| Commit message (Collapse) | Author | Age | Files | Lines |
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I don't know how different sound APIs handle 7.1.4 ("Atmos" or "Auro3D")
output, but currently it simply specifies the additional channels with the
height channel labels. This isn't likely how it works for a virtualized channel
bed, for playing over other with-height configurations (7.1.2, 5.1.4, etc), but
this should be an okay start.
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The sample rate is now 48khz to match the library's default sample rate, and
increased the FIR length to 64 points from 32.
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It's treated as 5.1 + 2 aux channels. This allows AL_DIRECT_CHANNELS_SOFT to
behave better, not forwarding rear left/right channel inputs to lower front and
upper rear, and allows reporting a more appropriate output mode to the app
instead of 7.1.
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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.
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This update removes the 16/24-bit sample type enum, now always being 24-bit
(other than a very small size saving, there's no practical benefit to storing
16-bit samples). This also reverses the field storage, so no on-load fixup is
needed, and stores the IR delays with 2 bits of sub-sample precision, allowing
for slightly better timing (after resampling, blending, etc).
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AL_LOKI_quadriphonic is left alone since that is what the extension is called
and what code expects. All other instances have been fixed for consistency.
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Currently only single field HRTFs are supported, but the format now allows up
to 16.
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