caudio/cAudio/include/IEffectParameters.h

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// Copyright (c) 2008-2011 Raynaldo (Wildicv) Rivera, Joshua (Dark_Kilauea) Jones, Murat (wolfmanfx) Sari
// This file is part of the "cAudio Engine"
// For conditions of distribution and use, see copyright notice in cAudio.h
#pragma once
#include "cVector3.h"
#include "cAudioDefines.h"
#if CAUDIO_EFX_ENABLED == 1
namespace cAudio
{
//! Contains parameters for the EAX Reverb Effect. This effect tries to simulate how sound behaves in different environments.
struct sEAXReverbParameters
{
sEAXReverbParameters(
float density = 1.0f,
float diffusion = 1.0f,
float gain = 0.32f,
float gainHF = 0.89f,
float gainLF = 0.0f,
float decayTime = 1.49f,
float decayHFRatio = 0.83f,
float decayLFRatio = 1.0f,
float reflectionsGain = 0.05f,
float reflectionsDelay = 0.007f,
cVector3 reflectionsPan = cVector3(0.0f, 0.0f, 0.0f),
float lateReverbGain = 1.26f,
float lateReverbDelay = 0.011f,
cVector3 lateReverbPan = cVector3(0.0f, 0.0f, 0.0f),
float echoTime = 0.25f,
float echoDepth = 0.0f,
float modulationTime = 0.25f,
float modulationDepth = 0.0f,
float airAbsorptionGainHF = 0.994f,
float hFReference = 5000.0f,
float lFReference = 250.0f,
float roomRolloffFactor = 0.0f,
bool decayHFLimit = true) :
Density(density), Diffusion(diffusion), Gain(gain), GainHF(gainHF), GainLF(gainLF),
DecayTime(decayTime), DecayHFRatio(decayHFRatio), DecayLFRatio(decayLFRatio),
ReflectionsGain(reflectionsGain), ReflectionsDelay(reflectionsDelay),
ReflectionsPan(reflectionsPan), LateReverbGain(lateReverbGain),
LateReverbDelay(lateReverbDelay), LateReverbPan(lateReverbPan),
EchoTime(echoTime), EchoDepth(echoDepth),ModulationTime(modulationTime),
ModulationDepth(modulationDepth), AirAbsorptionGainHF(airAbsorptionGainHF),
HFReference(hFReference), LFReference(lFReference),
RoomRolloffFactor(roomRolloffFactor), DecayHFLimit(decayHFLimit) { }
//! Reverb Modal Density controls the coloration of the late reverb. Lowering the value adds
//! more coloration to the late reverb.
//! Range: 0.0 to 1.0
float Density;
//! The Reverb Diffusion property controls the echo density in the reverberation decay. It's set by
//! default to 1.0, which provides the highest density. Reducing diffusion gives the reverberation a
//! more "grainy" character that is especially noticeable with percussive sound sources. If you set a
//! diffusion value of 0.0, the later reverberation sounds like a succession of distinct echoes.
//! Range: 0.0 to 1.0
float Diffusion;
//! The Reverb Gain property is the master volume control for the reflected sound (both early
//! reflections and reverberation) that the reverb effect adds to all sound sources. It sets the
//! maximum amount of reflections and reverberation added to the final sound mix. The value of the
//! Reverb Gain property ranges from 1.0 (0db) (the maximum amount) to 0.0 (-100db) (no reflected
//! sound at all).
//! Range: 0.0 to 1.0
float Gain;
//! The Reverb Gain HF property further tweaks reflected sound by attenuating it at high frequencies.
//! It controls a low-pass filter that applies globally to the reflected sound of all sound sources
//! feeding the particular instance of the reverb effect. The value of the Reverb Gain HF property
//! ranges from 1.0 (0db) (no filter) to 0.0 (-100db) (virtually no reflected sound). HF Reference sets
//! the frequency at which the value of this property is measured.
//! Range: 0.0 to 1.0
float GainHF;
//! The Reverb Gain LF property further tweaks reflected sound by attenuating it at low frequencies.
//! It controls a high-pass filter that applies globally to the reflected sound of all sound sources
//! feeding the particular instance of the reverb effect. The value of the Reverb Gain LF property
//! ranges from 1.0 (0db) (no filter) to 0.0 (-100db) (virtually no reflected sound). LF Reference sets
//! the frequency at which the value of this property is measured.
//! Range: 0.0 to 1.0
float GainLF;
//! The Decay Time property sets the reverberation decay time. It ranges from 0.1 (typically a small
//! room with very dead surfaces) to 20.0 (typically a large room with very live surfaces).
//! Range: 0.1 to 20.0
float DecayTime;
//! The Decay HF Ratio property adjusts the spectral quality of the Decay Time parameter. It is the
//! ratio of high-frequency decay time relative to the time set by Decay Time. The Decay HF Ratio
//! value 1.0 is neutral: the decay time is equal for all frequencies. As Decay HF Ratio increases
//! above 1.0, the high-frequency decay time increases so it's longer than the decay time at mid
//! frequencies. You hear a more brilliant reverberation with a longer decay at high frequencies. As
//! the Decay HF Ratio value decreases below 1.0, the high-frequency decay time decreases so it's
//! shorter than the decay time of the mid frequencies. You hear a more natural reverberation.
//! Range: 0.1 to 20.0
float DecayHFRatio;
//! The Decay LF Ratio property adjusts the spectral quality of the Decay Time parameter. It is the
//! ratio of low-frequency decay time relative to the time set by Decay Time. The Decay LF Ratio
//! value 1.0 is neutral: the decay time is equal for all frequencies. As Decay LF Ratio increases
//! above 1.0, the low-frequency decay time increases so it's longer than the decay time at mid
//! frequencies. You hear a more booming reverberation with a longer decay at low frequencies. As
//! the Decay LF Ratio value decreases below 1.0, the low-frequency decay time decreases so it's
//! shorter than the decay time of the mid frequencies. You hear a more tinny reverberation.
//! Range: 0.1 to 20.0
float DecayLFRatio;
//! The Reflections Gain property controls the overall amount of initial reflections relative to the Gain
//! property. (The Gain property sets the overall amount of reflected sound: both initial reflections
//! and later reverberation.) The value of Reflections Gain ranges from a maximum of 3.16 (+10 dB)
//! to a minimum of 0.0 (-100 dB) (no initial reflections at all), and is corrected by the value of the
//! Gain property. The Reflections Gain property does not affect the subsequent reverberation decay.
//! Range: 0.0 to 3.16
float ReflectionsGain;
//! The Reflections Delay property is the amount of delay between the arrival time of the direct path
//! from the source to the first reflection from the source. It ranges from 0 to 300 milliseconds. You
//! can reduce or increase Reflections Delay to simulate closer or more distant reflective surfaces<65>
//! and therefore control the perceived size of the room.
//! Range: 0.0 to 0.3
float ReflectionsDelay;
//! The Reflections Pan property is a 3D vector that controls the spatial distribution of the cluster of
//! early reflections. The direction of this vector controls the global direction of the reflections, while
//! its magnitude controls how focused the reflections are towards this direction.
//! It is important to note that the direction of the vector is interpreted in the coordinate system of the
//! user, without taking into account the orientation of the virtual listener. For instance, assuming a
//! four-point loudspeaker playback system, setting Reflections Pan to (0, 0, 0.7) means that the
//! reflections are panned to the front speaker pair, whereas as setting of (0, 0, -0.7) pans the
//! reflections towards the rear speakers. These vectors follow the a left-handed co-ordinate system,
//! unlike OpenAL uses a right-handed co-ordinate system.
//! If the magnitude of Reflections Pan is zero (the default setting), the early reflections come evenly
//! from all directions. As the magnitude increases, the reflections become more focused in the
//! direction pointed to by the vector. A magnitude of 1.0 would represent the extreme case, where
//! all reflections come from a single direction.
cVector3 ReflectionsPan;
//! The Late Reverb Gain property controls the overall amount of later reverberation relative to the
//! Gain property. (The Gain property sets the overall amount of both initial reflections and later
//! reverberation.) The value of Late Reverb Gain ranges from a maximum of 10.0 (+20 dB) to a
//! minimum of 0.0 (-100 dB) (no late reverberation at all).
//! Range: 0.0 to 10.0
float LateReverbGain;
//! The Late Reverb Delay property defines the begin time of the late reverberation relative to the
//! time of the initial reflection (the first of the early reflections). It ranges from 0 to 100 milliseconds.
//! Reducing or increasing Late Reverb Delay is useful for simulating a smaller or larger room.
//! Range: 0.0 to 0.1
float LateReverbDelay;
//! The Late Reverb Pan property is a 3D vector that controls the spatial distribution of the late
//! reverb. The direction of this vector controls the global direction of the reverb, while its magnitude
//! controls how focused the reverb are towards this direction. The details under Reflections Pan,
//! above, also apply to Late Reverb Pan.
cVector3 LateReverbPan;
//! Echo Time controls the rate at which the cyclic echo repeats itself along the
//! reverberation decay. For example, the default setting for Echo Time is 250 ms. causing the echo
//! to occur 4 times per second. Therefore, if you were to clap your hands in this type of
//! environment, you will hear four repetitions of clap per second.
//! Range: 0.075 to 0.25
float EchoTime;
//! Echo Depth introduces a cyclic echo in the reverberation decay, which will be noticeable with
//! transient or percussive sounds. A larger value of Echo Depth will make this effect more
//! prominent.
//! Together with Reverb Diffusion, Echo Depth will control how long the echo effect will persist along
//! the reverberation decay. In a more diffuse environment, echoes will wash out more quickly after
//! the direct sound. In an environment that is less diffuse, you will be able to hear a larger number
//! of repetitions of the echo, which will wash out later in the reverberation decay. If Diffusion is set
//! to 0.0 and Echo Depth is set to 1.0, the echo will persist distinctly until the end of the
//! reverberation decay.
//! Range: 0.0 to 1.0
float EchoDepth;
//! Using these two properties below, you can create a pitch modulation in the reverberant sound. This will
//! be most noticeable applied to sources that have tonal color or pitch. You can use this to make
//! some trippy effects! Modulation Time controls the speed of the vibrato (rate of periodic changes in pitch).
//! Range: 0.004 to 4.0
float ModulationTime;
//! Modulation Depth controls the amount of pitch change. Low values of Diffusion will contribute to
//! reinforcing the perceived effect by reducing the mixing of overlapping reflections in the
//! reverberation decay.
//! Range: 0.0 to 1.0
float ModulationDepth;
//! The Air Absorption Gain HF property controls the distance-dependent attenuation at high
//! frequencies caused by the propagation medium. It applies to reflected sound only. You can use
//! Air Absorption Gain HF to simulate sound transmission through foggy air, dry air, smoky
//! atmosphere, and so on. The default value is 0.994 (-0.05 dB) per meter, which roughly
//! corresponds to typical condition of atmospheric humidity, temperature, and so on. Lowering the
//! value simulates a more absorbent medium (more humidity in the air, for example); raising the
//! value simulates a less absorbent medium (dry desert air, for example).
//! Range: 0.892 to 1.0
float AirAbsorptionGainHF;
//! The properties HF Reference and LF Reference determine respectively the frequencies at which
//! the high-frequency effects and the low-frequency effects created by EAX Reverb properties are
//! measured, for example Decay HF Ratio and Decay LF Ratio.
//! Note that it is necessary to maintain a factor of at least 10 between these two reference
//! frequencies so that low frequency and high frequency properties can be accurately controlled and
//! will produce independent effects. In other words, the LF Reference value should be less than
//! 1/10 of the HF Reference value.
//! Range: 1000.0 to 20000.0
float HFReference;
//! See HFReference.
//! Range: 20.0 to 1000.0
float LFReference;
//! The Room Rolloff Factor property is one of two methods available to attenuate the reflected
//! sound (containing both reflections and reverberation) according to source-listener distance. It's
//! defined the same way as OpenAL's Rolloff Factor, but operates on reverb sound instead of
//! direct-path sound. Setting the Room Rolloff Factor value to 1.0 specifies that the reflected sound
//! will decay by 6 dB every time the distance doubles. Any value other than 1.0 is equivalent to a
//! scaling factor applied to the quantity specified by ((Source listener distance) - (Reference
//! Distance)). Reference Distance is an OpenAL source parameter that specifies the inner border
//! for distance rolloff effects: if the source comes closer to the listener than the reference distance,
//! the direct-path sound isn't increased as the source comes closer to the listener, and neither is the
//! reflected sound.
//! The default value of Room Rolloff Factor is 0.0 because, by default, the Effects Extension reverb
//! effect naturally manages the reflected sound level automatically for each sound source to
//! simulate the natural rolloff of reflected sound vs. distance in typical rooms.
//! Range: 0.0 to 10.0
float RoomRolloffFactor;
//! When this flag is set, the high-frequency decay time automatically stays below a limit value that's
//! derived from the setting of the property Air Absorption Gain HF. This limit applies regardless of
//! the setting of the property Decay HF Ratio, and the limit doesn't affect the value of Decay HF
//! Ratio. This limit, when on, maintains a natural sounding reverberation decay by allowing you to
//! increase the value of Decay Time without the risk of getting an unnaturally long decay time at
//! high frequencies. If this flag is set to false, high-frequency decay time isn't automatically
//! limited.
bool DecayHFLimit;
};
//! Similar to the above EAX Reverb Effect, but has less features, meaning it may be better supported on lower end hardware.
struct sReverbParameters
{
sReverbParameters(
float density = 1.0f,
float diffusion = 1.0f,
float gain = 0.32f,
float gainHF = 0.89f,
float decayTime = 1.49f,
float decayHFRatio = 0.83f,
float reflectionsGain = 0.05f,
float reflectionsDelay = 0.007f,
float lateReverbGain = 1.26f,
float lateReverbDelay = 0.011f,
float airAbsorptionGainHF = 0.994f,
float roomRolloffFactor = 0.0f,
bool decayHFLimit = true) :
Density(density), Diffusion(diffusion), Gain(gain), GainHF(gainHF),
DecayTime(decayTime), DecayHFRatio(decayHFRatio),
ReflectionsGain(reflectionsGain), ReflectionsDelay(reflectionsDelay),
LateReverbGain(lateReverbGain), LateReverbDelay(lateReverbDelay),
AirAbsorptionGainHF(airAbsorptionGainHF), RoomRolloffFactor(roomRolloffFactor),
DecayHFLimit(decayHFLimit) { }
//! Reverb Modal Density controls the coloration of the late reverb. Lowering the value adds more
//! coloration to the late reverb.
//! Range: 0.0 to 1.0
float Density;
//! The Reverb Diffusion property controls the echo density in the reverberation decay. It's set by
//! default to 1.0, which provides the highest density. Reducing diffusion gives the reverberation a
//! more "grainy" character that is especially noticeable with percussive sound sources. If you set a
//! diffusion value of 0.0, the later reverberation sounds like a succession of distinct echoes.
//! Range: 0.0 to 1.0
float Diffusion;
//! The Reverb Gain property is the master volume control for the reflected sound (both early
//! reflections and reverberation) that the reverb effect adds to all sound sources. It sets the
//! maximum amount of reflections and reverberation added to the final sound mix. The value of the
//! Reverb Gain property ranges from 1.0 (0db) (the maximum amount) to 0.0 (-100db) (no reflected
//! sound at all).
//! Range: 0.0 to 1.0
float Gain;
//! The Reverb Gain HF property further tweaks reflected sound by attenuating it at high frequencies.
//! It controls a low-pass filter that applies globally to the reflected sound of all sound sources
//! feeding the particular instance of the reverb effect. The value of the Reverb Gain HF property
//! ranges from 1.0 (0db) (no filter) to 0.0 (-100db) (virtually no reflected sound).
//! Range: 0.0 to 1.0
float GainHF;
//! The Decay Time property sets the reverberation decay time. It ranges from 0.1 (typically a small
//! room with very dead surfaces) to 20.0 (typically a large room with very live surfaces).
//! Range: 0.1 to 20.0
float DecayTime;
//! The Decay HF Ratio property sets the spectral quality of the Decay Time parameter. It is the
//! ratio of high-frequency decay time relative to the time set by Decay Time. The Decay HF Ratio
//! value 1.0 is neutral: the decay time is equal for all frequencies. As Decay HF Ratio increases
//! above 1.0, the high-frequency decay time increases so it's longer than the decay time at low
//! frequencies. You hear a more brilliant reverberation with a longer decay at high frequencies. As
//! the Decay HF Ratio value decreases below 1.0, the high-frequency decay time decreases so it's
//! shorter than the decay time of the low frequencies. You hear a more natural reverberation.
//! Range: 0.1 to 2.0
float DecayHFRatio;
//! The Reflections Gain property controls the overall amount of initial reflections relative to the Gain
//! property. (The Gain property sets the overall amount of reflected sound: both initial reflections
//! and later reverberation.) The value of Reflections Gain ranges from a maximum of 3.16 (+10 dB)
//! to a minimum of 0.0 (-100 dB) (no initial reflections at all), and is corrected by the value of the
//! Gain property. The Reflections Gain property does not affect the subsequent reverberation
//! decay.
//! Range: 0.0 to 3.16
float ReflectionsGain;
//! The Reflections Delay property is the amount of delay between the arrival time of the direct path
//! from the source to the first reflection from the source. It ranges from 0 to 300 milliseconds. You
//! can reduce or increase Reflections Delay to simulate closer or more distant reflective surfaces<65>
//! and therefore control the perceived size of the room.
//! Range: 0.0 to 0.3
float ReflectionsDelay;
//! The Late Reverb Gain property controls the overall amount of later reverberation relative to the
//! Gain property. (The Gain property sets the overall amount of both initial reflections and later
//! reverberation.) The value of Late Reverb Gain ranges from a maximum of 10.0 (+20 dB) to a
//! minimum of 0.0 (-100 dB) (no late reverberation at all).
//! Range: 0.0 to 10.0
float LateReverbGain;
//! The Late Reverb Delay property defines the begin time of the late reverberation relative to the
//! time of the initial reflection (the first of the early reflections). It ranges from 0 to 100 milliseconds.
//! Reducing or increasing Late Reverb Delay is useful for simulating a smaller or larger room.
//! Range: 0.0 to 0.1
float LateReverbDelay;
//! The Air Absorption Gain HF property controls the distance-dependent attenuation at high
//! frequencies caused by the propagation medium. It applies to reflected sound only. You can use
//! Air Absorption Gain HF to simulate sound transmission through foggy air, dry air, smoky
//! atmosphere, and so on. The default value is 0.994 (-0.05 dB) per meter, which roughly
//! corresponds to typical condition of atmospheric humidity, temperature, and so on. Lowering the
//! value simulates a more absorbent medium (more humidity in the air, for example); raising the
//! value simulates a less absorbent medium (dry desert air, for example).
//! Range: 0.892 to 1.0
float AirAbsorptionGainHF;
//! The Room Rolloff Factor property is one of two methods available to attenuate the reflected
//! sound (containing both reflections and reverberation) according to source-listener distance. It's
//! defined the same way as OpenAL's Rolloff Factor, but operates on reverb sound instead of
//! direct-path sound. Setting the Room Rolloff Factor value to 1.0 specifies that the reflected sound
//! will decay by 6 dB every time the distance doubles. Any value other than 1.0 is equivalent to a
//! scaling factor applied to the quantity specified by ((Source listener distance) - (Reference
//! Distance)). Reference Distance is an OpenAL source parameter that specifies the inner border
//! for distance rolloff effects: if the source comes closer to the listener than the reference distance,
//! the direct-path sound isn't increased as the source comes closer to the listener, and neither is the
//! reflected sound.
//! The default value of Room Rolloff Factor is 0.0 because, by default, the Effects Extension reverb
//! effect naturally manages the reflected sound level automatically for each sound source to
//! simulate the natural rolloff of reflected sound vs. distance in typical rooms.
//! Range: 0.0 to 10.0
float RoomRolloffFactor;
//! When this flag is set, the high-frequency decay time automatically stays below a limit value that's
//! derived from the setting of the property Air Absorption Gain HF. This limit applies regardless of
//! the setting of the property Decay HF Ratio, and the limit doesn't affect the value of Decay HF
//! Ratio. This limit, when on, maintains a natural sounding reverberation decay by allowing you to
//! increase the value of Decay Time without the risk of getting an unnaturally long decay time at
//! high frequencies. If this flag is set to false, high-frequency decay time isn't automatically
//! limited.
bool DecayHFLimit;
};
//! The chorus effect essentially replays the input audio accompanied by another slightly delayed version of the signal, creating a "doubling" effect.
struct sChorusParameters
{
enum ChorusWaveform
{
ECW_SINUSOID,
ECW_TRIANGLE,
ECW_COUNT
};
sChorusParameters(
ChorusWaveform waveform = ECW_TRIANGLE,
int phase = 90,
float rate = 1.1f,
float depth = 0.1f,
float feedback = 0.25f,
float delay = 0.016f) :
Waveform(waveform), Phase(phase), Rate(rate), Depth(depth), Feedback(feedback),
Delay(delay) { }
//! This property sets the waveform shape of the LFO that controls the delay time of the delayed signals.
ChorusWaveform Waveform;
//! This property controls the phase difference between the left and right LFO's. At zero degrees the
//! two LFOs are synchronized. Use this parameter to create the illusion of an expanded stereo field
//! of the output signal.
//! Range: -180 to 180
int Phase;
//! This property sets the modulation rate of the LFO that controls the delay time of the delayed signals.
//! Range: 0.0 to 10.0
float Rate;
//! This property controls the amount by which the delay time is modulated by the LFO.
//! Range: 0.0 to 1.0
float Depth;
//! This property controls the amount of processed signal that is fed back to the input of the chorus
//! effect. Negative values will reverse the phase of the feedback signal. At full magnitude the
//! identical sample will repeat endlessly. At lower magnitudes the sample will repeat and fade out
//! over time. Use this parameter to create a "cascading" chorus effect.
//! Range: -1.0 to 1.0
float Feedback;
//! This property controls the average amount of time the sample is delayed before it is played back,
//! and with feedback, the amount of time between iterations of the sample. Larger values lower the
//! pitch. Smaller values make the chorus sound like a flanger, but with different frequency
//! characteristics.
//! Range: 0.0 to 0.016
float Delay;
};
//! The distortion effect simulates turning up (overdriving) the gain stage on a guitar amplifier or adding a distortion pedal to an instrument's output.
struct sDistortionParameters
{
sDistortionParameters(
float edge = 0.2f,
float gain = 0.05f,
float lowpassCutoff = 8000.0f,
float eqCenter = 3600.0f,
float eqBandwidth = 3600.0f) :
Edge(edge), Gain(gain), LowpassCutoff(lowpassCutoff), EqCenter(eqCenter),
EqBandwidth(eqBandwidth) { }
//! This property controls the shape of the distortion. The higher the value for Edge, the "dirtier" and "fuzzier" the effect.
//! Range: 0.0 to 1.0
float Edge;
//! This property allows you to attenuate the distorted sound.
//! Range: 0.01 to 1.0
float Gain;
//! Input signal can have a low pass filter applied, to limit the amount of high frequency signal feeding into the distortion effect.
//! Range: 80.0 to 24000.0
float LowpassCutoff;
//! This property controls the frequency at which the post-distortion attenuation (Gain) is active.
//! Range: 80.0 to 24000.0
float EqCenter;
//! This property controls the bandwidth of the post-distortion attenuation.
//! Range: 80.0 to 24000.0
float EqBandwidth;
};
//! The echo effect generates discrete, delayed instances of the input signal.
struct sEchoParameters
{
sEchoParameters(
float delay = 0.1f,
float lRDelay = 0.1f,
float damping = 0.5f,
float feedback = 0.5f,
float spread = -1.0f) :
Delay(delay), LRDelay(lRDelay), Damping(damping), Feedback(feedback),
Spread(spread) { }
//! This property controls the delay between the original sound and the first "tap", or echo instance.
//! Range: 0.0 to 0.207
float Delay;
//! This property controls the delay between the first "tap" and the second "tap".
//! Range: 0.0 to 0.404
float LRDelay;
//! This property controls the amount of high frequency damping applied to each echo. As the sound
//! is subsequently fed back for further echoes, damping results in an echo which progressively gets
//! softer in tone as well as intensity.
//! Range: 0.0 to 0.99
float Damping;
//! This property controls the amount of feedback the output signal fed back into the input. Use this
//! parameter to create "cascading" echoes. At full magnitude, the identical sample will repeat
//! endlessly. Below full magnitude, the sample will repeat and fade.
//! Range: 0.0 to 1.0
float Feedback;
//! This property controls how hard panned the individual echoes are. With a value of 1.0, the first
//! "tap" will be panned hard left, and the second "tap" hard right. A value of -1.0 gives the opposite
//! result. Settings nearer to 0.0 result in less emphasized panning.
//! Range: -1.0 to 1.0
float Spread;
};
//! The flanger effect creates a "tearing" or "whooshing" sound (like a jet flying overhead).
struct sFlangerParameters
{
enum FlangerWaveform
{
EFW_SINUSOID,
EFW_TRIANGLE,
EFW_COUNT
};
sFlangerParameters(
FlangerWaveform waveform = EFW_TRIANGLE,
int phase = 0,
float rate = 0.27f,
float depth = 1.0f,
float feedback = -0.5f,
float delay = 0.002f) :
Waveform(waveform), Phase(phase), Rate(rate), Depth(depth), Feedback(feedback),
Delay(delay) { }
//! Selects the shape of the LFO waveform that controls the amount of the delay of the sampled signal.
FlangerWaveform Waveform;
//! This changes the phase difference between the left and right LFO's. At zero degrees the two LFOs are synchronized.
//! Range: -180 to 180
int Phase;
//! The number of times per second the LFO controlling the amount of delay repeats. Higher values increase the pitch modulation.
//! Range: 0.0 to 10.0
float Rate;
//! The ratio by which the delay time is modulated by the LFO. Use this parameter to increase the pitch modulation.
//! Range: 0.0 to 1.0
float Depth;
//! This is the amount of the output signal level fed back into the effect's input.
//! A negative value will reverse the phase of the feedback signal. Use this parameter
//! to create an "intense metallic" effect. At full magnitude, the identical sample will
//! repeat endlessly. At less than full magnitude, the sample will repeat and fade out over time.
//! Range: -1.0 to 1.0
float Feedback;
//! The average amount of time the sample is delayed before it is played back; with feedback, the amount of time between iterations of the sample.
//! Range: 0.0 to 0.004
float Delay;
};
//! The frequency shifter is a single-sideband modulator, which translates all the component frequencies of the input signal by an equal amount.
struct sFrequencyShiftParameters
{
enum ShiftDirection
{
ESD_DOWN,
ESD_UP,
ESD_OFF,
ESD_COUNT
};
sFrequencyShiftParameters(
float frequency = 0.0f,
ShiftDirection left = ESD_DOWN,
ShiftDirection right = ESD_DOWN) :
Frequency(frequency), Left(left), Right(right) { }
//! This is the carrier frequency. For carrier frequencies below the audible range, the singlesideband
//! modulator may produce phaser effects, spatial effects or a slight pitch-shift. As the
//! carrier frequency increases, the timbre of the sound is affected; a piano or guitar note becomes
//! like a bell's chime, and a human voice sounds extraterrestrial!
//! Range: 0.0 to 24000.0
float Frequency;
//! These select which internal signals are added together to produce the output. Different
//! combinations of values will produce slightly different tonal and spatial effects.
ShiftDirection Left;
//! These select which internal signals are added together to produce the output. Different
//! combinations of values will produce slightly different tonal and spatial effects.
ShiftDirection Right;
};
//! The vocal morpher consists of a pair of 4-band formant filters, used to impose vocal tract effects upon the input signal.
struct sVocalMorpherParameters
{
enum MorpherPhoneme
{
EMP_A,
EMP_E,
EMP_I,
EMP_O,
EMP_U,
EMP_AA,
EMP_AE,
EMP_AH,
EMP_AO,
EMP_EH,
EMP_ER,
EMP_IH,
EMP_IY,
EMP_UH,
EMP_UW,
EMP_B,
EMP_D,
EMP_F,
EMP_G,
EMP_J,
EMP_K,
EMP_L,
EMP_M,
EMP_N,
EMP_P,
EMP_R,
EMP_S,
EMP_T,
EMP_V,
EMP_Z,
ESD_COUNT
};
enum MorpherWaveform
{
EMW_SINUSOID,
EMW_TRIANGLE,
EMW_SAW,
EMW_COUNT
};
sVocalMorpherParameters(
MorpherPhoneme phonemeA = EMP_A,
MorpherPhoneme phonemeB = EMP_ER,
int phonemeACoarseTune = 0,
int phonemeBCoarseTune = 0,
MorpherWaveform waveform = EMW_SINUSOID,
float rate = 1.41f) :
PhonemeA(phonemeA), PhonemeB(phonemeB), PhonemeACoarseTune(phonemeACoarseTune),
PhonemeBCoarseTune(phonemeBCoarseTune), Waveform(waveform), Rate(rate) { }
//! If both parameters are set to the same phoneme, that determines the filtering effect that will be
//! heard. If these two parameters are set to different phonemes, the filtering effect will morph
//! between the two settings at a rate specified by Rate.
MorpherPhoneme PhonemeA;
//! If both parameters are set to the same phoneme, that determines the filtering effect that will be
//! heard. If these two parameters are set to different phonemes, the filtering effect will morph
//! between the two settings at a rate specified by Rate.
MorpherPhoneme PhonemeB;
//! This is used to adjust the pitch of phoneme filter A in 1-semitone increments.
//! Range: -24 to 24
int PhonemeACoarseTune;
//! This is used to adjust the pitch of phoneme filter B in 1-semitone increments.
//! Range: -24 to 24
int PhonemeBCoarseTune;
//! This controls the shape of the low-frequency oscillator used to morph between the two phoneme filters.
MorpherWaveform Waveform;
//! This controls the frequency of the low-frequency oscillator used to morph between the two phoneme filters.
//! Range: 0.0 to 10.0
float Rate;
};
//! The pitch shifter applies time-invariant pitch shifting to the input signal, over a one octave range and controllable at a semi-tone and cent resolution.
struct sPitchShifterParameters
{
sPitchShifterParameters(
int coarseTune = 12,
int fineTune = 0) :
CoarseTune(coarseTune), FineTune(fineTune) { }
//! This sets the number of semitones by which the pitch is shifted. There are 12 semitones per
//! octave. Negative values create a downwards shift in pitch, positive values pitch the sound
//! upwards.
//! Range: -12 to 12
int CoarseTune;
//! This sets the number of cents between Semitones a pitch is shifted. A Cent is 1/100th of a
//! Semitone. Negative values create a downwards shift in pitch, positive values pitch the sound
//! upwards.
//! Range: -50 to 50
int FineTune;
};
//! The ring modulator multiplies an input signal by a carrier signal in the time domain, resulting in tremolo or inharmonic effects.
struct sRingModulatorParameters
{
enum ModulatorWaveform
{
EMW_SINUSOID,
EMW_SAW,
EMW_SQUARE,
EMW_COUNT
};
sRingModulatorParameters(
float frequency = 440.0f,
float highPassCutoff = 800.0f,
ModulatorWaveform waveform = EMW_SINUSOID) :
Frequency(frequency), HighPassCutoff(highPassCutoff), Waveform(waveform) { }
//! This is the frequency of the carrier signal. If the carrier signal is slowly varying (less than 20 Hz),
//! the result is a tremolo (slow amplitude variation) effect. If the carrier signal is in the audio range,
//! audible upper and lower sidebands begin to appear, causing an inharmonic effect. The carrier
//! signal itself is not heard in the output.
//! Range: 0.0 to 8000.0
float Frequency;
//! This controls the cutoff frequency at which the input signal is high-pass filtered before being ring
//! modulated. If the cutoff frequency is 0, the entire signal will be ring modulated. If the cutoff
//! frequency is high, very little of the signal (only those parts above the cutoff) will be ring
//! modulated.
//! Range: 0.0 to 24000.0
float HighPassCutoff;
//! This controls which waveform is used as the carrier signal. Traditional ring modulator and
//! tremolo effects generally use a sinusoidal carrier. Sawtooth and square waveforms are may
//! cause unpleasant aliasing.
ModulatorWaveform Waveform;
};
//! The Auto-wah effect emulates the sound of a wah-wah pedal used with an electric guitar, or a mute on a brass instrument.
struct sAutowahParameters
{
sAutowahParameters(
float attackTime = 0.06f,
float releaseTime = 0.06f,
float resonance = 1000.0f,
float peakGain = 11.22f) :
AttackTime(attackTime), ReleaseTime(releaseTime), Resonance(resonance),
PeakGain(peakGain) { }
//! This property controls the time the filtering effect takes to sweep from minimum to maximum center frequency when it is triggered by input signal.
//! Range: 0.0001 to 1.0
float AttackTime;
//! This property controls the time the filtering effect takes to sweep from maximum back to base center frequency, when the input signal ends.
//! Range: 0.0001 to 1.0
float ReleaseTime;
//! This property controls the resonant peak, sometimes known as emphasis or Q, of the auto-wah
//! band-pass filter. Resonance occurs when the effect boosts the frequency content of the sound
//! around the point at which the filter is working. A high value promotes a highly resonant, sharp
//! sounding effect.
//! Range: 2.0 to 1000.0
float Resonance;
//! This property controls the input signal level at which the band-pass filter will be fully opened.
//! Range: 0.00003 to 31621.0
float PeakGain;
};
//! The Automatic Gain Control effect performs the same task as a studio compressor, evening out the audio dynamic range of an input sound.
struct sCompressorParameters
{
sCompressorParameters(
bool active = true) :
Active(active) { }
//! The Compressor can only be switched on and off <20> it cannot be adjusted.
bool Active;
};
//! The OpenAL Effects Extension EQ is very flexible, providing tonal control over four different adjustable frequency ranges.
struct sEqualizerParameters
{
sEqualizerParameters(
float lowGain = 1.0f,
float lowCutoff = 200.0f,
float mid1Gain = 1.0f,
float mid1Center = 500.0f,
float mid1Width = 1.0f,
float mid2Gain = 1.0f,
float mid2Center = 3000.0f,
float mid2Width = 1.0f,
float highGain = 1.0f,
float highCutoff = 6000.0f) :
LowGain(lowGain), LowCutoff(lowCutoff), Mid1Gain(mid1Gain),
Mid1Center(mid1Center), Mid1Width(mid1Width), Mid2Gain(mid2Gain),
Mid2Center(mid2Center), Mid2Width(mid2Width), HighGain(highGain),
HighCutoff(highCutoff) { }
//! This property controls amount of cut or boost on the low frequency range.
//! Range: 0.126 to 7.943
float LowGain;
//! This property controls the low frequency below which signal will be cut off.
//! Range: 50.0 to 800.0
float LowCutoff;
//! This property allows you to cut / boost signal on the "mid1" range.
//! Range: 0.126 to 7.943
float Mid1Gain;
//! This property sets the center frequency for the "mid1" range.
//! Range: 200.0 to 3000.0
float Mid1Center;
//! This property controls the width of the "mid1" range.
//! Range: 0.01 to 1.0
float Mid1Width;
//! This property allows you to cut / boost signal on the "mid2" range.
//! Range: 0.126 to 7.943
float Mid2Gain;
//! This property sets the center frequency for the "mid2" range.
//! Range: 1000.0 to 8000.0
float Mid2Center;
//! This property controls the width of the "mid2" range.
//! Range: 0.01 to 1.0
float Mid2Width;
//! This property allows you to cut / boost the signal at high frequencies.
//! Range: 0.126 to 7.943
float HighGain;
//! This property controls the high frequency above which signal will be cut off.
//! Range: 4000.0 to 16000.0
float HighCutoff;
};
};
#endif