Cleanup HRTF support code #963

This commit is contained in:
Wojtek Figat
2023-04-19 13:12:27 +02:00
parent 1b278f5c56
commit 1e1c296300
5 changed files with 29 additions and 35 deletions

View File

@@ -10,9 +10,9 @@
/// </summary>
API_CLASS(sealed, Namespace="FlaxEditor.Content.Settings") class FLAXENGINE_API AudioSettings : public SettingsBase
{
DECLARE_SCRIPTING_TYPE_MINIMAL(AudioSettings);
public:
DECLARE_SCRIPTING_TYPE_MINIMAL(AudioSettings);
public:
/// <summary>
/// If checked, audio playback will be disabled in build game. Can be used if game uses custom audio playback engine.
/// </summary>
@@ -32,15 +32,13 @@ public:
bool MuteOnFocusLoss = true;
/// <summary>
/// Enables/disables HRTF audio for in-engine processing of 3d audio.
/// Enables or disables HRTF audio for in-engine processing of 3D audio (if supported by platform).
/// 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.)
/// Note: this is currently only available with the OpenAL audio backend.
/// </summary>
API_FIELD(Attributes="EditorOrder(300), DefaultValue(true), EditorDisplay(\"Spatial Audio\")")
bool UseHRTFWhenAvailable = true;
bool EnableHRTF = true;
public:
/// <summary>
/// Gets the instance of the settings asset (default value if missing). Object returned by this method is always loaded with valid data to use.
/// </summary>
@@ -54,6 +52,6 @@ public:
DESERIALIZE(DisableAudio);
DESERIALIZE(DopplerFactor);
DESERIALIZE(MuteOnFocusLoss);
DESERIALIZE(UseHRTFWhenAvailable);
DESERIALIZE(EnableHRTF);
}
};