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For the first release of FAudio we focused on what FNA and XACT needed, but now that this is looking to go into a whole lot more games we should look at the rest of the X3DAudio features.
Don't expect a whole lot of information out there - the MSDN docs are completely useless and many months of looking for existing research on this turned up completely and entirely empty. If you're working on this, it's because you REALLY know what you're doing (I certainly don't).
Checklist:
F3DAUDIO_CALCULATE_DELAY
F3DAUDIO_CALCULATE_LPF_DIRECT
F3DAUDIO_CALCULATE_LPF_REVERB
F3DAUDIO_CALCULATE_REVERB
The text was updated successfully, but these errors were encountered:
I'm the biggest idiot ever. The emitter structure clearly shows all the curves together for volume as well as all the LPF/reverb calculation, so you just use the same attenuation process with different defaults:
Delay is still a mystery to me, but it seems like it's only useful in stereo and only when you have a delay XAPO attached, which... I don't think applies to any of the built-ins, in the way that the delay times are laid out? I'd say it's useful for HRTF maybe but even the 2.9 HrtfApo doesn't seem to care about it. Kind of makes me wonder how much that feature is really worth.
flibitijibibo
changed the title
Implement DELAY/LPF/REVERB flags
Implement CALCULATE_DELAY flag
Nov 1, 2018
For the first release of FAudio we focused on what FNA and XACT needed, but now that this is looking to go into a whole lot more games we should look at the rest of the X3DAudio features.
The stubs are here:
https://github.com/FNA-XNA/FAudio/blob/master/src/F3DAudio.c#L1538
Don't expect a whole lot of information out there - the MSDN docs are completely useless and many months of looking for existing research on this turned up completely and entirely empty. If you're working on this, it's because you REALLY know what you're doing (I certainly don't).
Checklist:
The text was updated successfully, but these errors were encountered: