Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Improve radius behavior with scaling of ambisonic coefficients | Chris Robinson | 2016-04-24 | 1 | -13/+13 |
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* | Use frequency-dependent processing for the ambisonic up-sampler | Chris Robinson | 2016-04-09 | 1 | -3/+37 |
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* | Move the aligned malloc functions to the common lib | Chris Robinson | 2016-03-29 | 1 | -0/+1 |
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* | Skip unused output channels for the HQ decode | Chris Robinson | 2016-03-28 | 1 | -0/+13 |
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* | Align the ChannelMix buffer and use it for up-sampling | Chris Robinson | 2016-03-27 | 1 | -9/+9 |
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* | Include the distance gain compensation in the decoder matrix | Chris Robinson | 2016-03-26 | 1 | -56/+56 |
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* | Add a config option for distance compensation | Chris Robinson | 2016-03-26 | 1 | -2/+2 |
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* | Add distance compensation to the HQ decoder | Chris Robinson | 2016-03-26 | 1 | -4/+107 |
| | | | | | | This only compensates for timing and gain differences caused by differences in the physical speaker distances. It's not near-field compensation. This also relies on having proper distance values defined in the ambdec definition file. | ||||
* | Skip height-related ambisonic channels for 2D rendering | Chris Robinson | 2016-03-25 | 1 | -17/+78 |
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* | Up-sample first-order content when using a higher order HQ decoder | Chris Robinson | 2016-03-23 | 1 | -0/+88 |
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* | Add a specific output for first-order sources | Chris Robinson | 2016-03-22 | 1 | -0/+8 |
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* | Simplify setting the matrix coeffs | Chris Robinson | 2016-03-22 | 1 | -42/+14 |
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* | Properly handle negative matrix values and fix decoder initialization | Chris Robinson | 2016-03-15 | 1 | -1/+1 |
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* | Add a dual-band ambisonic decoder | Chris Robinson | 2016-03-15 | 1 | -0/+286 |
This uses a virtual B-Format buffer for mixing, and then uses a dual-band decoder for improved positional quality. This currently only works with first- order output since first-order input (from the AL_EXT_BFROMAT extension) would not sound correct when fed through a second- or third-order decoder. This also does not currently implement near-field compensation since near-field rendering effects are not implemented. |