Add Pan to Audio Source for stereo panning
This commit is contained in:
@@ -41,6 +41,7 @@ private:
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virtual void Source_TransformChanged(AudioSource* source) = 0;
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virtual void Source_VolumeChanged(AudioSource* source) = 0;
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virtual void Source_PitchChanged(AudioSource* source) = 0;
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virtual void Source_PanChanged(AudioSource* source) = 0;
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virtual void Source_IsLoopingChanged(AudioSource* source) = 0;
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virtual void Source_SpatialSetupChanged(AudioSource* source) = 0;
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virtual void Source_ClipLoaded(AudioSource* source) = 0;
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@@ -143,6 +144,11 @@ public:
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Instance->Source_PitchChanged(source);
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}
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FORCE_INLINE static void PanChanged(AudioSource* source)
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{
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Instance->Source_PanChanged(source);
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}
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FORCE_INLINE static void IsLoopingChanged(AudioSource* source)
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{
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Instance->Source_IsLoopingChanged(source);
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@@ -45,6 +45,16 @@ void AudioSource::SetPitch(float value)
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AudioBackend::Source::PitchChanged(this);
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}
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void AudioSource::SetPan(float value)
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{
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value = Math::Clamp(value, -1.0f, 1.0f);
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if (Math::NearEqual(_pan, value))
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return;
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_pan = value;
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if (SourceIDs.HasItems())
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AudioBackend::Source::PanChanged(this);
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}
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void AudioSource::SetIsLooping(bool value)
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{
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if (_loop == value)
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@@ -339,6 +349,7 @@ void AudioSource::Serialize(SerializeStream& stream, const void* otherObj)
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SERIALIZE(Clip);
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SERIALIZE_MEMBER(Volume, _volume);
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SERIALIZE_MEMBER(Pitch, _pitch);
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SERIALIZE_MEMBER(Pan, _pan);
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SERIALIZE_MEMBER(MinDistance, _minDistance);
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SERIALIZE_MEMBER(Attenuation, _attenuation);
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SERIALIZE_MEMBER(DopplerFactor, _dopplerFactor);
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@@ -355,6 +366,7 @@ void AudioSource::Deserialize(DeserializeStream& stream, ISerializeModifier* mod
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DESERIALIZE(Clip);
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DESERIALIZE_MEMBER(Volume, _volume);
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DESERIALIZE_MEMBER(Pitch, _pitch);
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DESERIALIZE_MEMBER(Pan, _pan);
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DESERIALIZE_MEMBER(MinDistance, _minDistance);
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DESERIALIZE_MEMBER(Attenuation, _attenuation);
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DESERIALIZE_MEMBER(DopplerFactor, _dopplerFactor);
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@@ -46,6 +46,7 @@ private:
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Vector3 _prevPos;
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float _volume;
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float _pitch;
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float _pan = 0.0f;
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float _minDistance;
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float _attenuation = 1.0f;
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float _dopplerFactor = 1.0f;
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@@ -109,6 +110,20 @@ public:
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/// </summary>
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API_PROPERTY() void SetPitch(float value);
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/// <summary>
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/// Gets the stereo pan of the played audio (-1 is left speaker, 1 is right speaker, 0 is balanced). The default is 1. Used by non-spatial audio only.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(30), DefaultValue(0.0f), Limit(-1.0f, 1.0f), EditorDisplay(\"Audio Source\")")
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FORCE_INLINE float GetPan() const
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{
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return _pan;
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}
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/// <summary>
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/// Sets the stereo pan of the played audio (-1 is left speaker, 1 is right speaker, 0 is balanced). The default is 0. Used by non-spatial audio only.
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/// </summary>
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API_PROPERTY() void SetPan(float value);
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/// <summary>
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/// Determines whether the audio clip should loop when it finishes playing.
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/// </summary>
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@@ -52,6 +52,10 @@ void AudioBackendNone::Source_PitchChanged(AudioSource* source)
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{
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}
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void AudioBackendNone::Source_PanChanged(AudioSource* source)
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{
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}
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void AudioBackendNone::Source_IsLoopingChanged(AudioSource* source)
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{
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}
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@@ -25,6 +25,7 @@ public:
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void Source_TransformChanged(AudioSource* source) override;
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void Source_VolumeChanged(AudioSource* source) override;
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void Source_PitchChanged(AudioSource* source) override;
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void Source_PanChanged(AudioSource* source) override;
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void Source_IsLoopingChanged(AudioSource* source) override;
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void Source_SpatialSetupChanged(AudioSource* source) override;
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void Source_ClipLoaded(AudioSource* source) override;
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@@ -164,6 +164,11 @@ namespace ALC
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alSource3f(sourceID, AL_POSITION, 0.0f, 0.0f, 0.0f);
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alSource3f(sourceID, AL_VELOCITY, 0.0f, 0.0f, 0.0f);
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}
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#ifdef AL_EXT_STEREO_ANGLES
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const float panAngle = source->GetPan() * PI_HALF;
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const ALfloat panAngles[2] = { (ALfloat)(PI / 6.0 - panAngle), (ALfloat)(-PI / 6.0 - panAngle) }; // Angles are specified counter-clockwise in radians
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alSourcefv(sourceID, AL_STEREO_ANGLES, panAngles);
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#endif
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}
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// Restore state after Cleanup
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@@ -392,6 +397,18 @@ void AudioBackendOAL::Source_PitchChanged(AudioSource* source)
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}
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}
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void AudioBackendOAL::Source_PanChanged(AudioSource* source)
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{
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#ifdef AL_EXT_STEREO_ANGLES
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const float panAngle = source->GetPan() * PI_HALF;
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const ALfloat panAngles[2] = { (ALfloat)(PI / 6.0 - panAngle), (ALfloat)(-PI / 6.0 - panAngle) }; // Angles are specified counter-clockwise in radians
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ALC_FOR_EACH_CONTEXT()
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const uint32 sourceID = source->SourceIDs[i];
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alSourcefv(sourceID, AL_STEREO_ANGLES, panAngles);
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}
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#endif
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}
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void AudioBackendOAL::Source_IsLoopingChanged(AudioSource* source)
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{
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const bool loop = source->GetIsLooping() && !source->UseStreaming();
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@@ -409,6 +426,9 @@ void AudioBackendOAL::Source_SpatialSetupChanged(AudioSource* source)
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alSourcei(sourceID, AL_SOURCE_RELATIVE, !is3D);
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if (is3D)
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{
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#ifdef AL_SOFT_source_spatialize
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alSourcei(sourceID, AL_SOURCE_SPATIALIZE_SOFT, AL_TRUE);
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#endif
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alSourcef(sourceID, AL_ROLLOFF_FACTOR, source->GetAttenuation());
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alSourcef(sourceID, AL_DOPPLER_FACTOR, source->GetDopplerFactor());
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alSourcef(sourceID, AL_REFERENCE_DISTANCE, FLAX_DST_TO_OAL(source->GetMinDistance()));
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@@ -25,6 +25,7 @@ public:
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void Source_TransformChanged(AudioSource* source) override;
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void Source_VolumeChanged(AudioSource* source) override;
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void Source_PitchChanged(AudioSource* source) override;
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void Source_PanChanged(AudioSource* source) override;
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void Source_IsLoopingChanged(AudioSource* source) override;
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void Source_SpatialSetupChanged(AudioSource* source) override;
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void Source_ClipLoaded(AudioSource* source) override;
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@@ -118,6 +118,7 @@ namespace XAudio2
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WAVEFORMATEX Format;
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XAUDIO2_SEND_DESCRIPTOR Destination;
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float Pitch;
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float Pan;
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float StartTime;
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float DopplerFactor;
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uint64 LastBufferStartSamplesPlayed;
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@@ -140,6 +141,7 @@ namespace XAudio2
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Destination.Flags = 0;
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Destination.pOutputVoice = nullptr;
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Pitch = 1.0f;
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Pan = 0.0f;
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StartTime = 0.0f;
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IsDirty = false;
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Is3D = false;
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@@ -399,6 +401,7 @@ void AudioBackendXAudio2::Source_OnAdd(AudioSource* source)
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aSource->Data.InnerRadius = FLAX_DST_TO_XAUDIO(source->GetMinDistance());
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aSource->Is3D = source->Is3D();
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aSource->Pitch = source->GetPitch();
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aSource->Pan = source->GetPan();
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aSource->DopplerFactor = source->GetDopplerFactor();
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aSource->UpdateTransform(source);
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aSource->UpdateVelocity(source);
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@@ -455,6 +458,16 @@ void AudioBackendXAudio2::Source_PitchChanged(AudioSource* source)
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}
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}
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void AudioBackendXAudio2::Source_PanChanged(AudioSource* source)
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{
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auto aSource = XAudio2::GetSource(source);
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if (aSource)
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{
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aSource->Pan = source->GetPan();
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aSource->IsDirty = true;
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}
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}
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void AudioBackendXAudio2::Source_IsLoopingChanged(AudioSource* source)
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{
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auto aSource = XAudio2::GetSource(source);
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@@ -812,11 +825,12 @@ void AudioBackendXAudio2::Base_Update()
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dsp.SrcChannelCount = source.Data.ChannelCount;
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if (source.Is3D && listener)
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{
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// 3D sound
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X3DAudioCalculate(XAudio2::X3DInstance, &listener->Data, &source.Data, X3DAUDIO_CALCULATE_MATRIX | X3DAUDIO_CALCULATE_DOPPLER, &dsp);
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}
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else
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{
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// Stereo
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// 2D sound
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dsp.DopplerFactor = 1.0f;
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Platform::MemoryClear(dsp.pMatrixCoefficients, sizeof(matrixCoefficients));
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dsp.pMatrixCoefficients[0] = 1.0f;
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@@ -828,6 +842,13 @@ void AudioBackendXAudio2::Base_Update()
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{
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dsp.pMatrixCoefficients[3] = 1.0f;
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}
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const float panLeft = Math::Min(1.0f - source.Pan, 1.0f);
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const float panRight = Math::Min(1.0f + source.Pan, 1.0f);
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if (source.Format.nChannels >= 2)
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{
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dsp.pMatrixCoefficients[0] *= panLeft;
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dsp.pMatrixCoefficients[3] *= panRight;
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}
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}
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const float frequencyRatio = dopplerFactor * source.Pitch * dsp.DopplerFactor * source.DopplerFactor;
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@@ -25,6 +25,7 @@ public:
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void Source_TransformChanged(AudioSource* source) override;
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void Source_VolumeChanged(AudioSource* source) override;
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void Source_PitchChanged(AudioSource* source) override;
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void Source_PanChanged(AudioSource* source) override;
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void Source_IsLoopingChanged(AudioSource* source) override;
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void Source_SpatialSetupChanged(AudioSource* source) override;
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void Source_ClipLoaded(AudioSource* source) override;
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