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(Question) Implementing Spatial Audio #345
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Good morning flibitijibibo, Thank you for getting back to me so quickly with answers to every question. I really appreciate the benefit of your knowledge in helping me towards my goal. I have been learning about SDL and xaudio2 over the last couple weeks. I'm still not confident in knowing a lot about either. I've read that xaudio2 is a (topological-layer) lower level API than OpenAL in general. I have spent the last two weekends working on cross-compiling the old wine-4.2 xaudio implementation. It has not reached a working state yet, but I feel like I'm just a dependency or compiler flag off from getting things working. In the meantime I have also had the idea of cross-compiling the Linux version of SDL2 in order to give SDL, JACK support on Windows. I am hoping to then be able to spoof a channel mask in JACK and get SDL to output to a 5.1.2 channel mask. I don't know if this is going to work. I'll report back with my findings. On the topic of FAudio, as I've been investigating the role of xaudio2_7.dll, I've also very commonly found winmm.dll in use. In the case of OpenAL Soft, the DLL receives all data that's needed for the audio presentation. For xaudio2_7.dll it sometimes looks like the audio endpoint resides in winmm.dll (Sonic Mania). I am wondering if you can clarify, does Microsoft native xaudio2_7.dll output audio directly to WASAPI? Another question, you mentioned that XAudio2 mostly takes in audio samples and applies arbitrary matrix coefficients. Does FAudio (xaudio2 or x3daudio) do audio mixing for positional audio or is mixing done by SDL-mixer? I started reading Microsoft's educational materials on XAudio2, it describes sources in virtualized space and listening points/virtual microphones. Are there a set collection of channel masks that exist or is there a call that can define a custom channel mask at runtime? Are these channel masks defined in x3daudio, thus that's why you suggested a custom x3daudio? I have also had the fortune of being able to chat with the creator of the Wine-4.2 xaudio implementation, Andrew Eikum of Codeweavers. He also suggested that I go with FAudio rather than the Wine-4.2 xaudio implementation. He suggested that I look into building a OpenAL backend for FAudio, passing through positional data and other audio calls in order to implement spatial audio. I had mentioned that involving OpenAL Soft is an important aspect of this goal in order to obtain ambisonic output. I was reading through closed issues and saw the bounty list for implementing FAudio in Wine to begin with. I have set a bounty for Andrew of Codeweavers, however would you be interested in creating a bounty here for an OpenAL Soft backend in the event that Andrew doesn't accept my bounty. I consider myself a novice reverse engineer, which has gotten me this far in this goal, but I am completely inexperienced when it comes to actual C, C++ and XAudio2, OpenAL programming. This is why I'm trying to cross-compile existing code rather than create something new. The OpenAL Soft Issue page can be found here along with Andrew's comments kcat/openal-soft#997 |
In the last month I have been working on finding a process for implementing spatial audio (5.1.2 channels) for both DirectSound3D and OpenAL APIs. My next goal is to make this work for XAudio2 games. The current setup/signal path I have is:
Software used:
I am planning to try using the old XACT libraries from WINE 4.2 to adapt XAudio2 into OpenAL Soft, but I'm confident that your implementation will offer far better compatibility. My questions are:
Thank you for putting your time and effort into inventing, maintaining and improving this awesome project!
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