From 96b3d98ac330a29e34f4161f9c0e9d1daa05994e Mon Sep 17 00:00:00 2001 From: Chris Robinson Date: Sat, 11 Mar 2023 15:03:18 -0800 Subject: Simplify committing EAX effect properties There's no need to explicitly clamp to EFX limits when they're the same as or more lenient than EAX, which were already validated when set, or when it's within tolerance of the effect implementation. Also it's generally better to check once all properties for changes and apply them all if one is different, rather than checking and setting each member individually. --- al/effects/equalizer.cpp | 107 +++++++++++------------------------------------ 1 file changed, 24 insertions(+), 83 deletions(-) (limited to 'al/effects/equalizer.cpp') diff --git a/al/effects/equalizer.cpp b/al/effects/equalizer.cpp index d9d52e1a..2ef048f9 100644 --- a/al/effects/equalizer.cpp +++ b/al/effects/equalizer.cpp @@ -325,89 +325,30 @@ bool EqualizerCommitter::commit(const EaxEffectProps &props) const auto orig = props_; props_ = props; - auto is_dirty = bool{orig.mType != props_.mType}; - if(props_.mEqualizer.lLowGain != props.mEqualizer.lLowGain) - { - is_dirty = true; - al_effect_props_.Equalizer.LowGain = clamp( - level_mb_to_gain(static_cast(props_.mEqualizer.lLowGain)), - AL_EQUALIZER_MIN_LOW_GAIN, - AL_EQUALIZER_MAX_LOW_GAIN); - } - if(props_.mEqualizer.flLowCutOff != props.mEqualizer.flLowCutOff) - { - is_dirty = true; - al_effect_props_.Equalizer.LowCutoff = clamp( - props_.mEqualizer.flLowCutOff, - AL_EQUALIZER_MIN_LOW_CUTOFF, - AL_EQUALIZER_MAX_LOW_CUTOFF); - } - if(props_.mEqualizer.lMid1Gain != props.mEqualizer.lMid1Gain) - { - is_dirty = true; - al_effect_props_.Equalizer.Mid1Gain = clamp( - level_mb_to_gain(static_cast(props_.mEqualizer.lMid1Gain)), - AL_EQUALIZER_MIN_MID1_GAIN, - AL_EQUALIZER_MAX_MID1_GAIN); - } - if(props_.mEqualizer.flMid1Center != props.mEqualizer.flMid1Center) - { - is_dirty = true; - al_effect_props_.Equalizer.Mid1Center = clamp( - props_.mEqualizer.flMid1Center, - AL_EQUALIZER_MIN_MID1_CENTER, - AL_EQUALIZER_MAX_MID1_CENTER); - } - if(props_.mEqualizer.flMid1Width != props.mEqualizer.flMid1Width) - { - is_dirty = true; - al_effect_props_.Equalizer.Mid1Width = clamp( - props_.mEqualizer.flMid1Width, - AL_EQUALIZER_MIN_MID1_WIDTH, - AL_EQUALIZER_MAX_MID1_WIDTH); - } - if(props_.mEqualizer.lMid2Gain != props.mEqualizer.lMid2Gain) - { - is_dirty = true; - al_effect_props_.Equalizer.Mid2Gain = clamp( - level_mb_to_gain(static_cast(props_.mEqualizer.lMid2Gain)), - AL_EQUALIZER_MIN_MID2_GAIN, - AL_EQUALIZER_MAX_MID2_GAIN); - } - if(props_.mEqualizer.flMid2Center != props.mEqualizer.flMid2Center) - { - is_dirty = true; - al_effect_props_.Equalizer.Mid2Center = clamp( - props_.mEqualizer.flMid2Center, - AL_EQUALIZER_MIN_MID2_CENTER, - AL_EQUALIZER_MAX_MID2_CENTER); - } - if(props_.mEqualizer.flMid2Width != props.mEqualizer.flMid2Width) - { - is_dirty = true; - al_effect_props_.Equalizer.Mid2Width = clamp( - props_.mEqualizer.flMid2Width, - AL_EQUALIZER_MIN_MID2_WIDTH, - AL_EQUALIZER_MAX_MID2_WIDTH); - } - if(props_.mEqualizer.lHighGain != props.mEqualizer.lHighGain) - { - is_dirty = true; - al_effect_props_.Equalizer.HighGain = clamp( - level_mb_to_gain(static_cast(props_.mEqualizer.lHighGain)), - AL_EQUALIZER_MIN_HIGH_GAIN, - AL_EQUALIZER_MAX_HIGH_GAIN); - } - if(props_.mEqualizer.flHighCutOff != props.mEqualizer.flHighCutOff) - { - is_dirty = true; - al_effect_props_.Equalizer.HighCutoff = clamp( - props_.mEqualizer.flHighCutOff, - AL_EQUALIZER_MIN_HIGH_CUTOFF, - AL_EQUALIZER_MAX_HIGH_CUTOFF); - } - - return is_dirty; + if(orig.mType == props_.mType && props_.mEqualizer.lLowGain == props.mEqualizer.lLowGain + && props_.mEqualizer.flLowCutOff == props.mEqualizer.flLowCutOff + && props_.mEqualizer.lMid1Gain == props.mEqualizer.lMid1Gain + && props_.mEqualizer.flMid1Center == props.mEqualizer.flMid1Center + && props_.mEqualizer.flMid1Width == props.mEqualizer.flMid1Width + && props_.mEqualizer.lMid2Gain == props.mEqualizer.lMid2Gain + && props_.mEqualizer.flMid2Center == props.mEqualizer.flMid2Center + && props_.mEqualizer.flMid2Width == props.mEqualizer.flMid2Width + && props_.mEqualizer.lHighGain == props.mEqualizer.lHighGain + && props_.mEqualizer.flHighCutOff == props.mEqualizer.flHighCutOff) + return false; + + al_effect_props_.Equalizer.LowGain = level_mb_to_gain(static_cast(props_.mEqualizer.lLowGain)); + al_effect_props_.Equalizer.LowCutoff = props_.mEqualizer.flLowCutOff; + al_effect_props_.Equalizer.Mid1Gain = level_mb_to_gain(static_cast(props_.mEqualizer.lMid1Gain)); + al_effect_props_.Equalizer.Mid1Center = props_.mEqualizer.flMid1Center; + al_effect_props_.Equalizer.Mid1Width = props_.mEqualizer.flMid1Width; + al_effect_props_.Equalizer.Mid2Gain = level_mb_to_gain(static_cast(props_.mEqualizer.lMid2Gain)); + al_effect_props_.Equalizer.Mid2Center = props_.mEqualizer.flMid2Center; + al_effect_props_.Equalizer.Mid2Width = props_.mEqualizer.flMid2Width; + al_effect_props_.Equalizer.HighGain = level_mb_to_gain(static_cast(props_.mEqualizer.lHighGain)); + al_effect_props_.Equalizer.HighCutoff = props_.mEqualizer.flHighCutOff; + + return true; } template<> -- cgit v1.2.3