Commit Graph

25 Commits

Author SHA1 Message Date
1b77dff53a Implemented (temporary) hack to enable reverb to be audible when audio sources are far away, until audio culling is fixed. 2013-04-11 20:33:45 -07:00
16c8523a40 Implemented Hierarchical LOD system and associated FBX Importer functionality. 2013-04-04 12:50:53 -07:00
408b0f7612 Created wrapper function so that c++ apps can access named quality / effect parameters. 2013-03-07 18:22:14 -08:00
8cd5a2f7cf Siren - Eliminated clicks in the HRTF engine 2013-03-06 18:45:41 -08:00
c2819acbad Optimized HRTF audio rendering in Siren. Now able to handle twice as many channels. 2013-03-06 15:46:54 -08:00
e30f90cc66 Ambient Zones and Reverb Zones implemented and now working with Siren. 2013-02-28 19:09:27 -08:00
fa86f007c1 Fixed crash in Siren 2013-02-27 16:01:45 -08:00
5d1daa22dc Looping audio clips now functioning correctly in Siren.
KRAudioSource::IsPlaying() now returning false when a non-looping audio source ends.
2013-02-27 13:11:24 -08:00
52c9b90667 Fixed bug that caused HRTF audio spatialized sounds to come from the incorrect directions. 2013-02-22 15:37:38 -08:00
69506798c2 Implemented KRAudioManager::setListenerOrientation
Implemented KRAudioManager::setListenerOrientationFromModelMatrix
Implemented KRAudioManager::getListenerForward
Implemented KRAudioManager::getListenerUp
Implemented KRAudioManager::getListenerPosition

Listener position and orientation are no longer automatically coupled to the camera's model matrix, and must be set manually using these new functions.
2013-02-21 11:21:18 -08:00
3e0e223b66 Implemented global gain for all audio.
Fixed bug with falloff reference distance in HRTF audio.
2013-02-20 22:48:01 -08:00
b4d0348be9 Implmented HRTF sound source spatialization 2013-02-20 18:24:07 -08:00
7e0459653d Fixed access violations
Implemented a divide-and-conquer approach to speeding up reverb engine, without increasing latency using multiple, different sized FFT's.  Algorithm optimized to ensure that the same amount of processing is done each frame.  Reverb now working in real-time.
2013-02-16 01:35:05 -08:00
eee1dc28e0 Fixed recursive echo issue in reverb 2013-02-15 23:40:22 -08:00
fac1df2f6a Siren audio engine in progress - Implementing Impulse-Response based reverb 2013-02-15 23:27:04 -08:00
91aca18620 Siren audio engine in progress - Implementing Impulse-Response based reverb 2013-02-15 17:03:49 -08:00
36f6a82add Siren audio engine in progress - Implementing Impulse-Response based reverb 2013-02-15 16:35:49 -08:00
3859c88915 Siren audio engine in progress - Implementing Impulse-Response based reverb 2013-02-15 16:13:12 -08:00
0db5f91796 Siren audio engine in progress - Implementing Impulse-Response based reverb 2013-02-15 15:13:48 -08:00
4984dc9fbf Siren audio engine in progress - Implementing Impulse-Response based reverb 2013-02-14 14:13:46 -08:00
743955fbe0 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.
2013-02-08 17:28:17 -08:00
63d333ae46 Siren audio engine in progress 2013-02-07 13:00:51 -08:00
bbaa1e4d9f Siren audio engine in progress 2013-02-07 01:02:39 -08:00
76116f4cc3 Audio initialization is now delayed until rendering begins.
Disabled reverb and headphone spatialization, as they are currently broken in IOS 6.0-6.1
2013-02-02 23:58:08 -08:00
ff63061722 Organized project to be more portable and require fewer steps to integrate into application projects in Xcode.
Moved standard assets into bundles
2013-01-31 02:16:47 -08:00