Siren audio engine in progress
Added HRTF (Kemar) samples for 3d spatialization Exposed frame buffer width and height for camera renderFrame calls. Fixed a bug that caused objects containing a mixture of both opaque and transparent materials to be rendered entirely in the transparent render pass. Now the sub meshes are evaluated independently.
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@@ -25,10 +25,13 @@ public:
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int getFrameCount();
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int getFrameRate();
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signed short *getFrameData();
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KRAudioSample *getAudioSample();
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int getIndex();
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private:
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KRAudioManager *m_pSoundManager;
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int m_index;
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ALenum m_dataFormat;
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int m_frameCount;
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int m_frameRate;
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@@ -36,6 +39,8 @@ private:
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KRDataBlock *m_pData;
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unsigned int m_bufferID;
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KRAudioSample *m_audioSample;
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};
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#endif /* defined(KRAUDIO_BUFFER_H) */
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