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* Add an option for "basic" HRTF renderingChris Robinson2015-02-111-0/+8
| | | | | | | | | | | | | | | | | 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.
* Move HRTF params and state closer togetherChris Robinson2015-02-091-3/+3
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* Add missing alignas to CubicLUT declarationChris Robinson2015-01-131-1/+1
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* Remove some IN_IDE_PARSER usesChris Robinson2014-12-241-7/+0
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* Remove some unnecessary restrict usesChris Robinson2014-12-241-7/+6
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* Add a lockless ringbufferChris Robinson2014-12-231-0/+19
| | | | | | Largely copied from JACK, it's extended to work with user-specified element sizes instead of bytes. This is necessary to be able to work with 6- and 7- channel output modes.
* Use a macro for the record thread nameChris Robinson2014-12-211-0/+2
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* Fix logging on WindowsChris Robinson2014-12-201-1/+1
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* Use aluVector and aluMatrix in a couple more placesChris Robinson2014-12-161-1/+1
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* Use aluVector in some more placesChris Robinson2014-12-162-5/+5
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* Add explicit matrix and vector types to operate withChris Robinson2014-12-162-2/+41
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* Use a lookup table to do cubic resamplingChris Robinson2014-12-151-9/+9
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* Transpose the cubic matrix opChris Robinson2014-12-151-6/+6
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* Remove IrSize from DirectParamsChris Robinson2014-11-291-1/+0
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* Support B-Format output with the wave file writerChris Robinson2014-11-251-0/+7
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* Move the voice's last position and gain out of the Hrtf containerChris Robinson2014-11-241-2/+3
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* Add a boolean to specify if a device is headphonesChris Robinson2014-11-231-0/+1
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* Remove unused channel enumsChris Robinson2014-11-231-2/+0
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* Remove the cube+diamond virtual layoutChris Robinson2014-11-231-1/+1
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* Partially revert "Use a different method for HRTF mixing"Chris Robinson2014-11-232-1/+11
| | | | | | | | | | | | 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.
* Attempt to use BS2B when using headphones without HRTFChris Robinson2014-11-221-1/+0
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* Rework HRTF decision logicChris Robinson2014-11-221-0/+1
| | | | | | This way takes into account a new stereo-mode config option, which when set to "headphones" will default to using HRTF. Eventually the device will also be able to specify if headphones are being used.
* Remove an unused macroChris Robinson2014-11-221-3/+0
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* Rename Voice's NumChannels to OutChannelsChris Robinson2014-11-221-1/+1
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* Store the number of output channels in the voiceChris Robinson2014-11-221-0/+1
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* Remove an unnecessary union containerChris Robinson2014-11-221-3/+1
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* Use a different method for HRTF mixingChris Robinson2014-11-222-28/+33
| | | | | | | | | | | | | | | | | | | | | | | This new method mixes sources normally into a 14-channel buffer with the channels placed all around the listener. HRTF is then applied to the channels given their positions and written to a 2-channel buffer, which gets written out to the device. This method has the benefit that HRTF processing becomes more scalable. The costly HRTF filters are applied to the 14-channel buffer after the mix is done, turning it into a post-process with a fixed overhead. Mixing sources is done with normal non-HRTF methods, so increasing the number of playing sources only incurs normal mixing costs. Another benefit is that it improves B-Format playback since the soundfield gets mixed into speakers covering all three dimensions, which then get filtered based on their locations. The main downside to this is that the spatial resolution of the HRTF dataset does not play a big role anymore. However, the hope is that with ambisonics- based panning, the perceptual position of panned sounds will still be good. It is also an option to increase the number of virtual channels for systems that can handle it, or maybe even decrease it for weaker systems.
* Allocate the DryBuffer dynamicallyChris Robinson2014-11-211-1/+1
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* Remove the unused angle and elevation from the device channel configChris Robinson2014-11-151-2/+0
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* Remove the unused wide-stereo optionChris Robinson2014-11-081-3/+0
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* Move a declarationChris Robinson2014-11-071-1/+2
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* Pas the output device channel count to ALeffectState::processChris Robinson2014-11-072-2/+6
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* Rename speakers to channels, and remove an old incorrect commentChris Robinson2014-11-071-4/+2
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* Use a separate macro for the max output channel countChris Robinson2014-11-072-12/+11
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* Fix 5.1 surround soundChris Robinson2014-11-071-2/+2
| | | | | | | | | | | | | Apparently, 5.1 surround sound is supposed to use the "side" channels, not the back channels, and we've been wrong this whole time. That means the "5.1 Side" is actually the correct 5.1 setup, and using the back channels is anomalous. Additionally, this means the 5.1 buffer format should also use the the side channels instead of the back channels. A final note: the 5.1 mixing coefficients are changed so both use the original 5.1 surround sound set (with the surround channels at +/-110 degrees). So the only difference now between 5.1 "side" and 5.1 "back" is the channel labels.
* Remove the channel name from ChannelConfigChris Robinson2014-11-051-1/+0
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* Use a method to set omni-directional channel gainsChris Robinson2014-11-041-14/+7
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* Support B-Format source rotation with AL_ORIENTATIONChris Robinson2014-10-312-3/+5
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* Rename the source's Orientation to DirectionChris Robinson2014-10-311-1/+1
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* Add preliminary AL_EXT_BFORMAT supportChris Robinson2014-10-313-1/+14
| | | | | Currently missing the AL_ORIENTATION source property. Gain stepping also does not work.
* Make alcSuspendContext and alcProcessContext batch updatesChris Robinson2014-10-121-0/+3
| | | | | | | | | | This behavior better matches Creative's hardware drivers and Rapture3D's OpenAL driver. A compatibility environment variable is provided to restore the old no-op behavior for any app that behaves badly from this change (set __ALSOFT_SUSPEND_CONTEXT to "ignore"). If too many apps have a problem with this, the default behavior may need to be changed to ignore, with the env var providing an option to defer/batch instead.
* Add a helper to search for a channel index by nameChris Robinson2014-10-021-0/+17
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* Store default speaker configurations in a structChris Robinson2014-10-021-11/+14
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* Make ComputeAngleGains use ComputeDirectionalGainsChris Robinson2014-10-022-5/+6
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* Don't use ComputeAngleGains for SetGainsChris Robinson2014-10-021-1/+5
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* Use an ambisonics-based panning methodChris Robinson2014-09-302-0/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | For mono sources, third-order ambisonics is utilized to generate panning gains. The general idea is that a panned mono sound can be encoded into b-format ambisonics as: w[i] = sample[i] * 0.7071; x[i] = sample[i] * dir[0]; y[i] = sample[i] * dir[1]; ... and subsequently rendered using: output[chan][i] = w[i] * w_coeffs[chan] + x[i] * x_coeffs[chan] + y[i] * y_coeffs[chan] + ...; By reordering the math, channel gains can be generated by doing: gain[chan] = 0.7071 * w_coeffs[chan] + dir[0] * x_coeffs[chan] + dir[1] * y_coeffs[chan] + ...; which then get applied as normal: output[chan][i] = sample[i] * gain[chan]; One of the reasons to use ambisonics for panning is that it provides arguably better reproduction for sounds emanating from between two speakers. As well, this makes it easier to pan in all 3 dimensions, with for instance a "3D7.1" or 8-channel cube speaker configuration by simply providing the necessary coefficients (this will need some work since some methods still use angle-based panpot, particularly multi-channel sources). Unfortunately, the math to reliably generate the coefficients for a given speaker configuration is too costly to do at run-time. They have to be pre- generated based on a pre-specified speaker arangement, which means the config options for tweaking speaker angles are no longer supportable. Eventually I hope to provide config options for custom coefficients, which can either be generated and written in manually, or via alsoft-config from user-specified speaker positions. The current default set of coefficients were generated using the MATLAB scripts (compatible with GNU Octave) from the excellent Ambisonic Decoder Toolbox, at https://bitbucket.org/ambidecodertoolbox/adt/
* Combine some fields into a structChris Robinson2014-09-101-3/+6
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* Invert the ChannelOffsets arrayChris Robinson2014-09-101-1/+2
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* Remove the GetLatency method from the old BackendFuncsChris Robinson2014-09-081-4/+0
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* Convert the winmm backend to the new backend APIChris Robinson2014-09-081-3/+0
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