mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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cb90622b41
Original commit message from CVS: Remove all config.h includes from header files, add it to each source file and remove duplicate config.h includes from several source files
489 lines
14 KiB
C++
489 lines
14 KiB
C++
/*
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* This source code is public domain.
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*
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* Authors: Olivier Lapicque <olivierl@jps.net>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "stdafx.h"
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#include "sndfile.h"
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#ifdef FASTSOUNDLIB
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#define NO_REVERB
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#endif
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// Delayed Surround Filters
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#ifndef FASTSOUNDLIB
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#define nDolbyHiFltAttn 6
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#define nDolbyHiFltMask 3
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#define DOLBYATTNROUNDUP 31
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#else
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#define nDolbyHiFltAttn 3
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#define nDolbyHiFltMask 3
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#define DOLBYATTNROUNDUP 3
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#endif
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// Bass Expansion
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#define XBASS_DELAY 14 // 2.5 ms
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// Buffer Sizes
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#define XBASSBUFFERSIZE 64 // 2 ms at 50KHz
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#define FILTERBUFFERSIZE 64 // 1.25 ms
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#define SURROUNDBUFFERSIZE ((MAX_SAMPLE_RATE * 50) / 1000)
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#define REVERBBUFFERSIZE ((MAX_SAMPLE_RATE * 200) / 1000)
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#define REVERBBUFFERSIZE2 ((REVERBBUFFERSIZE*13) / 17)
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#define REVERBBUFFERSIZE3 ((REVERBBUFFERSIZE*7) / 13)
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#define REVERBBUFFERSIZE4 ((REVERBBUFFERSIZE*7) / 19)
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// DSP Effects: PUBLIC members
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UINT CSoundFile::m_nXBassDepth = 6;
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UINT CSoundFile::m_nXBassRange = XBASS_DELAY;
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UINT CSoundFile::m_nReverbDepth = 1;
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UINT CSoundFile::m_nReverbDelay = 100;
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UINT CSoundFile::m_nProLogicDepth = 12;
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UINT CSoundFile::m_nProLogicDelay = 20;
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////////////////////////////////////////////////////////////////////
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// DSP Effects internal state
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// Bass Expansion: low-pass filter
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static LONG nXBassSum = 0;
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static LONG nXBassBufferPos = 0;
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static LONG nXBassDlyPos = 0;
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static LONG nXBassMask = 0;
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// Noise Reduction: simple low-pass filter
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static LONG nLeftNR = 0;
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static LONG nRightNR = 0;
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// Surround Encoding: 1 delay line + low-pass filter + high-pass filter
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static LONG nSurroundSize = 0;
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static LONG nSurroundPos = 0;
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static LONG nDolbyDepth = 0;
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static LONG nDolbyLoDlyPos = 0;
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static LONG nDolbyLoFltPos = 0;
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static LONG nDolbyLoFltSum = 0;
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static LONG nDolbyHiFltPos = 0;
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static LONG nDolbyHiFltSum = 0;
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// Reverb: 4 delay lines + high-pass filter + low-pass filter
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#ifndef NO_REVERB
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static LONG nReverbSize = 0;
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static LONG nReverbBufferPos = 0;
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static LONG nReverbSize2 = 0;
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static LONG nReverbBufferPos2 = 0;
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static LONG nReverbSize3 = 0;
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static LONG nReverbBufferPos3 = 0;
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static LONG nReverbSize4 = 0;
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static LONG nReverbBufferPos4 = 0;
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static LONG nReverbLoFltSum = 0;
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static LONG nReverbLoFltPos = 0;
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static LONG nReverbLoDlyPos = 0;
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static LONG nFilterAttn = 0;
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static LONG gRvbLowPass[8];
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static LONG gRvbLPPos = 0;
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static LONG gRvbLPSum = 0;
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static LONG ReverbLoFilterBuffer[XBASSBUFFERSIZE];
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static LONG ReverbLoFilterDelay[XBASSBUFFERSIZE];
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static LONG ReverbBuffer[REVERBBUFFERSIZE];
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static LONG ReverbBuffer2[REVERBBUFFERSIZE2];
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static LONG ReverbBuffer3[REVERBBUFFERSIZE3];
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static LONG ReverbBuffer4[REVERBBUFFERSIZE4];
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#endif
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static LONG XBassBuffer[XBASSBUFFERSIZE];
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static LONG XBassDelay[XBASSBUFFERSIZE];
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static LONG DolbyLoFilterBuffer[XBASSBUFFERSIZE];
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static LONG DolbyLoFilterDelay[XBASSBUFFERSIZE];
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static LONG DolbyHiFilterBuffer[FILTERBUFFERSIZE];
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static LONG SurroundBuffer[SURROUNDBUFFERSIZE];
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// Access the main temporary mix buffer directly: avoids an extra pointer
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extern int MixSoundBuffer[MIXBUFFERSIZE*2];
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//cextern int MixReverbBuffer[MIXBUFFERSIZE*2];
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extern int MixReverbBuffer[MIXBUFFERSIZE*2];
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static UINT GetMaskFromSize(UINT len)
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//-----------------------------------
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{
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UINT n = 2;
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while (n <= len) n <<= 1;
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return ((n >> 1) - 1);
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}
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void CSoundFile::InitializeDSP(BOOL bReset)
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//-----------------------------------------
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{
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if (!m_nReverbDelay) m_nReverbDelay = 100;
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if (!m_nXBassRange) m_nXBassRange = XBASS_DELAY;
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if (!m_nProLogicDelay) m_nProLogicDelay = 20;
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if (m_nXBassDepth > 8) m_nXBassDepth = 8;
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if (m_nXBassDepth < 2) m_nXBassDepth = 2;
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if (bReset)
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{
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// Noise Reduction
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nLeftNR = nRightNR = 0;
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}
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// Pro-Logic Surround
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nSurroundPos = nSurroundSize = 0;
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nDolbyLoFltPos = nDolbyLoFltSum = nDolbyLoDlyPos = 0;
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nDolbyHiFltPos = nDolbyHiFltSum = 0;
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if (gdwSoundSetup & SNDMIX_SURROUND)
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{
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memset(DolbyLoFilterBuffer, 0, sizeof(DolbyLoFilterBuffer));
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memset(DolbyHiFilterBuffer, 0, sizeof(DolbyHiFilterBuffer));
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memset(DolbyLoFilterDelay, 0, sizeof(DolbyLoFilterDelay));
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memset(SurroundBuffer, 0, sizeof(SurroundBuffer));
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nSurroundSize = (gdwMixingFreq * m_nProLogicDelay) / 1000;
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if (nSurroundSize > SURROUNDBUFFERSIZE) nSurroundSize = SURROUNDBUFFERSIZE;
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if (m_nProLogicDepth < 8) nDolbyDepth = (32 >> m_nProLogicDepth) + 32;
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else nDolbyDepth = (m_nProLogicDepth < 16) ? (8 + (m_nProLogicDepth - 8) * 7) : 64;
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nDolbyDepth >>= 2;
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}
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// Reverb Setup
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#ifndef NO_REVERB
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if (gdwSoundSetup & SNDMIX_REVERB)
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{
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UINT nrs = (gdwMixingFreq * m_nReverbDelay) / 1000;
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UINT nfa = m_nReverbDepth+1;
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if (nrs > REVERBBUFFERSIZE) nrs = REVERBBUFFERSIZE;
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if ((bReset) || (nrs != (UINT)nReverbSize) || (nfa != (UINT)nFilterAttn))
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{
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nFilterAttn = nfa;
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nReverbSize = nrs;
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nReverbBufferPos = nReverbBufferPos2 = nReverbBufferPos3 = nReverbBufferPos4 = 0;
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nReverbLoFltSum = nReverbLoFltPos = nReverbLoDlyPos = 0;
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gRvbLPSum = gRvbLPPos = 0;
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nReverbSize2 = (nReverbSize * 13) / 17;
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if (nReverbSize2 > REVERBBUFFERSIZE2) nReverbSize2 = REVERBBUFFERSIZE2;
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nReverbSize3 = (nReverbSize * 7) / 13;
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if (nReverbSize3 > REVERBBUFFERSIZE3) nReverbSize3 = REVERBBUFFERSIZE3;
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nReverbSize4 = (nReverbSize * 7) / 19;
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if (nReverbSize4 > REVERBBUFFERSIZE4) nReverbSize4 = REVERBBUFFERSIZE4;
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memset(ReverbLoFilterBuffer, 0, sizeof(ReverbLoFilterBuffer));
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memset(ReverbLoFilterDelay, 0, sizeof(ReverbLoFilterDelay));
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memset(ReverbBuffer, 0, sizeof(ReverbBuffer));
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memset(ReverbBuffer2, 0, sizeof(ReverbBuffer2));
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memset(ReverbBuffer3, 0, sizeof(ReverbBuffer3));
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memset(ReverbBuffer4, 0, sizeof(ReverbBuffer4));
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memset(gRvbLowPass, 0, sizeof(gRvbLowPass));
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}
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} else nReverbSize = 0;
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#endif
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BOOL bResetBass = FALSE;
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// Bass Expansion Reset
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if (gdwSoundSetup & SNDMIX_MEGABASS)
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{
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UINT nXBassSamples = (gdwMixingFreq * m_nXBassRange) / 10000;
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if (nXBassSamples > XBASSBUFFERSIZE) nXBassSamples = XBASSBUFFERSIZE;
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UINT mask = GetMaskFromSize(nXBassSamples);
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if ((bReset) || (mask != (UINT)nXBassMask))
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{
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nXBassMask = mask;
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bResetBass = TRUE;
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}
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} else
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{
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nXBassMask = 0;
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bResetBass = TRUE;
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}
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if (bResetBass)
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{
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nXBassSum = nXBassBufferPos = nXBassDlyPos = 0;
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memset(XBassBuffer, 0, sizeof(XBassBuffer));
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memset(XBassDelay, 0, sizeof(XBassDelay));
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}
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}
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void CSoundFile::ProcessStereoDSP(int count)
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//------------------------------------------
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{
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#ifndef NO_REVERB
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// Reverb
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if (gdwSoundSetup & SNDMIX_REVERB)
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{
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int *pr = MixSoundBuffer, *pin = MixReverbBuffer, rvbcount = count;
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do
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{
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int echo = ReverbBuffer[nReverbBufferPos] + ReverbBuffer2[nReverbBufferPos2]
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+ ReverbBuffer3[nReverbBufferPos3] + ReverbBuffer4[nReverbBufferPos4]; // echo = reverb signal
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// Delay line and remove Low Frequencies // v = original signal
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int echodly = ReverbLoFilterDelay[nReverbLoDlyPos]; // echodly = delayed signal
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ReverbLoFilterDelay[nReverbLoDlyPos] = echo >> 1;
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nReverbLoDlyPos++;
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nReverbLoDlyPos &= 0x1F;
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int n = nReverbLoFltPos;
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nReverbLoFltSum -= ReverbLoFilterBuffer[n];
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int tmp = echo / 128;
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ReverbLoFilterBuffer[n] = tmp;
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nReverbLoFltSum += tmp;
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echodly -= nReverbLoFltSum;
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nReverbLoFltPos = (n + 1) & 0x3F;
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// Reverb
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int v = (pin[0]+pin[1]) >> nFilterAttn;
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pr[0] += pin[0] + echodly;
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pr[1] += pin[1] + echodly;
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v += echodly >> 2;
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ReverbBuffer3[nReverbBufferPos3] = v;
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ReverbBuffer4[nReverbBufferPos4] = v;
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v += echodly >> 4;
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v >>= 1;
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gRvbLPSum -= gRvbLowPass[gRvbLPPos];
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gRvbLPSum += v;
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gRvbLowPass[gRvbLPPos] = v;
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gRvbLPPos++;
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gRvbLPPos &= 7;
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int vlp = gRvbLPSum >> 2;
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ReverbBuffer[nReverbBufferPos] = vlp;
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ReverbBuffer2[nReverbBufferPos2] = vlp;
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if (++nReverbBufferPos >= nReverbSize) nReverbBufferPos = 0;
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if (++nReverbBufferPos2 >= nReverbSize2) nReverbBufferPos2 = 0;
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if (++nReverbBufferPos3 >= nReverbSize3) nReverbBufferPos3 = 0;
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if (++nReverbBufferPos4 >= nReverbSize4) nReverbBufferPos4 = 0;
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pr += 2;
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pin += 2;
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} while (--rvbcount);
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}
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#endif
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// Dolby Pro-Logic Surround
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if (gdwSoundSetup & SNDMIX_SURROUND)
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{
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int *pr = MixSoundBuffer, n = nDolbyLoFltPos;
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for (int r=count; r; r--)
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{
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int v = (pr[0]+pr[1]+DOLBYATTNROUNDUP) >> (nDolbyHiFltAttn+1);
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#ifndef FASTSOUNDLIB
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v *= (int)nDolbyDepth;
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#endif
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// Low-Pass Filter
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nDolbyHiFltSum -= DolbyHiFilterBuffer[nDolbyHiFltPos];
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DolbyHiFilterBuffer[nDolbyHiFltPos] = v;
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nDolbyHiFltSum += v;
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v = nDolbyHiFltSum;
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nDolbyHiFltPos++;
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nDolbyHiFltPos &= nDolbyHiFltMask;
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// Surround
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int secho = SurroundBuffer[nSurroundPos];
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SurroundBuffer[nSurroundPos] = v;
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// Delay line and remove low frequencies
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v = DolbyLoFilterDelay[nDolbyLoDlyPos]; // v = delayed signal
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DolbyLoFilterDelay[nDolbyLoDlyPos] = secho; // secho = signal
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nDolbyLoDlyPos++;
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nDolbyLoDlyPos &= 0x1F;
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nDolbyLoFltSum -= DolbyLoFilterBuffer[n];
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int tmp = secho / 64;
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DolbyLoFilterBuffer[n] = tmp;
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nDolbyLoFltSum += tmp;
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v -= nDolbyLoFltSum;
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n++;
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n &= 0x3F;
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// Add echo
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pr[0] += v;
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pr[1] -= v;
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if (++nSurroundPos >= nSurroundSize) nSurroundPos = 0;
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pr += 2;
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}
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nDolbyLoFltPos = n;
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}
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// Bass Expansion
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if (gdwSoundSetup & SNDMIX_MEGABASS)
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{
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int *px = MixSoundBuffer;
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int xba = m_nXBassDepth+1, xbamask = (1 << xba) - 1;
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int n = nXBassBufferPos;
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for (int x=count; x; x--)
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{
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nXBassSum -= XBassBuffer[n];
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int tmp0 = px[0] + px[1];
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int tmp = (tmp0 + ((tmp0 >> 31) & xbamask)) >> xba;
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XBassBuffer[n] = tmp;
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nXBassSum += tmp;
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int v = XBassDelay[nXBassDlyPos];
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XBassDelay[nXBassDlyPos] = px[0];
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px[0] = v + nXBassSum;
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v = XBassDelay[nXBassDlyPos+1];
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XBassDelay[nXBassDlyPos+1] = px[1];
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px[1] = v + nXBassSum;
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nXBassDlyPos = (nXBassDlyPos + 2) & nXBassMask;
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px += 2;
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n++;
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n &= nXBassMask;
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}
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nXBassBufferPos = n;
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}
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// Noise Reduction
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if (gdwSoundSetup & SNDMIX_NOISEREDUCTION)
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{
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int n1 = nLeftNR, n2 = nRightNR;
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int *pnr = MixSoundBuffer;
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for (int nr=count; nr; nr--)
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{
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int vnr = pnr[0] >> 1;
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pnr[0] = vnr + n1;
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n1 = vnr;
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vnr = pnr[1] >> 1;
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pnr[1] = vnr + n2;
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n2 = vnr;
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pnr += 2;
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}
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nLeftNR = n1;
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nRightNR = n2;
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}
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}
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void CSoundFile::ProcessMonoDSP(int count)
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//----------------------------------------
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{
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#ifndef NO_REVERB
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// Reverb
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if (gdwSoundSetup & SNDMIX_REVERB)
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{
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int *pr = MixSoundBuffer, rvbcount = count, *pin = MixReverbBuffer;
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do
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{
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int echo = ReverbBuffer[nReverbBufferPos] + ReverbBuffer2[nReverbBufferPos2]
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+ ReverbBuffer3[nReverbBufferPos3] + ReverbBuffer4[nReverbBufferPos4]; // echo = reverb signal
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// Delay line and remove Low Frequencies // v = original signal
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int echodly = ReverbLoFilterDelay[nReverbLoDlyPos]; // echodly = delayed signal
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ReverbLoFilterDelay[nReverbLoDlyPos] = echo >> 1;
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nReverbLoDlyPos++;
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nReverbLoDlyPos &= 0x1F;
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int n = nReverbLoFltPos;
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nReverbLoFltSum -= ReverbLoFilterBuffer[n];
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int tmp = echo / 128;
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ReverbLoFilterBuffer[n] = tmp;
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nReverbLoFltSum += tmp;
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echodly -= nReverbLoFltSum;
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nReverbLoFltPos = (n + 1) & 0x3F;
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// Reverb
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int v = pin[0] >> (nFilterAttn-1);
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*pr++ += pin[0] + echodly;
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pin++;
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v += echodly >> 2;
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ReverbBuffer3[nReverbBufferPos3] = v;
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ReverbBuffer4[nReverbBufferPos4] = v;
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v += echodly >> 4;
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v >>= 1;
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gRvbLPSum -= gRvbLowPass[gRvbLPPos];
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gRvbLPSum += v;
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gRvbLowPass[gRvbLPPos] = v;
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gRvbLPPos++;
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gRvbLPPos &= 7;
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int vlp = gRvbLPSum >> 2;
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ReverbBuffer[nReverbBufferPos] = vlp;
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ReverbBuffer2[nReverbBufferPos2] = vlp;
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if (++nReverbBufferPos >= nReverbSize) nReverbBufferPos = 0;
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if (++nReverbBufferPos2 >= nReverbSize2) nReverbBufferPos2 = 0;
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if (++nReverbBufferPos3 >= nReverbSize3) nReverbBufferPos3 = 0;
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if (++nReverbBufferPos4 >= nReverbSize4) nReverbBufferPos4 = 0;
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} while (--rvbcount);
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}
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#endif
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// Bass Expansion
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if (gdwSoundSetup & SNDMIX_MEGABASS)
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{
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int *px = MixSoundBuffer;
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int xba = m_nXBassDepth, xbamask = (1 << xba)-1;
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int n = nXBassBufferPos;
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for (int x=count; x; x--)
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{
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nXBassSum -= XBassBuffer[n];
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int tmp0 = *px;
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int tmp = (tmp0 + ((tmp0 >> 31) & xbamask)) >> xba;
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XBassBuffer[n] = tmp;
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nXBassSum += tmp;
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int v = XBassDelay[nXBassDlyPos];
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XBassDelay[nXBassDlyPos] = *px;
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*px++ = v + nXBassSum;
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nXBassDlyPos = (nXBassDlyPos + 2) & nXBassMask;
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n++;
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n &= nXBassMask;
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}
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nXBassBufferPos = n;
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}
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// Noise Reduction
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if (gdwSoundSetup & SNDMIX_NOISEREDUCTION)
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{
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int n = nLeftNR;
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int *pnr = MixSoundBuffer;
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for (int nr=count; nr; pnr++, nr--)
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{
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int vnr = *pnr >> 1;
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*pnr = vnr + n;
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n = vnr;
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}
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nLeftNR = n;
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}
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}
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/////////////////////////////////////////////////////////////////
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// Clean DSP Effects interface
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// [Reverb level 0(quiet)-100(loud)], [delay in ms, usually 40-200ms]
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BOOL CSoundFile::SetReverbParameters(UINT nDepth, UINT nDelay)
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//------------------------------------------------------------
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{
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if (nDepth > 100) nDepth = 100;
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UINT gain = nDepth / 20;
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if (gain > 4) gain = 4;
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m_nReverbDepth = 4 - gain;
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if (nDelay < 40) nDelay = 40;
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if (nDelay > 250) nDelay = 250;
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m_nReverbDelay = nDelay;
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return TRUE;
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}
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// [XBass level 0(quiet)-100(loud)], [cutoff in Hz 20-100]
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BOOL CSoundFile::SetXBassParameters(UINT nDepth, UINT nRange)
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//-----------------------------------------------------------
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{
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if (nDepth > 100) nDepth = 100;
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UINT gain = nDepth / 20;
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if (gain > 4) gain = 4;
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m_nXBassDepth = 8 - gain; // filter attenuation 1/256 .. 1/16
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UINT range = nRange / 5;
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if (range > 5) range -= 5; else range = 0;
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if (nRange > 16) nRange = 16;
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m_nXBassRange = 21 - range; // filter average on 0.5-1.6ms
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return TRUE;
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}
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// [Surround level 0(quiet)-100(heavy)] [delay in ms, usually 5-50ms]
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BOOL CSoundFile::SetSurroundParameters(UINT nDepth, UINT nDelay)
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//--------------------------------------------------------------
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{
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UINT gain = (nDepth * 16) / 100;
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if (gain > 16) gain = 16;
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if (gain < 1) gain = 1;
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m_nProLogicDepth = gain;
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if (nDelay < 4) nDelay = 4;
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if (nDelay > 50) nDelay = 50;
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m_nProLogicDelay = nDelay;
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return TRUE;
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}
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BOOL CSoundFile::SetWaveConfigEx(BOOL bSurround,BOOL bNoOverSampling,BOOL bReverb,BOOL hqido,BOOL bMegaBass,BOOL bNR,BOOL bEQ)
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//----------------------------------------------------------------------------------------------------------------------------
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{
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DWORD d = gdwSoundSetup & ~(SNDMIX_SURROUND | SNDMIX_NORESAMPLING | SNDMIX_REVERB | SNDMIX_HQRESAMPLER | SNDMIX_MEGABASS | SNDMIX_NOISEREDUCTION | SNDMIX_EQ);
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if (bSurround) d |= SNDMIX_SURROUND;
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if (bNoOverSampling) d |= SNDMIX_NORESAMPLING;
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if (bReverb) d |= SNDMIX_REVERB;
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if (hqido) d |= SNDMIX_HQRESAMPLER;
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if (bMegaBass) d |= SNDMIX_MEGABASS;
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if (bNR) d |= SNDMIX_NOISEREDUCTION;
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if (bEQ) d |= SNDMIX_EQ;
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gdwSoundSetup = d;
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InitPlayer(FALSE);
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return TRUE;
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}
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