Cleanup HRTF support code #963
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@@ -278,6 +278,7 @@
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<s:Boolean x:Key="/Default/UserDictionary/Words/=heightfield/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Heightmap/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=HLSL/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=HRTF/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Inlines/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Inscattering/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Interpolants/@EntryIndexedValue">True</s:Boolean>
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@@ -57,7 +57,7 @@ namespace
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float Volume = 1.0f;
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int32 ActiveDeviceIndex = -1;
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bool MuteOnFocusLoss = true;
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bool UseHRTFWhenAvailable = true;
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bool EnableHRTF = true;
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}
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class AudioService : public EngineService
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@@ -95,7 +95,7 @@ void AudioSettings::Apply()
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if (AudioBackend::Instance != nullptr)
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{
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Audio::SetDopplerFactor(DopplerFactor);
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Audio::SetUseHRTFWhenAvailable(UseHRTFWhenAvailable);
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Audio::SetEnableHRTF(EnableHRTF);
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}
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}
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@@ -143,14 +143,16 @@ void Audio::SetDopplerFactor(float value)
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AudioBackend::SetDopplerFactor(value);
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}
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bool Audio::GetUseHRTFWhenAvailable()
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bool Audio::GetEnableHRTF()
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{
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return UseHRTFWhenAvailable;
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return EnableHRTF;
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}
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void Audio::SetUseHRTFWhenAvailable(bool value)
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void Audio::SetEnableHRTF(bool value)
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{
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UseHRTFWhenAvailable = value;
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if (EnableHRTF == value)
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return;
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EnableHRTF = value;
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AudioBackend::Listener::ReinitializeAll();
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}
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@@ -18,7 +18,6 @@ API_CLASS(Static) class FLAXENGINE_API Audio
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friend class AudioClip;
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public:
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/// <summary>
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/// The audio listeners collection registered by the service.
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/// </summary>
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@@ -45,7 +44,6 @@ public:
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API_EVENT() static Action ActiveDeviceChanged;
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public:
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/// <summary>
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/// Gets the active device.
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/// </summary>
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@@ -65,7 +63,6 @@ public:
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API_PROPERTY() static void SetActiveDeviceIndex(int32 index);
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public:
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/// <summary>
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/// Gets the master volume applied to all the audio sources (normalized to range 0-1).
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/// </summary>
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@@ -91,18 +88,17 @@ public:
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API_PROPERTY() static void SetDopplerFactor(float value);
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/// <summary>
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/// Gets the preference to use HRTF audio when available. Default is true.
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/// Gets the preference to use HRTF audio (when available on platform). Default is true.
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/// </summary>
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API_PROPERTY() static bool GetUseHRTFWhenAvailable();
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API_PROPERTY() static bool GetEnableHRTF();
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/// <summary>
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/// Sets the preference to use HRTF audio when available. Default is true.
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/// Sets the preference to use HRTF audio (when available on platform). Default is true.
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/// </summary>
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/// <param name="value">The value.</param>
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API_PROPERTY() static void SetUseHRTFWhenAvailable(bool value);
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API_PROPERTY() static void SetEnableHRTF(bool value);
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public:
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static void OnAddListener(AudioListener* listener);
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static void OnRemoveListener(AudioListener* listener);
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@@ -10,9 +10,9 @@
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/// </summary>
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API_CLASS(sealed, Namespace="FlaxEditor.Content.Settings") class FLAXENGINE_API AudioSettings : public SettingsBase
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(AudioSettings);
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public:
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DECLARE_SCRIPTING_TYPE_MINIMAL(AudioSettings);
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public:
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/// <summary>
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/// If checked, audio playback will be disabled in build game. Can be used if game uses custom audio playback engine.
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/// </summary>
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@@ -32,15 +32,13 @@ public:
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bool MuteOnFocusLoss = true;
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/// <summary>
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/// Enables/disables HRTF audio for in-engine processing of 3d audio.
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/// Enables or disables HRTF audio for in-engine processing of 3D audio (if supported by platform).
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/// If enabled, the user should be using two-channel/headphones audio output and have all other surround virtualization disabled (Atmos, DTS:X, vendor specific, etc.)
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/// Note: this is currently only available with the OpenAL audio backend.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(300), DefaultValue(true), EditorDisplay(\"Spatial Audio\")")
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bool UseHRTFWhenAvailable = true;
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bool EnableHRTF = true;
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public:
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/// <summary>
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/// Gets the instance of the settings asset (default value if missing). Object returned by this method is always loaded with valid data to use.
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/// </summary>
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@@ -54,6 +52,6 @@ public:
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DESERIALIZE(DisableAudio);
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DESERIALIZE(DopplerFactor);
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DESERIALIZE(MuteOnFocusLoss);
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DESERIALIZE(UseHRTFWhenAvailable);
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DESERIALIZE(EnableHRTF);
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}
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};
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@@ -156,7 +156,7 @@ namespace ALC
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void RebuildContexts(bool isChangingDevice)
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{
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LOG(Info, "Audio: Rebuilding audio contexts");
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LOG(Info, "Rebuilding audio contexts");
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if (!isChangingDevice)
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{
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@@ -169,29 +169,26 @@ namespace ALC
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if (Device == nullptr)
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return;
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ALCint attrsHrtf[] = { ALC_HRTF_SOFT, ALC_TRUE };
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const ALCint* attrList = nullptr;
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if (Audio::GetEnableHRTF())
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{
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LOG(Info, "Enabling OpenAL HRTF");
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attrList = attrsHrtf;
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}
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#if ALC_MULTIPLE_LISTENERS
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const int32 numListeners = Audio::Listeners.Count();
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const int32 numContexts = numListeners > 1 ? numListeners : 1;
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Contexts.Resize(numContexts);
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ALC_FOR_EACH_CONTEXT()
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ALCcontext* context = alcCreateContext(Device, nullptr);
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ALCcontext* context = alcCreateContext(Device, attrList);
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Contexts[i] = context;
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}
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#else
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Contexts.Resize(1);
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if (Audio::GetUseHRTFWhenAvailable())
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{
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LOG(Info, "Audio: Enabling OpenAL HRTF");
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ALCint attrs[] = { ALC_HRTF_SOFT, ALC_TRUE };
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Contexts[0] = alcCreateContext(Device, attrs);
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}
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else
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{
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Contexts[0] = alcCreateContext(Device, nullptr);
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}
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Contexts[0] = alcCreateContext(Device, attrList);
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#endif
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// If only one context is available keep it active as an optimization.
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