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.
This commit is contained in:
2013-02-08 17:28:17 -08:00
parent 63d333ae46
commit 743955fbe0
19 changed files with 264 additions and 89 deletions

View File

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