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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@@ -54,6 +54,11 @@ public:
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KRAudioBuffer *getBuffer(int index);
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int getBufferCount();
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// Siren audio engine interface
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int getChannelCount();
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int getFrameCount(int frame_rate);
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float sample(int frame_offset, int frame_rate, int channel);
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private:
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std::string m_extension;
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