Added support for 3D virtual surround rendering in ALWrapper #32

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merged 2 commits into from Jun 26, 2012

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Bluebie commented Jun 25, 2012

allows users to enable HRTF-based 3D virtual surround sound, at the expense of higher CPU usage

Bluebie added some commits Jun 25, 2012

Added implementation of alcMacOSXRenderingQuality getters and setters
This adds support for generic head related transfer functions 3d virtual surround when set to @"high", with a special optimised @"headphones" mode offering a more specialised HRTF 3D virtual surround rendering
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kstenerud Jun 26, 2012

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Awesome! Thanks for contributing!

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kstenerud commented Jun 26, 2012

Awesome! Thanks for contributing!

kstenerud added a commit that referenced this pull request Jun 26, 2012

Merge pull request #32 from Bluebie/master
Added support for 3D virtual surround rendering in ALWrapper

@kstenerud kstenerud merged commit d50b537 into kstenerud:master Jun 26, 2012

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Bluebie Jun 26, 2012

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Looks like despite the presence of APIs explicitly talking about HRTF stuff, setting the render quality to high is no different from low, and doesn't enable any HRTF functionality. Setting it to 'headphones' does something weird which I've yet to figure out, but it also doesn't seem to provide spatialization - though it does totally screw up panning. Maybe sensible to revert this.

wtf openal-ios :(

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Bluebie commented Jun 26, 2012

Looks like despite the presence of APIs explicitly talking about HRTF stuff, setting the render quality to high is no different from low, and doesn't enable any HRTF functionality. Setting it to 'headphones' does something weird which I've yet to figure out, but it also doesn't seem to provide spatialization - though it does totally screw up panning. Maybe sensible to revert this.

wtf openal-ios :(

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Bluebie Jun 26, 2012

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I should probably test this on the actual device. Simulator tends to suck for audio!

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Bluebie commented Jun 26, 2012

I should probably test this on the actual device. Simulator tends to suck for audio!

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mangtronix Nov 8, 2012

I get the same behaviour where low and high quality are the same. I was able to get a nice spatialization effect using "headphones" on iOS 5 but in iOS 6 with the same code when I turn on "headphones" the output goes silent (both in the simulator and on actual devices).

I get the same behaviour where low and high quality are the same. I was able to get a nice spatialization effect using "headphones" on iOS 5 but in iOS 6 with the same code when I turn on "headphones" the output goes silent (both in the simulator and on actual devices).

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