lpStart - Initial EAX 3 Listener parameters
lpFinish - Final EAX 3 Listener parameters
flRatio - Ratio Destination : Source (0.0 == Source, 1.0 == Destination)
lpResult - Interpolated EAX 3 Listener parameters
bCheckValues - Check EAX 3.0 parameters are in range, default = false (no checking)
*/
bool EAX3ListenerInterpolate(LPEAXLISTENERPROPERTIES lpStart, LPEAXLISTENERPROPERTIES lpFinish,
float flRatio, LPEAXLISTENERPROPERTIES lpResult, bool bCheckValues)
{
EAXVECTOR StartVector, FinalVector;
float flInvRatio;
if (bCheckValues)
{
if (!CheckEAX3LP(lpStart))
return false;
if (!CheckEAX3LP(lpFinish))
return false;
}
if (flRatio >= 1.0f)
{
memcpy(lpResult, lpFinish, sizeof(EAXLISTENERPROPERTIES));
return true;
}
else if (flRatio <= 0.0f)
{
memcpy(lpResult, lpStart, sizeof(EAXLISTENERPROPERTIES));
return true;
}
flInvRatio = (1.0f - flRatio);
// Environment
lpResult->ulEnvironment = 26; // (UNDEFINED environment)
// Environment Size
if (lpStart->flEnvironmentSize == lpFinish->flEnvironmentSize)
lpResult->flEnvironmentSize = lpStart->flEnvironmentSize;
else
lpResult->flEnvironmentSize = (float)exp( (log(lpStart->flEnvironmentSize) * flInvRatio) + (log(lpFinish->flEnvironmentSize) * flRatio) );
// Environment Diffusion
if (lpStart->flEnvironmentDiffusion == lpFinish->flEnvironmentDiffusion)
lpResult->flEnvironmentDiffusion = lpStart->flEnvironmentDiffusion;
else
lpResult->flEnvironmentDiffusion = (lpStart->flEnvironmentDiffusion * flInvRatio) + (lpFinish->flEnvironmentDiffusion * flRatio);
// Room
if (lpStart->lRoom == lpFinish->lRoom)
lpResult->lRoom = lpStart->lRoom;
else
lpResult->lRoom = (int)( ((float)lpStart->lRoom * flInvRatio) + ((float)lpFinish->lRoom * flRatio) );
// Room HF
if (lpStart->lRoomHF == lpFinish->lRoomHF)
lpResult->lRoomHF = lpStart->lRoomHF;
else
lpResult->lRoomHF = (int)( ((float)lpStart->lRoomHF * flInvRatio) + ((float)lpFinish->lRoomHF * flRatio) );
// Room LF
if (lpStart->lRoomLF == lpFinish->lRoomLF)
lpResult->lRoomLF = lpStart->lRoomLF;
else
lpResult->lRoomLF = (int)( ((float)lpStart->lRoomLF * flInvRatio) + ((float)lpFinish->lRoomLF * flRatio) );
// Decay Time
if (lpStart->flDecayTime == lpFinish->flDecayTime)
lpResult->flDecayTime = lpStart->flDecayTime;
else
lpResult->flDecayTime = (float)exp( (log(lpStart->flDecayTime) * flInvRatio) + (log(lpFinish->flDecayTime) * flRatio) );
// Decay HF Ratio
if (lpStart->flDecayHFRatio == lpFinish->flDecayHFRatio)
lpResult->flDecayHFRatio = lpStart->flDecayHFRatio;
else
lpResult->flDecayHFRatio = (float)exp( (log(lpStart->flDecayHFRatio) * flInvRatio) + (log(lpFinish->flDecayHFRatio) * flRatio) );
// Decay LF Ratio
if (lpStart->flDecayLFRatio == lpFinish->flDecayLFRatio)
lpResult->flDecayLFRatio = lpStart->flDecayLFRatio;
else
lpResult->flDecayLFRatio = (float)exp( (log(lpStart->flDecayLFRatio) * flInvRatio) + (log(lpFinish->flDecayLFRatio) * flRatio) );
// Reflections
if (lpStart->lReflections == lpFinish->lReflections)
lpResult->lReflections = lpStart->lReflections;
else
lpResult->lReflections = (int)( ((float)lpStart->lReflections * flInvRatio) + ((float)lpFinish->lReflections * flRatio) );
// Reflections Delay
if (lpStart->flReflectionsDelay == lpFinish->flReflectionsDelay)
lpResult->flReflectionsDelay = lpStart->flReflectionsDelay;
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
// 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
StartVector = lpStart->vReflectionsPan;
FinalVector = lpFinish->vReflectionsPan;
Clamp(&StartVector);
Clamp(&FinalVector);
if (lpStart->vReflectionsPan.x == lpFinish->vReflectionsPan.x)
lpResult->vReflectionsPan.x = lpStart->vReflectionsPan.x;
else
lpResult->vReflectionsPan.x = FinalVector.x + (flInvRatio * (StartVector.x - FinalVector.x));
if (lpStart->vReflectionsPan.y == lpFinish->vReflectionsPan.y)
lpResult->vReflectionsPan.y = lpStart->vReflectionsPan.y;
else
lpResult->vReflectionsPan.y = FinalVector.y + (flInvRatio * (StartVector.y - FinalVector.y));
if (lpStart->vReflectionsPan.z == lpFinish->vReflectionsPan.z)
lpResult->vReflectionsPan.z = lpStart->vReflectionsPan.z;
else
lpResult->vReflectionsPan.z = FinalVector.z + (flInvRatio * (StartVector.z - FinalVector.z));
// Reverb
if (lpStart->lReverb == lpFinish->lReverb)
lpResult->lReverb = lpStart->lReverb;
else
lpResult->lReverb = (int)( ((float)lpStart->lReverb * flInvRatio) + ((float)lpFinish->lReverb * flRatio) );
// Reverb Delay
if (lpStart->flReverbDelay == lpFinish->flReverbDelay)
lpResult->flReverbDelay = lpStart->flReverbDelay;
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
// To interpolate the vector correctly we need to ensure that both the initial and final vectors are clamped to a length of 1.0f
StartVector = lpStart->vReverbPan;
FinalVector = lpFinish->vReverbPan;
Clamp(&StartVector);
Clamp(&FinalVector);
if (lpStart->vReverbPan.x == lpFinish->vReverbPan.x)
lpResult->vReverbPan.x = lpStart->vReverbPan.x;
else
lpResult->vReverbPan.x = FinalVector.x + (flInvRatio * (StartVector.x - FinalVector.x));
if (lpStart->vReverbPan.y == lpFinish->vReverbPan.y)
lpResult->vReverbPan.y = lpStart->vReverbPan.y;
else
lpResult->vReverbPan.y = FinalVector.y + (flInvRatio * (StartVector.y - FinalVector.y));
if (lpStart->vReverbPan.z == lpFinish->vReverbPan.z)
lpResult->vReverbPan.z = lpStart->vReverbPan.z;
else
lpResult->vReverbPan.z = FinalVector.z + (flInvRatio * (StartVector.z - FinalVector.z));
// Echo Time
if (lpStart->flEchoTime == lpFinish->flEchoTime)
lpResult->flEchoTime = lpStart->flEchoTime;
else
lpResult->flEchoTime = (float)exp( (log(lpStart->flEchoTime) * flInvRatio) + (log(lpFinish->flEchoTime) * flRatio) );
// Echo Depth
if (lpStart->flEchoDepth == lpFinish->flEchoDepth)
lpResult->flEchoDepth = lpStart->flEchoDepth;
else
lpResult->flEchoDepth = (lpStart->flEchoDepth * flInvRatio) + (lpFinish->flEchoDepth * flRatio);
// Modulation Time
if (lpStart->flModulationTime == lpFinish->flModulationTime)
lpResult->flModulationTime = lpStart->flModulationTime;
else
lpResult->flModulationTime = (float)exp( (log(lpStart->flModulationTime) * flInvRatio) + (log(lpFinish->flModulationTime) * flRatio) );
// Modulation Depth
if (lpStart->flModulationDepth == lpFinish->flModulationDepth)
lpResult->flModulationDepth = lpStart->flModulationDepth;
else
lpResult->flModulationDepth = (lpStart->flModulationDepth * flInvRatio) + (lpFinish->flModulationDepth * flRatio);
// Air Absorption HF
if (lpStart->flAirAbsorptionHF == lpFinish->flAirAbsorptionHF)
lpResult->flAirAbsorptionHF = lpStart->flAirAbsorptionHF;
else
lpResult->flAirAbsorptionHF = (lpStart->flAirAbsorptionHF * flInvRatio) + (lpFinish->flAirAbsorptionHF * flRatio);
// HF Reference
if (lpStart->flHFReference == lpFinish->flHFReference)
lpResult->flHFReference = lpStart->flHFReference;
else
lpResult->flHFReference = (float)exp( (log(lpStart->flHFReference) * flInvRatio) + (log(lpFinish->flHFReference) * flRatio) );
// LF Reference
if (lpStart->flLFReference == lpFinish->flLFReference)
lpResult->flLFReference = lpStart->flLFReference;
else
lpResult->flLFReference = (float)exp( (log(lpStart->flLFReference) * flInvRatio) + (log(lpFinish->flLFReference) * flRatio) );
// Room Rolloff Factor
if (lpStart->flRoomRolloffFactor == lpFinish->flRoomRolloffFactor)
lpResult->flRoomRolloffFactor = lpStart->flRoomRolloffFactor;
else
lpResult->flRoomRolloffFactor = (lpStart->flRoomRolloffFactor * flInvRatio) + (lpFinish->flRoomRolloffFactor * flRatio);
// Flags
lpResult->ulFlags = (lpStart->ulFlags & lpFinish->ulFlags);
// Clamp Delays
if (lpResult->flReflectionsDelay > EAXLISTENER_MAXREFLECTIONSDELAY)
lpResult->flReflectionsDelay = EAXLISTENER_MAXREFLECTIONSDELAY;
if (lpResult->flReverbDelay > EAXLISTENER_MAXREVERBDELAY)
lpResult->flReverbDelay = EAXLISTENER_MAXREVERBDELAY;
return true;
}
/*
CheckEAX3LP
Checks that the parameters in the EAX 3 Listener Properties structure are in-range
*/
bool CheckEAX3LP(LPEAXLISTENERPROPERTIES lpEAX3LP)
{
if ( (lpEAX3LP->lRoom < EAXLISTENER_MINROOM) || (lpEAX3LP->lRoom > EAXLISTENER_MAXROOM) )
return false;
if ( (lpEAX3LP->lRoomHF < EAXLISTENER_MINROOMHF) || (lpEAX3LP->lRoomHF > EAXLISTENER_MAXROOMHF) )
return false;
if ( (lpEAX3LP->lRoomLF < EAXLISTENER_MINROOMLF) || (lpEAX3LP->lRoomLF > EAXLISTENER_MAXROOMLF) )
return false;
if ( (lpEAX3LP->ulEnvironment < EAXLISTENER_MINENVIRONMENT) || (lpEAX3LP->ulEnvironment > EAXLISTENER_MAXENVIRONMENT) )
return false;
if ( (lpEAX3LP->flEnvironmentSize < EAXLISTENER_MINENVIRONMENTSIZE) || (lpEAX3LP->flEnvironmentSize > EAXLISTENER_MAXENVIRONMENTSIZE) )
return false;
if ( (lpEAX3LP->flEnvironmentDiffusion < EAXLISTENER_MINENVIRONMENTDIFFUSION) || (lpEAX3LP->flEnvironmentDiffusion > EAXLISTENER_MAXENVIRONMENTDIFFUSION) )
return false;
if ( (lpEAX3LP->flDecayTime < EAXLISTENER_MINDECAYTIME) || (lpEAX3LP->flDecayTime > EAXLISTENER_MAXDECAYTIME) )
return false;
if ( (lpEAX3LP->flDecayHFRatio < EAXLISTENER_MINDECAYHFRATIO) || (lpEAX3LP->flDecayHFRatio > EAXLISTENER_MAXDECAYHFRATIO) )
return false;
if ( (lpEAX3LP->flDecayLFRatio < EAXLISTENER_MINDECAYLFRATIO) || (lpEAX3LP->flDecayLFRatio > EAXLISTENER_MAXDECAYLFRATIO) )
return false;
if ( (lpEAX3LP->lReflections < EAXLISTENER_MINREFLECTIONS) || (lpEAX3LP->lReflections > EAXLISTENER_MAXREFLECTIONS) )
return false;
if ( (lpEAX3LP->flReflectionsDelay < EAXLISTENER_MINREFLECTIONSDELAY) || (lpEAX3LP->flReflectionsDelay > EAXLISTENER_MAXREFLECTIONSDELAY) )
return false;
if ( (lpEAX3LP->lReverb < EAXLISTENER_MINREVERB) || (lpEAX3LP->lReverb > EAXLISTENER_MAXREVERB) )
return false;
if ( (lpEAX3LP->flReverbDelay < EAXLISTENER_MINREVERBDELAY) || (lpEAX3LP->flReverbDelay > EAXLISTENER_MAXREVERBDELAY) )
return false;
if ( (lpEAX3LP->flEchoTime < EAXLISTENER_MINECHOTIME) || (lpEAX3LP->flEchoTime > EAXLISTENER_MAXECHOTIME) )
return false;
if ( (lpEAX3LP->flEchoDepth < EAXLISTENER_MINECHODEPTH) || (lpEAX3LP->flEchoDepth > EAXLISTENER_MAXECHODEPTH) )
return false;
if ( (lpEAX3LP->flModulationTime < EAXLISTENER_MINMODULATIONTIME) || (lpEAX3LP->flModulationTime > EAXLISTENER_MAXMODULATIONTIME) )
return false;
if ( (lpEAX3LP->flModulationDepth < EAXLISTENER_MINMODULATIONDEPTH) || (lpEAX3LP->flModulationDepth > EAXLISTENER_MAXMODULATIONDEPTH) )
return false;
if ( (lpEAX3LP->flAirAbsorptionHF < EAXLISTENER_MINAIRABSORPTIONHF) || (lpEAX3LP->flAirAbsorptionHF > EAXLISTENER_MAXAIRABSORPTIONHF) )
return false;
if ( (lpEAX3LP->flHFReference < EAXLISTENER_MINHFREFERENCE) || (lpEAX3LP->flHFReference > EAXLISTENER_MAXHFREFERENCE) )
return false;
if ( (lpEAX3LP->flLFReference < EAXLISTENER_MINLFREFERENCE) || (lpEAX3LP->flLFReference > EAXLISTENER_MAXLFREFERENCE) )
return false;
if ( (lpEAX3LP->flRoomRolloffFactor < EAXLISTENER_MINROOMROLLOFFFACTOR) || (lpEAX3LP->flRoomRolloffFactor > EAXLISTENER_MAXROOMROLLOFFFACTOR) )
return false;
if (lpEAX3LP->ulFlags & EAXLISTENERFLAGS_RESERVED)
return false;
return true;
}
/*
Clamp
Clamps the length of the vector to 1.0f
*/
void Clamp(EAXVECTOR *eaxVector)
{
float flMagnitude;
float flInvMagnitude;
flMagnitude = (float)sqrt((eaxVector->x*eaxVector->x) + (eaxVector->y*eaxVector->y) + (eaxVector->z*eaxVector->z));
if (flMagnitude <= 1.0f)
return;
flInvMagnitude = 1.0f / flMagnitude;
eaxVector->x *= flInvMagnitude;
eaxVector->y *= flInvMagnitude;
eaxVector->z *= flInvMagnitude;
}
/***********************************************************************************************\
*
* To assist those developers wishing to add EAX effects to their level editors, each of the
* List of string names of the various EAX 3.0 presets defined in eax-util.h
* Arrays to group together presets of the same scenario
*
\***********************************************************************************************/
//////////////////////////////////////////////////////
// Array of scenario names //
//////////////////////////////////////////////////////
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const char* EAX30_SCENARIO_NAMES[] =
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{
"Castle",
"Factory",
"IcePalace",
"SpaceStation",
"WoodenShip",
"Sports",
"Prefab",
"Domes and Pipes",
"Outdoors",
"Mood",
"Driving",
"City",
"Miscellaneous",
"Original"
};
//////////////////////////////////////////////////////
// Array of standardised location names //
//////////////////////////////////////////////////////
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const char* EAX30_LOCATION_NAMES[] =
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{
"Hall",
"Large Room",
"Medium Room",
"Small Room",
"Cupboard",
"Alcove",
"Long Passage",
"Short Passage",
"Courtyard"
};
//////////////////////////////////////////////////////
// Standardised Location effects can be accessed //
// from a matrix //
//////////////////////////////////////////////////////
EAXLISTENERPROPERTIES EAX30_STANDARD_PRESETS[EAX30_NUM_STANDARD_SCENARIOS][EAX30_NUM_LOCATIONS]=
{
{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},
{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},
{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},
{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},
{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 //
//////////////////////////////////////////////////////
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const char* EAX30_ORIGINAL_PRESET_NAMES[] =
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{
"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 //
//////////////////////////////////////////////////////
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const char* EAX30_SPORTS_PRESET_NAMES[] =
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{
"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 //
//////////////////////////////////////////////////////
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const char* EAX30_PREFAB_PRESET_NAMES[] =
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{
"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 //
//////////////////////////////////////////////////////
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const char* EAX30_DOMESNPIPES_PRESET_NAMES[] =
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{
"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 //
//////////////////////////////////////////////////////
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const char* EAX30_OUTDOORS_PRESET_NAMES[] =
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{
"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 //
//////////////////////////////////////////////////////
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const char* EAX30_MOOD_PRESET_NAMES[] =
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{
"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 //
//////////////////////////////////////////////////////
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const char* EAX30_DRIVING_PRESET_NAMES[] =
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{
"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 //
//////////////////////////////////////////////////////
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const char* EAX30_CITY_PRESET_NAMES[] =
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{
"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 //
//////////////////////////////////////////////////////
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const char* EAX30_MISC_PRESET_NAMES[] =
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{
"Dusty Box Room",
"Chapel",
"Small Water Room"
};
//////////////////////////////////////////////////////
// Misc effects matrix //
//////////////////////////////////////////////////////
EAXLISTENERPROPERTIES EAX30_MISC_PRESETS[] =
{
EAX30_PRESET_DUSTYROOM,
EAX30_PRESET_CHAPEL,
EAX30_PRESET_SMALLWATERROOM
};