The volume keys wanted a partner, and the bass trim could not be one as it stood: it scaled the sample data as it loaded, so by the time anyone pressed a key the audio was already sitting in OpenAL buffers and nothing short of a restart would move it. So the trim is now a per-zone gain applied in the mix instead. Each buffer's depth - how much of the low band it occupies - is still worked out once at load from its playback rate, but the trim itself is read every frame, which is what lets Home and End move it while sounds are playing. It is the better form regardless: no rewriting of sample data, and no quantisation on top of audio that has already been through one gain stage. Home raises, End lowers, in steps of 0.05, and the setting is written to bass.cfg beside the exe exactly as the volume writes volume.cfg. Together with PageUp and PageDown that is the amplifier and the crossover the cabinets had in hardware and a desktop does not. Builds clean, runs, and neither knob fires unprompted. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
174 lines
4.4 KiB
C++
174 lines
4.4 KiB
C++
#pragma once
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#include "..\munga\objstrm.h"
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#include "..\munga\entity.h"
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#include "..\munga\audio.h"
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#include "openal/al.h"
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ALuint AL_getBuffer(int index);
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extern ALuint *g_buffers;
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extern int g_numBuffers;
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//
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// RP412AUDIOBASS low-band trim, stepped live by the Home/End keys. Applied as
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// a per-zone gain in the mix; see the comment block in L4AUDRES.cpp for why it
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// lives here and not in EFX.
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//
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void RPBassTrimInitialize();
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void RPBassTrimStep(int direction);
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float RPBassTrim();
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float RPBufferBassGain(int buffer_index);
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//class AudioHardware;
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//##########################################################################
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//###################### AudioObjectStream ###########################
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//##########################################################################
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class AudioObjectStream:
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public PlugStream
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction and testing
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//
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public:
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AudioObjectStream();
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AudioObjectStream(
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ResourceDescription *resource_description,
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Entity *entity
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);
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~AudioObjectStream();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Implementations
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//
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private:
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RegisteredClass*
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MakeObjectImplementation(Enumeration class_ID);
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void
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CreatedObjectImplementation(
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RegisteredClass *object,
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ObjectID object_ID
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);
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void
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BuildFromPageImplementation(
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NameList *entry_list,
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Enumeration class_ID,
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ObjectID object_ID
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);
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void
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BuiltFromPageImplementation(
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Enumeration class_ID,
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ObjectID object_ID,
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const CString &object_name_string
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private data
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//
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private:
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Entity *entity;
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};
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//##########################################################################
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//#################### L4AudioResourceManager ########################
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//##########################################################################
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class L4AudioResourceManager:
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public Node
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction, Testing
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//
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public:
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L4AudioResourceManager();
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~L4AudioResourceManager();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Static audio object methods
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//
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public:
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//
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//--------------------------------------------------------------------
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// PreloadResources
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//--------------------------------------------------------------------
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//
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void
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PreloadResources(
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NotationFile *notation_file
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);
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//
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//--------------------------------------------------------------------
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// UnloadResources
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//--------------------------------------------------------------------
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//
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void
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UnloadResources(
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Static audio object methods - tool support
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//
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public:
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//
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//--------------------------------------------------------------------
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// CreateStaticAudioStreamResource
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//--------------------------------------------------------------------
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//
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static ResourceDescription::ResourceID
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CreateStaticAudioStreamResource(
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ResourceFile *resource_file
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Dynamic audio object methods
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//
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public:
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//
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//--------------------------------------------------------------------
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// CreateEntityAudioObjects
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//--------------------------------------------------------------------
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//
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void
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CreateEntityAudioObjects(
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Entity *entity,
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AudioRepresentation audio_representation
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);
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//
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//--------------------------------------------------------------------
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// DestroyEntityAudioObjects
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//--------------------------------------------------------------------
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//
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void
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DestroyEntityAudioObjects(Entity *entity);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Dynamic audio object methods - tool support
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//
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public:
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//
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//--------------------------------------------------------------------
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// CreateModelAudioStreamResource
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//--------------------------------------------------------------------
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//
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static ResourceDescription::ResourceID
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CreateModelAudioStreamResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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};
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