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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@@ -58,6 +58,8 @@ public:
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void setSample(const std::string &sound_name);
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std::string getSample();
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KRAudioSample *getAudioSample();
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float getGain();
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void setGain(float gain);
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@@ -92,7 +94,11 @@ public:
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KRAudioBuffer *getBuffer();
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int getBufferFrame();
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__int64_t getStartAudioFrame();
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private:
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__int64_t m_start_audio_frame; // Global audio frame that matches the start of the audio sample playback
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int m_currentBufferFrame; // Siren Audio Engine frame number within current buffer
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void advanceBuffer();
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