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* Support capture with mmdevapiChris Robinson2014-12-192-1/+552
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* Handle logging Unicode strings on WindowsChris Robinson2014-12-191-38/+62
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* Set the right variable when assuming CPU extensionsChris Robinson2014-12-191-3/+3
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* Do up to 256 samples at a time with multi-step loopsChris Robinson2014-12-189-25/+23
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* Inline a couple functionsChris Robinson2014-12-181-2/+2
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* Offset to the buffer's channel start firstChris Robinson2014-12-181-3/+6
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* Avoid duplicate calculationsChris Robinson2014-12-181-4/+4
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* Assert that there's a buffer for mixingChris Robinson2014-12-171-0/+1
| | | | For Clang's static analysis.
* Set a couple pulse callbacks to NULL during reset, and minor cleanupsChris Robinson2014-12-171-9/+9
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* Don't kill pulseaudio's mixer thread if it's already killedChris Robinson2014-12-171-1/+1
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* Use aluVector and aluMatrix in a couple more placesChris Robinson2014-12-161-45/+30
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* Constify some variablesChris Robinson2014-12-162-24/+24
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* Pass a vectory to aluMatrixVectorChris Robinson2014-12-161-20/+23
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* Use aluVector in some more placesChris Robinson2014-12-162-43/+32
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* Add explicit matrix and vector types to operate withChris Robinson2014-12-162-49/+44
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* Multiply samples with the cubic coeffs before transposingChris Robinson2014-12-152-12/+14
| | | | This avoids having to transpose the cubic coefficients.
* Load samples with _mm_loadu_ps in the cubic SSE resamplersChris Robinson2014-12-152-8/+10
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* Add SSE2 and SSE4.1 cubic resamplersChris Robinson2014-12-154-0/+139
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* Use a lookup table to do cubic resamplingChris Robinson2014-12-154-2/+20
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* Don't pass float literals for unsigned intsChris Robinson2014-12-061-2/+2
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* Fix a potential leak when opening a data file on WindowsChris Robinson2014-12-011-0/+2
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* Remove IrSize from DirectParamsChris Robinson2014-11-292-3/+4
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* Remove an unnecessary maxf()Chris Robinson2014-11-291-1/+1
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* Check mmdevice endpoint for being headphonesChris Robinson2014-11-272-1/+33
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* Avoid unnecessary uses of ALCdevice_Lock and ALCdevice_UnlockChris Robinson2014-11-271-8/+8
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* Set headphones when dsound reports headphonesChris Robinson2014-11-271-1/+3
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* Improve ambient gain calculationsChris Robinson2014-11-252-5/+5
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* Support B-Format output with the wave file writerChris Robinson2014-11-259-2/+60
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* Halve the gain of the Cube8 coefficientsChris Robinson2014-11-251-8/+8
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* Fix reverb panning directionChris Robinson2014-11-251-2/+2
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* Shorten a couple linesChris Robinson2014-11-251-3/+3
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* Use linear gain steppingChris Robinson2014-11-254-31/+25
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* Pass the step count to the Update*Stepping methodsChris Robinson2014-11-251-25/+32
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* Fix __ALSOFT_REVERSE_Z with non-HRTF outputChris Robinson2014-11-251-23/+21
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* Use a separate method to set initial HRTF coefficientsChris Robinson2014-11-244-6/+52
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* Require at least pulse client 0.9.16Chris Robinson2014-11-241-48/+8
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* Trace PulseAudio's active portChris Robinson2014-11-241-2/+5
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* Make CalcHrtfDelta more genericChris Robinson2014-11-243-39/+40
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* Move the voice's last position and gain out of the Hrtf containerChris Robinson2014-11-241-10/+10
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* Rename step to stepsChris Robinson2014-11-241-4/+4
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* Use a macro to reduce code duplicationChris Robinson2014-11-231-14/+12
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* Avoid using ALCdevice_Lock and ALCdevice_Unlock unnecessarilyChris Robinson2014-11-231-12/+12
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* Update a commentChris Robinson2014-11-231-3/+3
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* Set headphones when pulse reports using the headphones portChris Robinson2014-11-231-0/+3
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* Add a boolean to specify if a device is headphonesChris Robinson2014-11-231-1/+4
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* Swap delta and step, remove double semicolonsChris Robinson2014-11-231-15/+15
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* Remove unused channel enumsChris Robinson2014-11-231-2/+0
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* Remove the cube+diamond virtual layoutChris Robinson2014-11-231-51/+7
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* Add an option for a simpler virtual channel setupChris Robinson2014-11-231-21/+53
| | | | | | With HRTF mixing, certain things are mixed to virtual channels to be filtered with HRTF later. This allows for using an 8-channel cube instead of a 14- channel cube+diamond.
* Partially revert "Use a different method for HRTF mixing"Chris Robinson2014-11-2310-31/+498
| | | | | | | | | | | | The sound localization with virtual channel mixing was just too poor, so while it's more costly to do per-source HRTF mixing, it's unavoidable if you want good localization. This is only partially reverted because having the virtual channel is still beneficial, particularly with B-Format rendering and effect mixing which otherwise skip HRTF processing. As before, the number of virtual channels can potentially be customized, specifying more or less channels depending on the system's needs.