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* Make and use a processHfScale function with a separate outputChris Robinson2022-03-313-6/+44
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* Avoid some explicit extern "C"s on function definitionsChris Robinson2022-03-313-4/+16
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* Simplify al::byteChris Robinson2022-03-302-63/+11
| | | | | It's just an alias for unsigned char now, and no longer strongly-typed like std::byte.
* Remove a dead storeChris Robinson2022-03-301-1/+0
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* Replace a few asserts with actual checks or ASSUME()Chris Robinson2022-03-303-8/+9
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* Avoid some redundant variable assignmentsChris Robinson2022-03-301-12/+6
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* Remove the reversed all-pass trick in MixDirectHrtfBaseChris Robinson2022-03-306-50/+11
| | | | Given the minimum phase HRTF, it's not going to stay linear phase anyway.
* Add missing includeChris Robinson2022-03-301-0/+1
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* Move assume_aligned to opthelpers.h and define force_inlineChris Robinson2022-03-302-40/+38
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* Avoid a shadow declaration warningChris Robinson2022-03-301-7/+7
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* Slightly improve code flow for ASSUMEChris Robinson2022-03-291-1/+1
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* Make and use a Default enum for StereoEncodingChris Robinson2022-03-293-13/+15
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* Rename ALC_STEREO_PLAIN_SOFT and don't duplicate ALC_HRTF_SOFTChris Robinson2022-03-294-7/+7
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* constexpr functions are not allowed to have static variables, and if they ↵Glyn Leine2022-03-291-4/+4
| | | | are constexpr anyways then them being static has no benifit (#677)
* Avoid a variable to subscript an array in offsetofChris Robinson2022-03-261-2/+8
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* Inline a couple dispatch callsChris Robinson2022-03-264-24/+5
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* Simplify some move assignmentsChris Robinson2022-03-252-8/+6
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* Protect intrusive_ptr and ComPtr from moving to itselfChris Robinson2022-03-252-20/+20
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* Try to improve assume_aligned for other compilersChris Robinson2022-03-251-2/+35
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* Don't expose EAX reverb preset duplicatesChris Robinson2022-03-242-113/+62
| | | | | The presets are already in their respective arrays, which makes the individual globals redundant.
* Simplify a couple offsetof statementsChris Robinson2022-03-241-10/+4
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* Revert "Set the proper reverb effect defaults for EAX"Chris Robinson2022-03-241-25/+0
| | | | This reverts commit 964a11ef629fa3a89e827516a47949c858ce864c.
* Be more careful about checking compiler flagsChris Robinson2022-03-231-15/+15
| | | | | Certain combinations of MSVC and CMake seem to allow all compiler flag checks to pass, which was causing certain GCC attributes to be used on MSVC.
* Handle more modes with the ALC_OUTPUT_MODE_SOFT attributeChris Robinson2022-03-234-184/+254
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* Set the proper reverb effect defaults for EAXChris Robinson2022-03-231-0/+25
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* Better ensure attributes are properly tracedChris Robinson2022-03-171-28/+15
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* Fix tracing the ALC_OUTPUT_MODE_SOFT attributeChris Robinson2022-03-171-1/+1
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* Ensure the EAX functions are suitably aligned on 32-bitChris Robinson2022-03-162-4/+4
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* Make sure FX slots that aren't made active are disabledChris Robinson2022-03-131-9/+6
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* Add options to reverse local X and Y coordinatesChris Robinson2022-03-105-11/+36
| | | | | To go along with reverse-z on the other axii. This is only for games that have position/orientation errors causing top-bottom (or left-right) inversion.
* Update comments about where to put config filesChris Robinson2022-03-101-6/+10
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* Fix for some missing macrosChris Robinson2022-03-101-0/+5
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* Add a config option for reverse-zChris Robinson2022-03-104-25/+41
| | | | | | The same as the __ALSOFT_REVERSE_Z env var, but in the config file. Should only be used for per-game config files (either along side the executable, or setting the ALSOFT_CONF env var when launching the app).
* Use proper macros instead of magic numbersChris Robinson2022-03-091-3/+3
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* Avoid a divide-by-zero in UhjDecoder::decodeStereoChris Robinson2022-03-071-4/+4
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* Fix X-RAM trackingChris Robinson2022-03-064-185/+117
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* Avoid a stateful unique_ptr deleterChris Robinson2022-03-052-28/+10
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* Fix EAXSOURCE_ROLLOFFFACTORChris Robinson2022-03-052-2/+11
| | | | It should be added to AL_ROLLOFF_FACTOR.
* Set the MacroFXFactor defaultChris Robinson2022-03-051-0/+1
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* Simplify committing EAX propertiesChris Robinson2022-03-0518-1072/+328
| | | | | | Based on DirectSound's EAX behavior, committing any EAX property commits *all* deferred property changes, not just the object being changed. So applying EAX changes can be handled in one place.
* Handle deferring for EAX 1 reverbChris Robinson2022-03-041-351/+212
| | | | | I don't know if EAX 1 actually handles deferring updates, but it will simplify future changes.
* Ensure deferred EAX effect properties are committedChris Robinson2022-03-0417-57/+86
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* Fix the UHJ decoder parameters in uhjdecoderChris Robinson2022-03-021-5/+5
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* Fix applying the EAX context AirAbsorptionHF propertyChris Robinson2022-03-021-1/+1
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* Fix applying air absorptionChris Robinson2022-03-021-20/+20
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* Move some temp variables closer to where they're usedChris Robinson2022-03-021-69/+67
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* Rework source send distance attenuation handlingChris Robinson2022-03-021-61/+77
| | | | | | | | Specifically, AL_[EAX]REVERB_ROOM_ROLLOFF_FACTOR always applies to an inverse distance rolloff model, where the source's AL_ROOM_ROLLOFF_FACTOR applies to the selected distance model. Consequently, the normal distance and cone attenuation only needs to be calculated once for all sends, with the effect's room rolloff calculated and applied separately.
* Rework the initial reverb decayChris Robinson2022-03-011-41/+32
| | | | | | | | | | | | | | | | | | The idea here is that the initial reverb decay can't become less than the dry path distance attenuation, as the dry attenuation represents the audio that has not yet had a chance to start reflecting in the environment. As well, the reference distance indicates where there is no distance attenuation, with any initial attenuation set by the environment itself. So what we do is use the dry path attenuation as the baseline for what's mixed to the reverb, with the decay rate indicating how much of the remaining room (non-direct) energy attenuates with distance. This may be over-complicating it. Other sources hint at a more typical XdB per doubling of distance, with X varying depending on environment properties (room size, absorbancy, etc). This could be handled by applying a normal inverse distance attenuation model, with a rolloff factor generated from the reverb properties (density, decay rate, etc). Will need more testing and research.
* Remove AL_SOFTX_filter_gain_exChris Robinson2022-02-282-6/+3
| | | | | | It was only added to try to help DSOAL, and it's not clear if it's even necessary. But with native EAX API support, it certainly isn't necessary anymore.
* Forward the DriverIface constructor's nameChris Robinson2022-02-261-4/+6
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