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eiifwhrn-game-engine-edition/FMOD/api/core/examples/convolution_reverb.cpp
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2026-06-08 17:07:34 -04:00

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7.3 KiB
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/*==============================================================================
Convolution Reverb Example
Copyright (c), Firelight Technologies Pty, Ltd 2004-2026.
This example shows how to set up a convolution reverb DSP as a global
DSP unit that can be routed into by multiple seperate channels.
Convolution reverb uses data from a real world locations called an
"Impulse Response" to model the reflection of audio waves back
to a listener.
Impulse Response is based on "St Andrew's Church" by
www.openairlib.net
Audiolab, University of York
Damian T. Murphy
http://www.openairlib.net/auralizationdb/content/st-andrews-church
licensed under Attribution Share Alike Creative Commons license
http://creativecommons.org/licenses/by-sa/3.0/
Anechoic sample "Operatic Voice" by
www.openairlib.net
http://www.openairlib.net/anechoicdb/content/operatic-voice
licensed under Attribution Share Alike Creative Commons license
http://creativecommons.org/licenses/by-sa/3.0/
### Features Demonstrated ###
+ FMOD_DSP_CONVOLUTION_REVERB
+ DSP::addInput
For information on using FMOD example code in your own programs, visit
https://www.fmod.com/legal
==============================================================================*/
#include "fmod.hpp"
#include "common.h"
int FMOD_Main()
{
void *extradriverdata = 0;
Common_Init(&extradriverdata);
/*
Create a System object and initialize
*/
FMOD_RESULT result;
FMOD::System* system;
result = FMOD::System_Create(&system);
ERRCHECK(result);
result = system->init(32, FMOD_INIT_NORMAL, extradriverdata);
ERRCHECK(result);
/*
Create a new channel group to hold the convolution DSP unit
*/
FMOD::ChannelGroup* reverbGroup;
result = system->createChannelGroup("reverb", &reverbGroup);
ERRCHECK(result);
/*
Create a new channel group to hold all the channels and process the dry path
*/
FMOD::ChannelGroup* mainGroup;
result = system->createChannelGroup("main", &mainGroup);
ERRCHECK(result);
/*
Create the convultion DSP unit and set it as the tail of the channel group
*/
FMOD::DSP* reverbUnit;
result = system->createDSPByType(FMOD_DSP_TYPE_CONVOLUTIONREVERB, &reverbUnit);
ERRCHECK(result);
result = reverbGroup->addDSP(FMOD_CHANNELCONTROL_DSP_TAIL, reverbUnit);
ERRCHECK(result);
/*
Open the impulse response wav file, but use FMOD_OPENONLY as we want
to read the data into a seperate buffer
*/
FMOD::Sound* irSound;
result = system->createSound(Common_MediaPath("standrews.wav"), FMOD_DEFAULT | FMOD_OPENONLY, NULL, &irSound);
ERRCHECK(result);
/*
Retrieve the sound information for the Impulse Response input file
*/
FMOD_SOUND_FORMAT irSoundFormat;
FMOD_SOUND_TYPE irSoundType;
int irSoundBits, irSoundChannels;
result = irSound->getFormat(&irSoundType, &irSoundFormat, &irSoundChannels, &irSoundBits);
ERRCHECK(result);
unsigned int irSoundLength;
result = irSound->getLength(&irSoundLength, FMOD_TIMEUNIT_PCM);
ERRCHECK(result);
if (irSoundFormat != FMOD_SOUND_FORMAT_PCM16)
{
/*
For simplicity of the example, if the impulse response is the wrong format just display an error
*/
Common_Fatal("Impulse Response file is the wrong audio format");
}
/*
The reverb unit expects a block of data containing a single 16 bit int containing
the number of channels in the impulse response, followed by PCM 16 data
*/
unsigned int irDataLength = sizeof(short) * (irSoundLength * irSoundChannels + 1);
short* irData = (short*)malloc(irDataLength);
irData[0] = (short)irSoundChannels;
unsigned int irDataRead;
result = irSound->readData(&irData[1], irDataLength - sizeof(short), &irDataRead);
ERRCHECK(result);
result = reverbUnit->setParameterData(FMOD_DSP_CONVOLUTION_REVERB_PARAM_IR, irData, irDataLength);
ERRCHECK(result);
/*
Don't pass any dry signal from the reverb unit, instead take the dry part
of the mix from the main signal path
*/
result = reverbUnit->setParameterFloat(FMOD_DSP_CONVOLUTION_REVERB_PARAM_DRY, -80.0f);
ERRCHECK(result);
/*
We can now free our copy of the IR data and release the sound object, the reverb unit
has created it's internal data
*/
free(irData);
result = irSound->release();
ERRCHECK(result);
/*
Load up and play a sample clip recorded in an anechoic chamber
*/
FMOD::Sound* sound;
system->createSound(Common_MediaPath("singing.wav"), FMOD_3D | FMOD_LOOP_NORMAL, NULL, &sound);
ERRCHECK(result);
FMOD::Channel* channel;
system->playSound(sound, mainGroup, true, &channel);
ERRCHECK(result);
/*
Create a send connection between the channel head and the reverb unit
*/
FMOD::DSP* channelHead;
channel->getDSP(FMOD_CHANNELCONTROL_DSP_HEAD, &channelHead);
ERRCHECK(result);
FMOD::DSPConnection* reverbConnection;
result = reverbUnit->addInput(channelHead, &reverbConnection, FMOD_DSPCONNECTION_TYPE_SEND);
ERRCHECK(result);
result = channel->setPaused(false);
ERRCHECK(result);
float wetVolume = 1.0;
float dryVolume = 1.0;
/*
Main loop
*/
do
{
Common_Update();
if (Common_BtnPress(BTN_LEFT))
{
wetVolume = (wetVolume <= 0.0f) ? wetVolume : wetVolume - 0.05f;
}
if (Common_BtnPress(BTN_RIGHT))
{
wetVolume = (wetVolume >= 1.0f) ? wetVolume : wetVolume + 0.05f;
}
if (Common_BtnPress(BTN_DOWN))
{
dryVolume = (dryVolume <= 0.0f) ? dryVolume : dryVolume - 0.05f;
}
if (Common_BtnPress(BTN_UP))
{
dryVolume = (dryVolume >= 1.0f) ? dryVolume : dryVolume + 0.05f;
}
result = system->update();
ERRCHECK(result);
result = reverbConnection->setMix(wetVolume);
ERRCHECK(result);
result = mainGroup->setVolume(dryVolume);
ERRCHECK(result);
Common_Draw("==================================================");
Common_Draw("Convolution Example.");
Common_Draw("Copyright (c) Firelight Technologies 2004-2026.");
Common_Draw("==================================================");
Common_Draw("Press %s and %s to change dry mix", Common_BtnStr(BTN_UP), Common_BtnStr(BTN_DOWN));
Common_Draw("Press %s and %s to change wet mix", Common_BtnStr(BTN_LEFT), Common_BtnStr(BTN_RIGHT));
Common_Draw("wet mix [%.2f] dry mix [%.2f]", wetVolume, dryVolume);
Common_Draw("Press %s to quit", Common_BtnStr(BTN_QUIT));
Common_Draw("");
Common_Sleep(50);
} while (!Common_BtnPress(BTN_QUIT));
/*
Shut down
*/
result = sound->release();
ERRCHECK(result);
result = mainGroup->release();
ERRCHECK(result);
result = reverbGroup->removeDSP(reverbUnit);
ERRCHECK(result);
result = reverbUnit->disconnectAll(true, true);
ERRCHECK(result);
result = reverbUnit->release();
ERRCHECK(result);
result = reverbGroup->release();
ERRCHECK(result);
result = system->close();
ERRCHECK(result);
result = system->release();
ERRCHECK(result);
Common_Close();
return 0;
}