diff options
author | Chris Robinson <[email protected]> | 2015-02-11 09:32:05 -0800 |
---|---|---|
committer | Chris Robinson <[email protected]> | 2015-02-11 09:32:05 -0800 |
commit | 71b6e9bfe0f3f188ff48a1acdb29311ee3ed8ed7 (patch) | |
tree | c38614d26c675fed3520537d06fbf8493288462e /Alc/ALu.c | |
parent | a6e574ba9e1a7dade95b9d4ddf864df5c0724b21 (diff) |
Add an option for "basic" HRTF rendering
This method is intended to help development by easily testing the quality of
the B-Format encode and B-Format-to-HRTF decode. When used with HRTF, all
sources are renderer using the virtual B-Format output, rather than just
B-Format sources.
Despite the CPU cost savings (only four channels need to be filtered with HRTF,
while sources all render normally), the spatial acuity offered by the B-Format
output is pretty poor since it's only first-order ambisonics, so "full" HRTF
rendering is definitely preferred.
It's /possible/ for some systems to be edge cases that prefer the CPU cost
savings provided by basic over the sharper localization provided by full, and
you do still get 3D positional cues, but this is unlikely to be an actual use-
case in practice.
Diffstat (limited to 'Alc/ALu.c')
-rw-r--r-- | Alc/ALu.c | 4 |
1 files changed, 2 insertions, 2 deletions
@@ -563,7 +563,7 @@ ALvoid CalcNonAttnSourceParams(ALvoice *voice, const ALsource *ALSource, const A voice->IsHrtf = AL_FALSE; } - else if(Device->Hrtf) + else if(Device->Hrtf_Mode == FullHrtf) { voice->Direct.OutBuffer += voice->Direct.OutChannels; voice->Direct.OutChannels = 2; @@ -999,7 +999,7 @@ ALvoid CalcSourceParams(ALvoice *voice, const ALsource *ALSource, const ALCconte BufferListItem = BufferListItem->next; } - if(Device->Hrtf) + if(Device->Hrtf_Mode == FullHrtf) { /* Use a binaural HRTF algorithm for stereo headphone playback */ aluVector dir = {{ 0.0f, 0.0f, -1.0f, 0.0f }}; |