X3DAudio.h 21 KB

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  1. /*-========================================================================-_
  2. | - X3DAUDIO - |
  3. | Copyright (c) Microsoft Corporation. All rights reserved. |
  4. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
  5. |PROJECT: X3DAudio MODEL: Unmanaged User-mode |
  6. |VERSION: 1.7 EXCEPT: No Exceptions |
  7. |CLASS: N / A MINREQ: WinXP, Xbox360 |
  8. |BASE: N / A DIALECT: MSC++ 14.00 |
  9. |>------------------------------------------------------------------------<|
  10. | DUTY: Cross-platform stand-alone 3D audio math library |
  11. ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
  12. NOTES:
  13. 1. USE THE DEBUG DLL TO ENABLE PARAMETER VALIDATION VIA ASSERTS!
  14. Here's how:
  15. Copy X3DAudioDX_X.dll to where your application exists.
  16. The debug DLL can be found under %WINDIR%\system32.
  17. Rename X3DAudioDX_X.dll to X3DAudioX_X.dll to use the debug version.
  18. Only parameters required by DSP settings being calculated as
  19. stipulated by the calculation control flags are validated.
  20. 2. Definition of terms:
  21. LFE: Low Frequency Effect -- always omnidirectional.
  22. LPF: Low Pass Filter, divided into two classifications:
  23. Direct -- Applied to the direct signal path,
  24. used for obstruction/occlusion effects.
  25. Reverb -- Applied to the reverb signal path,
  26. used for occlusion effects only.
  27. 3. Volume level is expressed as a linear amplitude scaler:
  28. 1.0f represents no attenuation applied to the original signal,
  29. 0.5f denotes an attenuation of 6dB, and 0.0f results in silence.
  30. Amplification (volume > 1.0f) is also allowed, and is not clamped.
  31. LPF values range from 1.0f representing all frequencies pass through,
  32. to 0.0f which results in silence as all frequencies are filtered out.
  33. 4. X3DAudio uses a left-handed Cartesian coordinate system with values
  34. on the x-axis increasing from left to right, on the y-axis from
  35. bottom to top, and on the z-axis from near to far.
  36. Azimuths are measured clockwise from a given reference direction.
  37. Distance measurement is with respect to user-defined world units.
  38. Applications may provide coordinates using any system of measure
  39. as all non-normalized calculations are scale invariant, with such
  40. operations natively occurring in user-defined world unit space.
  41. Metric constants are supplied only as a convenience.
  42. Distance is calculated using the Euclidean norm formula.
  43. 5. Only real values are permissible with functions using 32-bit
  44. float parameters -- NAN and infinite values are not accepted.
  45. All computation occurs in 32-bit precision mode. */
  46. #pragma once
  47. //--------------<D-E-F-I-N-I-T-I-O-N-S>-------------------------------------//
  48. #include <windef.h> // general windows types
  49. #if defined(_XBOX)
  50. #include <vectorintrinsics.h>
  51. #endif
  52. #include <d3d9types.h> // for D3DVECTOR
  53. // speaker geometry configuration flags, specifies assignment of channels to speaker positions, defined as per WAVEFORMATEXTENSIBLE.dwChannelMask
  54. #if !defined(_SPEAKER_POSITIONS_)
  55. #define _SPEAKER_POSITIONS_
  56. #define SPEAKER_FRONT_LEFT 0x00000001
  57. #define SPEAKER_FRONT_RIGHT 0x00000002
  58. #define SPEAKER_FRONT_CENTER 0x00000004
  59. #define SPEAKER_LOW_FREQUENCY 0x00000008
  60. #define SPEAKER_BACK_LEFT 0x00000010
  61. #define SPEAKER_BACK_RIGHT 0x00000020
  62. #define SPEAKER_FRONT_LEFT_OF_CENTER 0x00000040
  63. #define SPEAKER_FRONT_RIGHT_OF_CENTER 0x00000080
  64. #define SPEAKER_BACK_CENTER 0x00000100
  65. #define SPEAKER_SIDE_LEFT 0x00000200
  66. #define SPEAKER_SIDE_RIGHT 0x00000400
  67. #define SPEAKER_TOP_CENTER 0x00000800
  68. #define SPEAKER_TOP_FRONT_LEFT 0x00001000
  69. #define SPEAKER_TOP_FRONT_CENTER 0x00002000
  70. #define SPEAKER_TOP_FRONT_RIGHT 0x00004000
  71. #define SPEAKER_TOP_BACK_LEFT 0x00008000
  72. #define SPEAKER_TOP_BACK_CENTER 0x00010000
  73. #define SPEAKER_TOP_BACK_RIGHT 0x00020000
  74. #define SPEAKER_RESERVED 0x7FFC0000 // bit mask locations reserved for future use
  75. #define SPEAKER_ALL 0x80000000 // used to specify that any possible permutation of speaker configurations
  76. #endif
  77. // standard speaker geometry configurations, used with X3DAudioInitialize
  78. #if !defined(SPEAKER_MONO)
  79. #define SPEAKER_MONO SPEAKER_FRONT_CENTER
  80. #define SPEAKER_STEREO (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT)
  81. #define SPEAKER_2POINT1 (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_LOW_FREQUENCY)
  82. #define SPEAKER_SURROUND (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_BACK_CENTER)
  83. #define SPEAKER_QUAD (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT)
  84. #define SPEAKER_4POINT1 (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT)
  85. #define SPEAKER_5POINT1 (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT)
  86. #define SPEAKER_7POINT1 (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT | SPEAKER_FRONT_LEFT_OF_CENTER | SPEAKER_FRONT_RIGHT_OF_CENTER)
  87. #define SPEAKER_5POINT1_SURROUND (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_LOW_FREQUENCY | SPEAKER_SIDE_LEFT | SPEAKER_SIDE_RIGHT)
  88. #define SPEAKER_7POINT1_SURROUND (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT | SPEAKER_SIDE_LEFT | SPEAKER_SIDE_RIGHT)
  89. #endif
  90. // Xbox360 speaker geometry configuration, used with X3DAudioInitialize
  91. #if defined(_XBOX)
  92. #define SPEAKER_XBOX SPEAKER_5POINT1
  93. #endif
  94. // size of instance handle in bytes
  95. #define X3DAUDIO_HANDLE_BYTESIZE 20
  96. // float math constants
  97. #define X3DAUDIO_PI 3.141592654f
  98. #define X3DAUDIO_2PI 6.283185307f
  99. // speed of sound in meters per second for dry air at approximately 20C, used with X3DAudioInitialize
  100. #define X3DAUDIO_SPEED_OF_SOUND 343.5f
  101. // calculation control flags, used with X3DAudioCalculate
  102. #define X3DAUDIO_CALCULATE_MATRIX 0x00000001 // enable matrix coefficient table calculation
  103. #define X3DAUDIO_CALCULATE_DELAY 0x00000002 // enable delay time array calculation (stereo final mix only)
  104. #define X3DAUDIO_CALCULATE_LPF_DIRECT 0x00000004 // enable LPF direct-path coefficient calculation
  105. #define X3DAUDIO_CALCULATE_LPF_REVERB 0x00000008 // enable LPF reverb-path coefficient calculation
  106. #define X3DAUDIO_CALCULATE_REVERB 0x00000010 // enable reverb send level calculation
  107. #define X3DAUDIO_CALCULATE_DOPPLER 0x00000020 // enable doppler shift factor calculation
  108. #define X3DAUDIO_CALCULATE_EMITTER_ANGLE 0x00000040 // enable emitter-to-listener interior angle calculation
  109. #define X3DAUDIO_CALCULATE_ZEROCENTER 0x00010000 // do not position to front center speaker, signal positioned to remaining speakers instead, front center destination channel will be zero in returned matrix coefficient table, valid only for matrix calculations with final mix formats that have a front center channel
  110. #define X3DAUDIO_CALCULATE_REDIRECT_TO_LFE 0x00020000 // apply equal mix of all source channels to LFE destination channel, valid only for matrix calculations with sources that have no LFE channel and final mix formats that have an LFE channel
  111. //--------------<D-A-T-A---T-Y-P-E-S>---------------------------------------//
  112. #pragma pack(push, 1) // set packing alignment to ensure consistency across arbitrary build environments
  113. // primitive types
  114. typedef float FLOAT32; // 32-bit IEEE float
  115. typedef D3DVECTOR X3DAUDIO_VECTOR; // float 3D vector
  116. // instance handle of precalculated constants
  117. typedef BYTE X3DAUDIO_HANDLE[X3DAUDIO_HANDLE_BYTESIZE];
  118. // Distance curve point:
  119. // Defines a DSP setting at a given normalized distance.
  120. typedef struct X3DAUDIO_DISTANCE_CURVE_POINT
  121. {
  122. FLOAT32 Distance; // normalized distance, must be within [0.0f, 1.0f]
  123. FLOAT32 DSPSetting; // DSP setting
  124. } X3DAUDIO_DISTANCE_CURVE_POINT, *LPX3DAUDIO_DISTANCE_CURVE_POINT;
  125. // Distance curve:
  126. // A piecewise curve made up of linear segments used to
  127. // define DSP behaviour with respect to normalized distance.
  128. //
  129. // Note that curve point distances are normalized within [0.0f, 1.0f].
  130. // X3DAUDIO_EMITTER.CurveDistanceScaler must be used to scale the
  131. // normalized distances to user-defined world units.
  132. // For distances beyond CurveDistanceScaler * 1.0f,
  133. // pPoints[PointCount-1].DSPSetting is used as the DSP setting.
  134. //
  135. // All distance curve spans must be such that:
  136. // 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
  137. // For all points in the distance curve where 1 <= k < PointCount.
  138. typedef struct X3DAUDIO_DISTANCE_CURVE
  139. {
  140. X3DAUDIO_DISTANCE_CURVE_POINT* pPoints; // distance curve point array, must have at least PointCount elements with no duplicates and be sorted in ascending order with respect to Distance
  141. UINT32 PointCount; // 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
  142. } X3DAUDIO_DISTANCE_CURVE, *LPX3DAUDIO_DISTANCE_CURVE;
  143. static const X3DAUDIO_DISTANCE_CURVE_POINT X3DAudioDefault_LinearCurvePoints[2] = { 0.0f, 1.0f, 1.0f, 0.0f };
  144. static const X3DAUDIO_DISTANCE_CURVE X3DAudioDefault_LinearCurve = { (X3DAUDIO_DISTANCE_CURVE_POINT*)&X3DAudioDefault_LinearCurvePoints[0], 2 };
  145. // Cone:
  146. // Specifies directionality for a listener or single-channel emitter by
  147. // modifying DSP behaviour with respect to its front orientation.
  148. // This is modeled using two sound cones: an inner cone and an outer cone.
  149. // On/within the inner cone, DSP settings are scaled by the inner values.
  150. // On/beyond the outer cone, DSP settings are scaled by the outer values.
  151. // If on both the cones, DSP settings are scaled by the inner values only.
  152. // Between the two cones, the scaler is linearly interpolated between the
  153. // inner and outer values. Set both cone angles to 0 or X3DAUDIO_2PI for
  154. // omnidirectionality using only the outer or inner values respectively.
  155. typedef struct X3DAUDIO_CONE
  156. {
  157. FLOAT32 InnerAngle; // inner cone angle in radians, must be within [0.0f, X3DAUDIO_2PI]
  158. FLOAT32 OuterAngle; // outer cone angle in radians, must be within [InnerAngle, X3DAUDIO_2PI]
  159. FLOAT32 InnerVolume; // volume level scaler on/within inner cone, used only for matrix calculations, must be within [0.0f, 2.0f] when used
  160. FLOAT32 OuterVolume; // volume level scaler on/beyond outer cone, used only for matrix calculations, must be within [0.0f, 2.0f] when used
  161. FLOAT32 InnerLPF; // LPF (both direct and reverb paths) coefficient subtrahend on/within inner cone, used only for LPF (both direct and reverb paths) calculations, must be within [0.0f, 1.0f] when used
  162. FLOAT32 OuterLPF; // LPF (both direct and reverb paths) coefficient subtrahend on/beyond outer cone, used only for LPF (both direct and reverb paths) calculations, must be within [0.0f, 1.0f] when used
  163. FLOAT32 InnerReverb; // reverb send level scaler on/within inner cone, used only for reverb calculations, must be within [0.0f, 2.0f] when used
  164. FLOAT32 OuterReverb; // reverb send level scaler on/beyond outer cone, used only for reverb calculations, must be within [0.0f, 2.0f] when used
  165. } X3DAUDIO_CONE, *LPX3DAUDIO_CONE;
  166. static const X3DAUDIO_CONE X3DAudioDefault_DirectionalCone = { X3DAUDIO_PI/2, X3DAUDIO_PI, 1.0f, 0.708f, 0.0f, 0.25f, 0.708f, 1.0f };
  167. // Listener:
  168. // Defines a point of 3D audio reception.
  169. //
  170. // The cone is directed by the listener's front orientation.
  171. typedef struct X3DAUDIO_LISTENER
  172. {
  173. X3DAUDIO_VECTOR OrientFront; // orientation of front direction, used only for matrix and delay calculations or listeners with cones for matrix, LPF (both direct and reverb paths), and reverb calculations, must be normalized when used
  174. X3DAUDIO_VECTOR OrientTop; // orientation of top direction, used only for matrix and delay calculations, must be orthonormal with OrientFront when used
  175. X3DAUDIO_VECTOR Position; // position in user-defined world units, does not affect Velocity
  176. X3DAUDIO_VECTOR Velocity; // velocity vector in user-defined world units/second, used only for doppler calculations, does not affect Position
  177. X3DAUDIO_CONE* pCone; // sound cone, used only for matrix, LPF (both direct and reverb paths), and reverb calculations, NULL specifies omnidirectionality
  178. } X3DAUDIO_LISTENER, *LPX3DAUDIO_LISTENER;
  179. // Emitter:
  180. // Defines a 3D audio source, divided into two classifications:
  181. //
  182. // Single-point -- For use with single-channel sounds.
  183. // Positioned at the emitter base, i.e. the channel radius
  184. // and azimuth are ignored if the number of channels == 1.
  185. //
  186. // May be omnidirectional or directional using a cone.
  187. // The cone originates from the emitter base position,
  188. // and is directed by the emitter's front orientation.
  189. //
  190. // Multi-point -- For use with multi-channel sounds.
  191. // Each non-LFE channel is positioned using an
  192. // azimuth along the channel radius with respect to the
  193. // front orientation vector in the plane orthogonal to the
  194. // top orientation vector. An azimuth of X3DAUDIO_2PI
  195. // specifies a channel is an LFE. Such channels are
  196. // positioned at the emitter base and are calculated
  197. // with respect to pLFECurve only, never pVolumeCurve.
  198. //
  199. // Multi-point emitters are always omnidirectional,
  200. // i.e. the cone is ignored if the number of channels > 1.
  201. //
  202. // Note that many properties are shared among all channel points,
  203. // locking certain behaviour with respect to the emitter base position.
  204. // For example, doppler shift is always calculated with respect to the
  205. // emitter base position and so is constant for all its channel points.
  206. // Distance curve calculations are also with respect to the emitter base
  207. // position, with the curves being calculated independently of each other.
  208. // For instance, volume and LFE calculations do not affect one another.
  209. typedef struct X3DAUDIO_EMITTER
  210. {
  211. X3DAUDIO_CONE* pCone; // sound cone, used only with single-channel emitters for matrix, LPF (both direct and reverb paths), and reverb calculations, NULL specifies omnidirectionality
  212. X3DAUDIO_VECTOR OrientFront; // 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
  213. X3DAUDIO_VECTOR OrientTop; // orientation of top direction, used only with multi-channel emitters for matrix calculations, must be orthonormal with OrientFront when used
  214. X3DAUDIO_VECTOR Position; // position in user-defined world units, does not affect Velocity
  215. X3DAUDIO_VECTOR Velocity; // velocity vector in user-defined world units/second, used only for doppler calculations, does not affect Position
  216. FLOAT32 InnerRadius; // inner radius, must be within [0.0f, FLT_MAX]
  217. FLOAT32 InnerRadiusAngle; // inner radius angle, must be within [0.0f, X3DAUDIO_PI/4.0)
  218. UINT32 ChannelCount; // number of sound channels, must be > 0
  219. FLOAT32 ChannelRadius; // channel radius, used only with multi-channel emitters for matrix calculations, must be >= 0.0f when used
  220. FLOAT32* pChannelAzimuths; // 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 an LFE channel, must have at least ChannelCount elements, all within [0.0f, X3DAUDIO_2PI] when used
  221. X3DAUDIO_DISTANCE_CURVE* pVolumeCurve; // volume level distance curve, used only for matrix calculations, NULL specifies a default curve that conforms to the inverse square law, calculated in user-defined world units with distances <= CurveDistanceScaler clamped to no attenuation
  222. X3DAUDIO_DISTANCE_CURVE* pLFECurve; // LFE level distance curve, used only for matrix calculations, NULL specifies a default curve that conforms to the inverse square law, calculated in user-defined world units with distances <= CurveDistanceScaler clamped to no attenuation
  223. X3DAUDIO_DISTANCE_CURVE* pLPFDirectCurve; // 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]
  224. X3DAUDIO_DISTANCE_CURVE* pLPFReverbCurve; // 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]
  225. X3DAUDIO_DISTANCE_CURVE* pReverbCurve; // reverb send level distance curve, used only for reverb calculations, NULL specifies the default curve: [0.0f,1.0f], [1.0f,0.0f]
  226. FLOAT32 CurveDistanceScaler; // curve distance scaler, used to scale normalized distance curves to user-defined world units and/or exaggerate their effect, used only for matrix, LPF (both direct and reverb paths), and reverb calculations, must be within [FLT_MIN, FLT_MAX] when used
  227. FLOAT32 DopplerScaler; // doppler shift scaler, used to exaggerate doppler shift effect, used only for doppler calculations, must be within [0.0f, FLT_MAX] when used
  228. } X3DAUDIO_EMITTER, *LPX3DAUDIO_EMITTER;
  229. // DSP settings:
  230. // Receives results from a call to X3DAudioCalculate to be sent
  231. // to the low-level audio rendering API for 3D signal processing.
  232. //
  233. // The user is responsible for allocating the matrix coefficient table,
  234. // delay time array, and initializing the channel counts when used.
  235. typedef struct X3DAUDIO_DSP_SETTINGS
  236. {
  237. FLOAT32* pMatrixCoefficients; // [inout] matrix coefficient table, receives an array representing the volume level used to send from source channel S to destination channel D, stored as pMatrixCoefficients[SrcChannelCount * D + S], must have at least SrcChannelCount*DstChannelCount elements
  238. FLOAT32* pDelayTimes; // [inout] delay time array, receives delays for each destination channel in milliseconds, must have at least DstChannelCount elements (stereo final mix only)
  239. UINT32 SrcChannelCount; // [in] number of source channels, must equal number of channels in respective emitter
  240. UINT32 DstChannelCount; // [in] number of destination channels, must equal number of channels of the final mix
  241. FLOAT32 LPFDirectCoefficient; // [out] LPF direct-path coefficient
  242. FLOAT32 LPFReverbCoefficient; // [out] LPF reverb-path coefficient
  243. FLOAT32 ReverbLevel; // [out] reverb send level
  244. FLOAT32 DopplerFactor; // [out] doppler shift factor, scales resampler ratio for doppler shift effect, where the effective frequency = DopplerFactor * original frequency
  245. FLOAT32 EmitterToListenerAngle; // [out] emitter-to-listener interior angle, expressed in radians with respect to the emitter's front orientation
  246. FLOAT32 EmitterToListenerDistance; // [out] distance in user-defined world units from the emitter base to listener position, always calculated
  247. FLOAT32 EmitterVelocityComponent; // [out] component of emitter velocity vector projected onto emitter->listener vector in user-defined world units/second, calculated only for doppler
  248. FLOAT32 ListenerVelocityComponent; // [out] component of listener velocity vector projected onto emitter->listener vector in user-defined world units/second, calculated only for doppler
  249. } X3DAUDIO_DSP_SETTINGS, *LPX3DAUDIO_DSP_SETTINGS;
  250. //--------------<M-A-C-R-O-S>-----------------------------------------------//
  251. // function storage-class attribute and calltype
  252. #if defined(_XBOX) || defined(X3DAUDIOSTATIC)
  253. #define X3DAUDIO_API_(type) EXTERN_C type STDAPIVCALLTYPE
  254. #else
  255. #if defined(X3DEXPORT)
  256. #define X3DAUDIO_API_(type) EXTERN_C __declspec(dllexport) type STDAPIVCALLTYPE
  257. #else
  258. #define X3DAUDIO_API_(type) EXTERN_C __declspec(dllimport) type STDAPIVCALLTYPE
  259. #endif
  260. #endif
  261. #define X3DAUDIO_IMP_(type) type STDMETHODVCALLTYPE
  262. //--------------<F-U-N-C-T-I-O-N-S>-----------------------------------------//
  263. // initializes instance handle
  264. X3DAUDIO_API_(void) X3DAudioInitialize (UINT32 SpeakerChannelMask, FLOAT32 SpeedOfSound, __out X3DAUDIO_HANDLE Instance);
  265. // calculates DSP settings with respect to 3D parameters
  266. X3DAUDIO_API_(void) X3DAudioCalculate (__in const X3DAUDIO_HANDLE Instance, __in const X3DAUDIO_LISTENER* pListener, __in const X3DAUDIO_EMITTER* pEmitter, UINT32 Flags, __inout X3DAUDIO_DSP_SETTINGS* pDSPSettings);
  267. #pragma pack(pop) // revert packing alignment
  268. //---------------------------------<-EOF->----------------------------------//