Add OpenAL AL_SOFT_source_spatialize extension support for stereo spatial audio playback

Add `AllowSpatialization` option to `AudioSource`
This commit is contained in:
Wojtek Figat
2023-04-20 15:01:22 +02:00
parent 094a3cfe5a
commit 1ffe8a7b60
16 changed files with 183 additions and 130 deletions

View File

@@ -368,7 +368,7 @@ void AudioBackendXAudio2::Source_OnAdd(AudioSource* source)
auto& header = clip->AudioHeader;
auto& format = aSource->Format;
format.wFormatTag = WAVE_FORMAT_PCM;
format.nChannels = header.Info.NumChannels;
format.nChannels = source->Is3D() ? 1 : header.Info.NumChannels; // 3d audio is always mono (AudioClip auto-converts before buffer write)
format.nSamplesPerSec = header.Info.SampleRate;
format.wBitsPerSample = header.Info.BitDepth;
format.nBlockAlign = (WORD)(format.nChannels * (format.wBitsPerSample / 8));
@@ -394,7 +394,7 @@ void AudioBackendXAudio2::Source_OnAdd(AudioSource* source)
// Prepare source state
aSource->Callback.Source = source;
aSource->IsDirty = true;
aSource->Data.ChannelCount = header.Info.NumChannels;
aSource->Data.ChannelCount = format.nChannels;
aSource->Data.InnerRadius = FLAX_DST_TO_XAUDIO(source->GetMinDistance());
aSource->Is3D = source->Is3D();
aSource->Pitch = source->GetPitch();
@@ -591,7 +591,8 @@ float AudioBackendXAudio2::Source_GetCurrentBufferTime(const AudioSource* source
const auto& clipInfo = source->Clip->AudioHeader.Info;
XAUDIO2_VOICE_STATE state;
aSource->Voice->GetState(&state);
const UINT32 totalSamples = clipInfo.NumSamples / clipInfo.NumChannels;
const uint32 numChannels = source->Is3D() ? 1 : clipInfo.NumChannels; // 3d audio is always mono (AudioClip auto-converts before buffer write)
const UINT32 totalSamples = clipInfo.NumSamples / numChannels;
state.SamplesPlayed -= aSource->LastBufferStartSamplesPlayed % totalSamples; // Offset by the last buffer start to get time relative to its begin
time = aSource->StartTime + (state.SamplesPlayed % totalSamples) / static_cast<float>(Math::Max(1U, clipInfo.SampleRate));
}
@@ -716,6 +717,11 @@ const Char* AudioBackendXAudio2::Base_Name()
return TEXT("XAudio2");
}
AudioBackend::FeatureFlags AudioBackendXAudio2::Base_Features()
{
return FeatureFlags::None;
}
void AudioBackendXAudio2::Base_OnActiveDeviceChanged()
{
}