📄 x3daudio.pas
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//--------------<D-A-T-A---T-Y-P-E-S>---------------------------------------//
type
// primitive types
//typedef INT_PTR
NWORD = INT_PTR; // natural machine word, bytesize platform specific
{$EXTERNALSYM NWORD}
UNWORD = UINT_PTR; // unsigned natural machine word, bytesize platform specific
{$EXTERNALSYM UNWORD}
FLOAT32 = Single; // 32-bit IEEE float
{$EXTERNALSYM FLOAT32}
X3DAUDIO_VECTOR = TD3DVector; // float 3D vector
{$EXTERNALSYM X3DAUDIO_VECTOR}
TX3DAudioVector = TD3DVector; // float 3D vector
// instance handle to precalculated constants
X3DAUDIO_HANDLE = array[0..X3DAUDIO_HANDLE_BYTESIZE-1] of Byte;
{$EXTERNALSYM X3DAUDIO_HANDLE}
TX3DAudioHandle = X3DAUDIO_HANDLE;
{$NODEFINE TX3DAudioHandle}
{$HPPEMIT 'typedef X3DAUDIO_HANDLE TX3DAudioHandle'}
// Distance curve point:
// Defines a DSP setting at a given normalized distance.
PX3DAudioDistanceCurvePoint = ^TX3DAudioDistanceCurvePoint;
X3DAUDIO_DISTANCE_CURVE_POINT = record
Distance: FLOAT32; // normalized distance, must be within [0.0f, 1.0f]
DSPSetting: FLOAT32; // DSP control setting
end;
{$EXTERNALSYM X3DAUDIO_DISTANCE_CURVE_POINT}
TX3DAudioDistanceCurvePoint = X3DAUDIO_DISTANCE_CURVE_POINT;
// Distance curve:
// A piecewise curve made up of linear segments used to
// define DSP behaviour with respect to normalized distance.
//
// Note that curve point distances are normalized within [0.0f, 1.0f].
// X3DAUDIO_EMITTER.CurveDistanceScaler must be used to scale the
// normalized distances to user-defined world units.
// For distances beyond CurveDistanceScaler * 1.0f,
// pPoints[PointCount-1].DSPSetting is used as the DSP setting.
//
// All distance curve spans must be such that:
// pPoints[k-1].DSPSetting + ((pPoints[k].DSPSetting-pPoints[k-1].DSPSetting) / (pPoints[k].Distance-pPoints[k-1].Distance)) * (pPoints[k].Distance-pPoints[k-1].Distance) != NAN or infinite values
// For all points in the distance curve where 1 <= k < PointCount.
PX3DAudioDistanceCurve = ^TX3DAudioDistanceCurve;
X3DAUDIO_DISTANCE_CURVE = record
pPoints: PX3DAudioDistanceCurvePoint; // distance curve point array, must have at least PointCount elements with no duplicates and be sorted in ascending order with respect to Distance
PointCount: LongWord; // number of distance curve points, must be >= 2 as all distance curves must have at least two endpoints, defining DSP settings at 0.0f and 1.0f normalized distance
end;
{$EXTERNALSYM X3DAUDIO_DISTANCE_CURVE}
TX3DAudioDistanceCurve = X3DAUDIO_DISTANCE_CURVE;
const
X3DAudioDefault_LinearCurvePoints: array[0..1] of TX3DAudioDistanceCurvePoint = (
(Distance: 0.0; DSPSetting: 1.0),
(Distance: 1.0; DSPSetting: 0.0) );
{$EXTERNALSYM X3DAudioDefault_LinearCurvePoints}
X3DAudioDefault_LinearCurve: TX3DAudioDistanceCurve = ( pPoints: @X3DAudioDefault_LinearCurvePoints[0]; PointCount: 2 );
{$EXTERNALSYM X3DAudioDefault_LinearCurve}
type
// Cone:
// Specifies directionality for a single-channel emitter by
// scaling DSP behaviour with respect to the emitter's front orientation.
// This is modeled using two sound cones: an inner cone and an outer cone.
// On/within the inner cone, DSP settings are scaled by the inner values.
// On/beyond the outer cone, DSP settings are scaled by the outer values.
// If on both the cones, DSP settings are scaled by the inner values only.
// Between the two cones, the scaler is linearly interpolated between the
// inner and outer values. Set both cone angles to 0 or X3DAUDIO_2PI for
// omnidirectionality using only the outer or inner values respectively.
PX3DAudioCone = ^TX3DAudioCone;
X3DAUDIO_CONE = record
InnerAngle: FLOAT32; // inner cone angle in radians, must be within [0.0f, X3DAUDIO_2PI]
OuterAngle: FLOAT32; // outer cone angle in radians, must be within [InnerAngle, X3DAUDIO_2PI]
InnerVolume: FLOAT32; // volume level scaler on/within inner cone, used only for matrix calculations, must be within [0.0f, 2.0f] when used
OuterVolume: FLOAT32; // volume level scaler on/beyond outer cone, used only for matrix calculations, must be within [0.0f, 2.0f] when used
InnerLPF: FLOAT32; // LPF (both direct and reverb paths) coefficient scaler on/within inner cone, used only for LPF (both direct and reverb paths) calculations, must be within [0.0f, 1.0f] when used
OuterLPF: FLOAT32; // LPF (both direct and reverb paths) coefficient scaler on/beyond outer cone, used only for LPF (both direct and reverb paths) calculations, must be within [0.0f, 1.0f] when used
InnerReverb: FLOAT32; // reverb send level scaler on/within inner cone, used only for reverb calculations, must be within [0.0f, 2.0f] when used
OuterReverb: FLOAT32; // reverb send level scaler on/beyond outer cone, used only for reverb calculations, must be within [0.0f, 2.0f] when used
end;
{$EXTERNALSYM X3DAUDIO_CONE}
TX3DAudioCone = X3DAUDIO_CONE;
const
X3DAudioDefault_DirectionalCone: TX3DAudioCone = (
InnerAngle: X3DAUDIO_PI/2; OuterAngle: X3DAUDIO_PI;
InnerVolume: 1.0; OuterVolume: 0.708;
InnerLPF: 1.0; OuterLPF: 0.75;
InnerReverb: 0.708; OuterReverb: 1.0 );
{$EXTERNALSYM X3DAudioDefault_DirectionalCone}
type
// Listener:
// Defines a point of 3D audio reception.
PX3DAudioListener = ^TX3DAudioListener;
X3DAUDIO_LISTENER = record
OrientFront: TX3DAudioVector; // orientation of front direction, used only for matrix and delay calculations, must be orthonormal with OrientTop when used
OrientTop: TX3DAudioVector; // orientation of top direction, used only for matrix and delay calculations, must be orthonormal with OrientFront when used
Position: TX3DAudioVector; // position in user-defined world units, does not affect Velocity
Velocity: TX3DAudioVector; // velocity vector in user-defined world units/second, used only for doppler calculations, does not affect Position
end;
{$EXTERNALSYM X3DAUDIO_LISTENER}
TX3DAudioListener = X3DAUDIO_LISTENER;
// Emitter:
// Defines a 3D audio source, divided into two classifications:
//
// Single-point -- For use with single-channel sounds.
// Positioned at the emitter base, i.e. the channel radius
// and azimuth are ignored if the number of channels == 1.
//
// May be omnidirectional or directional using a cone.
// The cone originates from the emitter base position,
// and is directed by the emitter's front orientation.
//
// Multi-point -- For use with multi-channel sounds.
// Each non-LFE channel is positioned using an
// azimuth along the channel radius with respect to the
// front orientation vector in the plane orthogonal to the
// top orientation vector. An azimuth of X3DAUDIO_2PI
// specifies a channel is a LFE. Such channels are
// positioned at the emitter base and are calculated
// with respect to pLFECurve only, never pVolumeCurve.
//
// Multi-point emitters are always omnidirectional,
// i.e. the cone is ignored if the number of channels > 1.
//
// Note that many properties are shared among all channel points,
// locking certain behaviour with respect to the emitter base position.
// For example, doppler shift is always calculated with respect to the
// emitter base position and so is constant for all its channel points.
// Distance curve calculations are also with respect to the emitter base
// position, with the curves being calculated independently of each other.
// For instance, volume and LFE calculations do not affect one another.
PX3DAudioEmitter = ^TX3DAudioEmitter;
X3DAUDIO_EMITTER = record
pCone: PX3DAudioCone; // sound cone, used only with single-channel emitters for matrix, LPF (both direct and reverb paths), and reverb calculations, NULL specifies omnidirectionality
OrientFront: TX3DAudioVector; // orientation of front direction, used only for emitter angle calculations or with multi-channel emitters for matrix calculations or single-channel emitters with cones for matrix, LPF (both direct and reverb paths), and reverb calculations, must be normalized when used
OrientTop: TX3DAudioVector; // orientation of top direction, used only with multi-channel emitters for matrix calculations, must be orthonormal with OrientFront when used
Position: TX3DAudioVector; // position in user-defined world units, does not affect Velocity
Velocity: TX3DAudioVector; // velocity vector in user-defined world units/second, used only for doppler calculations, does not affect Position
ChannelCount: LongWord; // number of sound channels, must be > 0
ChannelRadius: FLOAT32; // channel radius, used only with multi-channel emitters for matrix calculations, must be >= 0.0f when used
pChannelAzimuths: PSingle; // channel azimuth array, used only with multi-channel emitters for matrix calculations, contains positions of each channel expressed in radians along the channel radius with respect to the front orientation vector in the plane orthogonal to the top orientation vector, or X3DAUDIO_2PI to specify a LFE channel, must have at least ChannelCount elements, all within [0.0f, X3DAUDIO_2PI] when used
pVolumeCurve: PX3DAudioDistanceCurve; // volume level distance curve, used only for matrix calculations, NULL specifies a default curve that conforms to the inverse square law with distances <= 1.0f clamped to no attenuation, CurveDistanceScaler is ignored when this parameter is NULL
pLFECurve: PX3DAudioDistanceCurve; // LFE level distance curve, used only for matrix calculations, NULL specifies a default curve that conforms to the inverse square law with distances <= 1.0f clamped to no attenuation, CurveDistanceScaler is ignored when this parameters is NULL
pLPFDirectCurve: PX3DAudioDistanceCurve; // LPF direct-path coefficient distance curve, used only for LPF direct-path calculations, NULL specifies the default curve: [0.0f,1.0f], [1.0f,0.75f]
pLPFReverbCurve: PX3DAudioDistanceCurve; // LPF reverb-path coefficient distance curve, used only for LPF reverb-path calculations, NULL specifies the default curve: [0.0f,0.75f], [1.0f,0.75f]
pReverbCurve: PX3DAudioDistanceCurve; // reverb send level distance curve, used only for reverb calculations, NULL specifies the default curve: [0.0f,1.0f], [1.0f,0.0f]
CurveDistanceScaler: FLOAT32; // curve distance scaler, used to scale normalized distance curves to user-defined world units and/or exaggerate their effect, does not affect any other calculations, must be within [FLT_MIN, FLT_MAX] when used
DopplerScaler: FLOAT32; // doppler shift scaler, used to exaggerate doppler shift effect, does not affect any other calculations, must be within [0.0f, FLT_MAX] when used
end;
{$EXTERNALSYM X3DAUDIO_EMITTER}
TX3DAudioEmitter = X3DAUDIO_EMITTER;
// DSP settings:
// Receives results from a call to X3DAudioCalculate() to be sent
// to the low-level audio rendering API for 3D signal processing.
//
// The user is responsible for allocating the matrix coefficient table,
// delay time array, and initializing the channel counts when used.
PX3DAudioDspSettings = ^TX3DAudioDspSettings;
X3DAUDIO_DSP_SETTINGS = record
pMatrixCoefficients: PSingle; // [in] matrix coefficient table, receives an array representing the volume level of each source channel present in each destination channel with the source channels being the column index and the destination channels being the row index of the table, must have at least SrcChannelCount*DstChannelCount elements
pDelayTimes: PSingle; // [in] delay time array, receives delays for each destination channel in milliseconds, must have at least DstChannelCount elements (stereo final mix only)
SrcChannelCount: LongWord; // [in] number of source channels, must equal number of channels on respective emitter
DstChannelCount: LongWord; // [in] number of destination channels, must equal number of channels on the final mix
LPFDirectCoefficient: FLOAT32; // [out] LPF direct-path coefficient
LPFReverbCoefficient: FLOAT32; // [out] LPF reverb-path coefficient
ReverbLevel: FLOAT32; // [out] reverb send level
DopplerFactor: FLOAT32; // [out] doppler shift factor, scales resampler ratio for doppler shift effect, where the effective frequency = DopplerFactor * original frequency
EmitterToListenerAngle: FLOAT32; // [out] emitter-to-listener interior angle, expressed in radians with respect to the emitter's front orientation
EmitterToListenerDistance: FLOAT32; // [out] distance in user-defined world units from the emitter base to listener position, always calculated
EmitterVelocityComponent: FLOAT32; // [out] component of emitter velocity vector projected onto emitter->listener vector in user-defined world units/second, calculated only for doppler
ListenerVelocityComponent: FLOAT32; // [out] component of listener velocity vector projected onto emitter->listener vector in user-defined world units/second, calculated only for doppler
end;
{$EXTERNALSYM X3DAUDIO_DSP_SETTINGS}
TX3DAudioDspSettings = X3DAUDIO_DSP_SETTINGS;
//--------------<F-U-N-C-T-I-O-N-S>-----------------------------------------//
// sets all global 3D audio constants
procedure X3DAudioInitialize(SpeakerChannelMask: LongWord; SpeedOfSound: FLOAT32;
out Instance: TX3DAudioHandle); stdcall; external X3DAudioDLL;
{$EXTERNALSYM X3DAudioInitialize}
// calculates DSP settings with respect to 3D parameters
procedure X3DAudioCalculate(const Instance: TX3DAudioHandle;
const pListener: TX3DAudioListener; const pEmitter: TX3DAudioEmitter;
Flags: LongWord; var pDSPSettings: TX3DAudioDspSettings); stdcall; external X3DAudioDLL;
{$EXTERNALSYM X3DAudioCalculate}
implementation
end.
//---------------------------------<-EOF->----------------------------------//
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