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/*-========================================================================-_
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 |                               - X3DAUDIO -                               |
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 |        Copyright (c) Microsoft Corporation.  All rights reserved.        |
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 |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
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 |PROJECT: X3DAudio                     MODEL:   Unmanaged User-mode        |
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 |VERSION: 1.6                          EXCEPT:  No Exceptions              |
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 |CLASS:   N / A                        MINREQ:  WinXP, Xbox360             |
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 |BASE:    N / A                        DIALECT: MSC++ 14.00                |
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 |>------------------------------------------------------------------------<|
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 | DUTY: Cross-platform stand-alone 3D audio math library                   |
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 ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
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  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
 
19
        Only parameters required by DSP settings being calculated as
20
        stipulated by the calculation control flags are validated.
21
 
22
    2.  Definition of terms:
23
            LFE: Low Frequency Effect -- always omnidirectional.
24
            LPF: Low Pass Filter, divided into two classifications:
25
                 Direct -- Applied to the direct signal path,
26
                           used for obstruction/occlusion effects.
27
                 Reverb -- Applied to the reverb signal path,
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                           used for occlusion effects only.
29
 
30
    3.  Volume level is expressed as a linear amplitude scaler:
31
        1.0f represents no attenuation applied to the original signal,
32
        0.5f denotes an attenuation of 6dB, and 0.0f results in silence.
33
        Amplification (volume > 1.0f) is also allowed, and is not clamped.
34
 
35
        LPF values range from 1.0f representing all frequencies pass through,
36
        to 0.0f which results in silence as all frequencies are filtered out.
37
 
38
    4.  X3DAudio uses a left-handed Cartesian coordinate system with values
39
        on the x-axis increasing from left to right, on the y-axis from
40
        bottom to top, and on the z-axis from near to far.
41
        Azimuths are measured clockwise from a given reference direction.
42
 
43
        Distance measurement is with respect to user-defined world units.
44
        Applications may provide coordinates using any system of measure
45
        as all non-normalized calculations are scale invariant, with such
46
        operations natively occurring in user-defined world unit space.
47
        Metric constants are supplied only as a convenience.
48
        Distance is calculated using the Euclidean norm formula.
49
 
50
    5.  Only real values are permissible with functions using 32-bit
51
        float parameters -- NAN and infinite values are not accepted.
52
        All computation occurs in 32-bit precision mode.                    */
53
 
54
#pragma once
55
//--------------<D-E-F-I-N-I-T-I-O-N-S>-------------------------------------//
56
#include <windef.h>    // general windows types
57
#if defined(_XBOX)
58
    #include <vectorintrinsics.h>
59
#endif
60
#include <d3d9types.h> // for D3DVECTOR
61
 
62
// speaker geometry configuration flags, specifies assignment of channels to speaker positions, defined as per WAVEFORMATEXTENSIBLE.dwChannelMask
63
#if !defined(_SPEAKER_POSITIONS_)
64
    #define _SPEAKER_POSITIONS_
65
    #define SPEAKER_FRONT_LEFT            0x00000001
66
    #define SPEAKER_FRONT_RIGHT           0x00000002
67
    #define SPEAKER_FRONT_CENTER          0x00000004
68
    #define SPEAKER_LOW_FREQUENCY         0x00000008
69
    #define SPEAKER_BACK_LEFT             0x00000010
70
    #define SPEAKER_BACK_RIGHT            0x00000020
71
    #define SPEAKER_FRONT_LEFT_OF_CENTER  0x00000040
72
    #define SPEAKER_FRONT_RIGHT_OF_CENTER 0x00000080
73
    #define SPEAKER_BACK_CENTER           0x00000100
74
    #define SPEAKER_SIDE_LEFT             0x00000200
75
    #define SPEAKER_SIDE_RIGHT            0x00000400
76
    #define SPEAKER_TOP_CENTER            0x00000800
77
    #define SPEAKER_TOP_FRONT_LEFT        0x00001000
78
    #define SPEAKER_TOP_FRONT_CENTER      0x00002000
79
    #define SPEAKER_TOP_FRONT_RIGHT       0x00004000
80
    #define SPEAKER_TOP_BACK_LEFT         0x00008000
81
    #define SPEAKER_TOP_BACK_CENTER       0x00010000
82
    #define SPEAKER_TOP_BACK_RIGHT        0x00020000
83
    #define SPEAKER_RESERVED              0x7FFC0000 // bit mask locations reserved for future use
84
    #define SPEAKER_ALL                   0x80000000 // used to specify that any possible permutation of speaker configurations
85
#endif
86
 
87
// standard speaker geometry configurations, used with X3DAudioInitialize
88
#if !defined(SPEAKER_MONO)
89
    #define SPEAKER_MONO             SPEAKER_FRONT_CENTER
90
    #define SPEAKER_STEREO           (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT)
91
    #define SPEAKER_2POINT1          (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_LOW_FREQUENCY)
92
    #define SPEAKER_SURROUND         (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_BACK_CENTER)
93
    #define SPEAKER_QUAD             (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT)
94
    #define SPEAKER_4POINT1          (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT)
95
    #define SPEAKER_5POINT1          (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT)
96
    #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)
97
    #define SPEAKER_5POINT1_SURROUND (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_LOW_FREQUENCY | SPEAKER_SIDE_LEFT  | SPEAKER_SIDE_RIGHT)
98
    #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)
99
#endif
100
 
101
// Xbox360 speaker geometry configuration, used with X3DAudioInitialize
102
#if defined(_XBOX)
103
    #define SPEAKER_XBOX SPEAKER_5POINT1
104
#endif
105
 
106
 
107
// size of instance handle in bytes
108
#define X3DAUDIO_HANDLE_BYTESIZE 20
109
 
110
// float math constants
111
#define X3DAUDIO_PI  3.141592654f
112
#define X3DAUDIO_2PI 6.283185307f
113
 
114
// speed of sound in meters per second for dry air at approximately 20C, used with X3DAudioInitialize
115
#define X3DAUDIO_SPEED_OF_SOUND 343.5f
116
 
117
// calculation control flags, used with X3DAudioCalculate
118
#define X3DAUDIO_CALCULATE_MATRIX          0x00000001 // enable matrix coefficient table calculation
119
#define X3DAUDIO_CALCULATE_DELAY           0x00000002 // enable delay time array calculation (stereo final mix only)
120
#define X3DAUDIO_CALCULATE_LPF_DIRECT      0x00000004 // enable LPF direct-path coefficient calculation
121
#define X3DAUDIO_CALCULATE_LPF_REVERB      0x00000008 // enable LPF reverb-path coefficient calculation
122
#define X3DAUDIO_CALCULATE_REVERB          0x00000010 // enable reverb send level calculation
123
#define X3DAUDIO_CALCULATE_DOPPLER         0x00000020 // enable doppler shift factor calculation
124
#define X3DAUDIO_CALCULATE_EMITTER_ANGLE   0x00000040 // enable emitter-to-listener interior angle calculation
125
 
126
#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
127
#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
128
 
129
 
130
//--------------<D-A-T-A---T-Y-P-E-S>---------------------------------------//
131
#pragma pack(push, 1) // set packing alignment to ensure consistency across arbitrary build environments
132
 
133
 
134
// primitive types
135
typedef float FLOAT32; // 32-bit IEEE float
136
typedef D3DVECTOR X3DAUDIO_VECTOR; // float 3D vector
137
 
138
// instance handle of precalculated constants
139
typedef BYTE X3DAUDIO_HANDLE[X3DAUDIO_HANDLE_BYTESIZE];
140
 
141
 
142
// Distance curve point:
143
// Defines a DSP setting at a given normalized distance.
144
typedef struct X3DAUDIO_DISTANCE_CURVE_POINT
145
{
146
    FLOAT32 Distance;   // normalized distance, must be within [0.0f, 1.0f]
147
    FLOAT32 DSPSetting; // DSP setting
148
} X3DAUDIO_DISTANCE_CURVE_POINT, *LPX3DAUDIO_DISTANCE_CURVE_POINT;
149
 
150
// Distance curve:
151
// A piecewise curve made up of linear segments used to
152
// define DSP behaviour with respect to normalized distance.
153
//
154
// Note that curve point distances are normalized within [0.0f, 1.0f].
155
// X3DAUDIO_EMITTER.CurveDistanceScaler must be used to scale the
156
// normalized distances to user-defined world units.
157
// For distances beyond CurveDistanceScaler * 1.0f,
158
// pPoints[PointCount-1].DSPSetting is used as the DSP setting.
159
//
160
// All distance curve spans must be such that:
161
//      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
162
// For all points in the distance curve where 1 <= k < PointCount.
163
typedef struct X3DAUDIO_DISTANCE_CURVE
164
{
165
    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
166
    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
167
} X3DAUDIO_DISTANCE_CURVE, *LPX3DAUDIO_DISTANCE_CURVE;
168
static const X3DAUDIO_DISTANCE_CURVE_POINT X3DAudioDefault_LinearCurvePoints[2] = { 0.0f, 1.0f, 1.0f, 0.0f };
169
static const X3DAUDIO_DISTANCE_CURVE       X3DAudioDefault_LinearCurve          = { (X3DAUDIO_DISTANCE_CURVE_POINT*)&X3DAudioDefault_LinearCurvePoints[0], 2 };
170
 
171
// Cone:
172
// Specifies directionality for a listener or single-channel emitter by
173
// modifying DSP behaviour with respect to its front orientation.
174
// This is modeled using two sound cones: an inner cone and an outer cone.
175
// On/within the inner cone, DSP settings are scaled by the inner values.
176
// On/beyond the outer cone, DSP settings are scaled by the outer values.
177
// If on both the cones, DSP settings are scaled by the inner values only.
178
// Between the two cones, the scaler is linearly interpolated between the
179
// inner and outer values.  Set both cone angles to 0 or X3DAUDIO_2PI for
180
// omnidirectionality using only the outer or inner values respectively.
181
typedef struct X3DAUDIO_CONE
182
{
183
    FLOAT32 InnerAngle; // inner cone angle in radians, must be within [0.0f, X3DAUDIO_2PI]
184
    FLOAT32 OuterAngle; // outer cone angle in radians, must be within [InnerAngle, X3DAUDIO_2PI]
185
 
186
    FLOAT32 InnerVolume; // volume level scaler on/within inner cone, used only for matrix calculations, must be within [0.0f, 2.0f] when used
187
    FLOAT32 OuterVolume; // volume level scaler on/beyond outer cone, used only for matrix calculations, must be within [0.0f, 2.0f] when used
188
    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
189
    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
190
    FLOAT32 InnerReverb; // reverb send level scaler on/within inner cone, used only for reverb calculations, must be within [0.0f, 2.0f] when used
191
    FLOAT32 OuterReverb; // reverb send level scaler on/beyond outer cone, used only for reverb calculations, must be within [0.0f, 2.0f] when used
192
} X3DAUDIO_CONE, *LPX3DAUDIO_CONE;
193
static const X3DAUDIO_CONE X3DAudioDefault_DirectionalCone = { X3DAUDIO_PI/2, X3DAUDIO_PI, 1.0f, 0.708f, 0.0f, 0.25f, 0.708f, 1.0f };
194
 
195
 
196
// Listener:
197
// Defines a point of 3D audio reception.
198
//
199
// The cone is directed by the listener's front orientation.
200
typedef struct X3DAUDIO_LISTENER
201
{
202
    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
203
    X3DAUDIO_VECTOR OrientTop;   // orientation of top direction, used only for matrix and delay calculations, must be orthonormal with OrientFront when used
204
 
205
    X3DAUDIO_VECTOR Position; // position in user-defined world units, does not affect Velocity
206
    X3DAUDIO_VECTOR Velocity; // velocity vector in user-defined world units/second, used only for doppler calculations, does not affect Position
207
 
208
    X3DAUDIO_CONE* pCone; // sound cone, used only for matrix, LPF (both direct and reverb paths), and reverb calculations, NULL specifies omnidirectionality
209
} X3DAUDIO_LISTENER, *LPX3DAUDIO_LISTENER;
210
 
211
// Emitter:
212
// Defines a 3D audio source, divided into two classifications:
213
//
214
// Single-point -- For use with single-channel sounds.
215
//                 Positioned at the emitter base, i.e. the channel radius
216
//                 and azimuth are ignored if the number of channels == 1.
217
//
218
//                 May be omnidirectional or directional using a cone.
219
//                 The cone originates from the emitter base position,
220
//                 and is directed by the emitter's front orientation.
221
//
222
// Multi-point  -- For use with multi-channel sounds.
223
//                 Each non-LFE channel is positioned using an
224
//                 azimuth along the channel radius with respect to the
225
//                 front orientation vector in the plane orthogonal to the
226
//                 top orientation vector.  An azimuth of X3DAUDIO_2PI
227
//                 specifies a channel is an LFE.  Such channels are
228
//                 positioned at the emitter base and are calculated
229
//                 with respect to pLFECurve only, never pVolumeCurve.
230
//
231
//                 Multi-point emitters are always omnidirectional,
232
//                 i.e. the cone is ignored if the number of channels > 1.
233
//
234
// Note that many properties are shared among all channel points,
235
// locking certain behaviour with respect to the emitter base position.
236
// For example, doppler shift is always calculated with respect to the
237
// emitter base position and so is constant for all its channel points.
238
// Distance curve calculations are also with respect to the emitter base
239
// position, with the curves being calculated independently of each other.
240
// For instance, volume and LFE calculations do not affect one another.
241
typedef struct X3DAUDIO_EMITTER
242
{
243
    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
244
    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
245
    X3DAUDIO_VECTOR OrientTop;   // orientation of top direction, used only with multi-channel emitters for matrix calculations, must be orthonormal with OrientFront when used
246
 
247
    X3DAUDIO_VECTOR Position; // position in user-defined world units, does not affect Velocity
248
    X3DAUDIO_VECTOR Velocity; // velocity vector in user-defined world units/second, used only for doppler calculations, does not affect Position
249
 
250
    FLOAT32 InnerRadius;      // inner radius, must be within [0.0f, FLT_MAX]
251
    FLOAT32 InnerRadiusAngle; // inner radius angle, must be within [0.0f, X3DAUDIO_PI/4.0)
252
 
253
    UINT32 ChannelCount;       // number of sound channels, must be > 0
254
    FLOAT32 ChannelRadius;     // channel radius, used only with multi-channel emitters for matrix calculations, must be >= 0.0f when used
255
    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
256
 
257
    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
258
    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
259
    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]
260
    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]
261
    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]
262
 
263
    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
264
    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
265
} X3DAUDIO_EMITTER, *LPX3DAUDIO_EMITTER;
266
 
267
 
268
// DSP settings:
269
// Receives results from a call to X3DAudioCalculate to be sent
270
// to the low-level audio rendering API for 3D signal processing.
271
//
272
// The user is responsible for allocating the matrix coefficient table,
273
// delay time array, and initializing the channel counts when used.
274
typedef struct X3DAUDIO_DSP_SETTINGS
275
{
276
    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
277
    FLOAT32* pDelayTimes;         // [inout] delay time array, receives delays for each destination channel in milliseconds, must have at least DstChannelCount elements (stereo final mix only)
278
    UINT32 SrcChannelCount;       // [in] number of source channels, must equal number of channels in respective emitter
279
    UINT32 DstChannelCount;       // [in] number of destination channels, must equal number of channels of the final mix
280
 
281
    FLOAT32 LPFDirectCoefficient; // [out] LPF direct-path coefficient
282
    FLOAT32 LPFReverbCoefficient; // [out] LPF reverb-path coefficient
283
    FLOAT32 ReverbLevel; // [out] reverb send level
284
    FLOAT32 DopplerFactor; // [out] doppler shift factor, scales resampler ratio for doppler shift effect, where the effective frequency = DopplerFactor * original frequency
285
    FLOAT32 EmitterToListenerAngle; // [out] emitter-to-listener interior angle, expressed in radians with respect to the emitter's front orientation
286
 
287
    FLOAT32 EmitterToListenerDistance; // [out] distance in user-defined world units from the emitter base to listener position, always calculated
288
    FLOAT32 EmitterVelocityComponent; // [out] component of emitter velocity vector projected onto emitter->listener vector in user-defined world units/second, calculated only for doppler
289
    FLOAT32 ListenerVelocityComponent; // [out] component of listener velocity vector projected onto emitter->listener vector in user-defined world units/second, calculated only for doppler
290
} X3DAUDIO_DSP_SETTINGS, *LPX3DAUDIO_DSP_SETTINGS;
291
 
292
 
293
//--------------<M-A-C-R-O-S>-----------------------------------------------//
294
// function storage-class attribute and calltype
295
#if defined(_XBOX) || defined(X3DAUDIOSTATIC)
296
    #define X3DAUDIO_API_(type) EXTERN_C type STDAPIVCALLTYPE
297
#else
298
    #if defined(X3DEXPORT)
299
        #define X3DAUDIO_API_(type) EXTERN_C __declspec(dllexport) type STDAPIVCALLTYPE
300
    #else
301
        #define X3DAUDIO_API_(type) EXTERN_C __declspec(dllimport) type STDAPIVCALLTYPE
302
    #endif
303
#endif
304
#define X3DAUDIO_IMP_(type) type STDMETHODVCALLTYPE
305
 
306
 
307
//--------------<F-U-N-C-T-I-O-N-S>-----------------------------------------//
308
// initializes instance handle
309
X3DAUDIO_API_(void) X3DAudioInitialize (UINT32 SpeakerChannelMask, FLOAT32 SpeedOfSound, __out X3DAUDIO_HANDLE Instance);
310
 
311
// calculates DSP settings with respect to 3D parameters
312
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);
313
 
314
 
315
#pragma pack(pop) // revert packing alignment
316
//---------------------------------<-EOF->----------------------------------//