Update website.

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David Reid
2025-02-21 10:49:14 +10:00
parent e870221e25
commit 9b0c9bdb59
28 changed files with 639 additions and 513 deletions
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@@ -248,7 +248,7 @@ a.doc-navigation-l4 {
<div style="background-color:#fff; padding-bottom:0em; border-top:solid 1px #003800; background-color:#eee;">
<table border="0" style="margin:0 auto; width:100%; border-collapse:collapse; border:solid 0px #000; table-layout:fixed;"><tr>
<td valign="top" style="width:20em; padding:0; margin:0; border-right:solid 0px #000;"><div style="position:relative; height:100%; width:100%; border:solid 0px #000; padding:0; margin:0;">
<a href="../index.html" class="doc-navigation">Documentation Home</a><a href="../manual/index.html" class="doc-navigation">Programming Manual</a><a href="index.html" class="doc-navigation ">Examples</a><a href="custom_backend.html" class="doc-navigation doc-navigation-l1 ">Custom Backend</a><a href="custom_decoder.html" class="doc-navigation doc-navigation-l1 ">Custom Decoder</a><a href="custom_decoder_engine.html" class="doc-navigation doc-navigation-l1 ">Custom Decoder Engine</a><a href="data_source_chaining.html" class="doc-navigation doc-navigation-l1 ">Data Source Chaining</a><a href="duplex_effect.html" class="doc-navigation doc-navigation-l1 ">Duplex Effect</a><a href="engine_advanced.html" class="doc-navigation doc-navigation-l1 ">Engine Advanced</a><a href="engine_effects.html" class="doc-navigation doc-navigation-l1 ">Engine Effects</a><a href="engine_hello_world.html" class="doc-navigation doc-navigation-l1 ">Engine Hello World</a><a href="engine_sdl.html" class="doc-navigation doc-navigation-l1 ">Engine Sdl</a><a href="engine_steamaudio.html" class="doc-navigation doc-navigation-l1 doc-navigation-active">Engine Steamaudio</a><a href="hilo_interop.html" class="doc-navigation doc-navigation-l1 ">Hilo Interop</a><a href="node_graph.html" class="doc-navigation doc-navigation-l1 ">Node Graph</a><a href="resource_manager.html" class="doc-navigation doc-navigation-l1 ">Resource Manager</a><a href="resource_manager_advanced.html" class="doc-navigation doc-navigation-l1 ">Resource Manager Advanced</a><a href="simple_capture.html" class="doc-navigation doc-navigation-l1 ">Simple Capture</a><a href="simple_duplex.html" class="doc-navigation doc-navigation-l1 ">Simple Duplex</a><a href="simple_enumeration.html" class="doc-navigation doc-navigation-l1 ">Simple Enumeration</a><a href="simple_loopback.html" class="doc-navigation doc-navigation-l1 ">Simple Loopback</a><a href="simple_looping.html" class="doc-navigation doc-navigation-l1 ">Simple Looping</a><a href="simple_mixing.html" class="doc-navigation doc-navigation-l1 ">Simple Mixing</a><a href="simple_playback.html" class="doc-navigation doc-navigation-l1 ">Simple Playback</a><a href="simple_playback_sine.html" class="doc-navigation doc-navigation-l1 ">Simple Playback Sine</a><a href="simple_playback_sine.html" class="doc-navigation doc-navigation-l1 ">Simple Playback Sine</a><a href="../api/index.html" class="doc-navigation" style="border-bottom:none;">API Reference</a></div></td><td valign="top" style="padding:1em; border-left:solid 1px #bbb;">
<a href="../index.html" class="doc-navigation">Documentation Home</a><a href="../manual/index.html" class="doc-navigation">Programming Manual</a><a href="index.html" class="doc-navigation ">Examples</a><a href="custom_backend.html" class="doc-navigation doc-navigation-l1 ">Custom Backend</a><a href="custom_decoder.html" class="doc-navigation doc-navigation-l1 ">Custom Decoder</a><a href="custom_decoder_engine.html" class="doc-navigation doc-navigation-l1 ">Custom Decoder Engine</a><a href="data_source_chaining.html" class="doc-navigation doc-navigation-l1 ">Data Source Chaining</a><a href="duplex_effect.html" class="doc-navigation doc-navigation-l1 ">Duplex Effect</a><a href="engine_advanced.html" class="doc-navigation doc-navigation-l1 ">Engine Advanced</a><a href="engine_effects.html" class="doc-navigation doc-navigation-l1 ">Engine Effects</a><a href="engine_hello_world.html" class="doc-navigation doc-navigation-l1 ">Engine Hello World</a><a href="engine_sdl.html" class="doc-navigation doc-navigation-l1 ">Engine Sdl</a><a href="engine_steamaudio.html" class="doc-navigation doc-navigation-l1 doc-navigation-active">Engine Steamaudio</a><a href="hilo_interop.html" class="doc-navigation doc-navigation-l1 ">Hilo Interop</a><a href="node_graph.html" class="doc-navigation doc-navigation-l1 ">Node Graph</a><a href="resource_manager.html" class="doc-navigation doc-navigation-l1 ">Resource Manager</a><a href="resource_manager_advanced.html" class="doc-navigation doc-navigation-l1 ">Resource Manager Advanced</a><a href="simple_capture.html" class="doc-navigation doc-navigation-l1 ">Simple Capture</a><a href="simple_duplex.html" class="doc-navigation doc-navigation-l1 ">Simple Duplex</a><a href="simple_enumeration.html" class="doc-navigation doc-navigation-l1 ">Simple Enumeration</a><a href="simple_loopback.html" class="doc-navigation doc-navigation-l1 ">Simple Loopback</a><a href="simple_looping.html" class="doc-navigation doc-navigation-l1 ">Simple Looping</a><a href="simple_mixing.html" class="doc-navigation doc-navigation-l1 ">Simple Mixing</a><a href="simple_playback.html" class="doc-navigation doc-navigation-l1 ">Simple Playback</a><a href="simple_playback_sine.html" class="doc-navigation doc-navigation-l1 ">Simple Playback Sine</a><a href="simple_playback_sine.html" class="doc-navigation doc-navigation-l1 ">Simple Playback Sine</a><a href="simple_spatialization.html" class="doc-navigation doc-navigation-l1 ">Simple Spatialization</a><a href="../api/index.html" class="doc-navigation" style="border-bottom:none;">API Reference</a></div></td><td valign="top" style="padding:1em; border-left:solid 1px #bbb;">
<h1>Engine Steamaudio</h1><p>
Demonstrates integration of Steam Audio with miniaudio&#39;s engine API.
</p>
@@ -265,23 +265,17 @@ channel count of this node is always stereo.
<p>
Steam Audio requires fixed sized processing, the size of which must be specified at initialization
time of the IPLBinauralEffect and IPLHRTF objects. This creates a problem because the node graph
will at times need to break down processing into smaller chunks for it&#39;s internal processing. The
node graph internally will read into a temporary buffer which is then mixed into the final output
buffer. This temporary buffer is allocated on the stack and is a fixed size. However, variability
comes into play because the channel count of the node is variable. It&#39;s not safe to just blindly
process the effect with the frame count specified in miniaudio&#39;s node processing callback. Doing so
results in glitching. To work around this, this example is just setting the update size to a known
value that works (256). If it&#39;s set to something too big it&#39;ll exceed miniaudio&#39;s processing size
used by the node graph. Alternatively you could use some kind of intermediary cache which
accumulates input data until enough is available and then do the processing. Ideally, Steam Audio
would support variable sized updates which would avoid this whole mess entirely.</p>
time of the IPLBinauralEffect and IPLHRTF objects. To ensure miniaudio and Steam Audio are
consistent, you must set the period size in the engine config to be consistent with the frame size
you specify in your IPLAudioSettings object. If for some reason you want the period size of the
engine to be different to that of your Steam Audio configuration, you&#39;ll need to implement a sort
of buffering solution to your node.</p>
<div style="font-family:monospace; border:solid 1px #003800; border-left:solid 0.5em #003800; margin:1em 0em; width:100%;"><pre style="margin:0.5em 1em; padding:0; line-height:125%; overflow-x:auto;">
<span style="color:#666666">#define</span> MINIAUDIO_IMPLEMENTATION
<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.h&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&lt;stdint.h&gt;</span> <span style="color:#009900">/* Required for uint32_t which is used by STEAMAUDIO_VERSION, and a random use of uint8_t. If there&#39;s a Steam Audio maintainer reading this, that needs to be fixed to use IPLuint32 and IPLuint8. */</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&lt;phonon.h&gt;</span> <span style="color:#009900">/* Steam Audio */</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&lt;stdint.h&gt;</span> <span style="color:#009900">/* Required for uint32_t which is used by STEAMAUDIO_VERSION. That dependency needs to be removed from Steam Audio - use IPLuint32 or &quot;unsigned int&quot; instead! */</span>
<span style="color:#666666">#define</span> FORMAT ma_format_f32 <span style="color:#009900">/* Must be floating point. */</span>
<span style="color:#666666">#define</span> CHANNELS 2 <span style="color:#009900">/* Must be stereo for this example. */</span>
@@ -355,6 +349,7 @@ MA_API ma_steamaudio_binaural_node_config ma_steamaudio_binaural_node_config_ini
<span style="color:#0099cc">ma_uint32</span> totalFramesToProcess = *pFrameCountOut;
<span style="color:#0099cc">ma_uint32</span> totalFramesProcessed = 0;
MA_ZERO_OBJECT(&amp;binauralParams);
binauralParams.direction.x = pBinauralNode-&gt;direction.x;
binauralParams.direction.y = pBinauralNode-&gt;direction.y;
binauralParams.direction.z = pBinauralNode-&gt;direction.z;
@@ -380,7 +375,7 @@ MA_API ma_steamaudio_binaural_node_config ma_steamaudio_binaural_node_config_ini
pBinauralNode-&gt;ppBuffersIn[0] = (<span style="color:#0033ff">float</span>*)ma_offset_pcm_frames_const_ptr_f32(ppFramesIn[0], totalFramesProcessed, 1);
} <span style="color:#0033ff">else</span> {
<span style="color:#009900">/* Slow path. Need to deinterleave the input data. */</span>
ma_deinterleave_pcm_frames(ma_format_f32, inputBufferDesc.numChannels, framesToProcessThisIteration, ma_offset_pcm_frames_const_ptr_f32(ppFramesIn[0], totalFramesProcessed, inputBufferDesc.numChannels), pBinauralNode-&gt;ppBuffersIn);
ma_deinterleave_pcm_frames(ma_format_f32, inputBufferDesc.numChannels, framesToProcessThisIteration, ma_offset_pcm_frames_const_ptr_f32(ppFramesIn[0], totalFramesProcessed, inputBufferDesc.numChannels), (<span style="color:#0033ff">void</span>**)&amp;pBinauralNode-&gt;ppBuffersIn[0]);
}
inputBufferDesc.data = pBinauralNode-&gt;ppBuffersIn;
@@ -390,7 +385,7 @@ MA_API ma_steamaudio_binaural_node_config ma_steamaudio_binaural_node_config_ini
iplBinauralEffectApply(pBinauralNode-&gt;iplEffect, &amp;binauralParams, &amp;inputBufferDesc, &amp;outputBufferDesc);
<span style="color:#009900">/* Interleave straight into the output buffer. */</span>
ma_interleave_pcm_frames(ma_format_f32, 2, framesToProcessThisIteration, pBinauralNode-&gt;ppBuffersOut, ma_offset_pcm_frames_ptr_f32(ppFramesOut[0], totalFramesProcessed, 2));
ma_interleave_pcm_frames(ma_format_f32, 2, framesToProcessThisIteration, (<span style="color:#0033ff">const</span> <span style="color:#0033ff">void</span>**)&amp;pBinauralNode-&gt;ppBuffersOut[0], ma_offset_pcm_frames_ptr_f32(ppFramesOut[0], totalFramesProcessed, 2));
<span style="color:#009900">/* Advance. */</span>
totalFramesProcessed += framesToProcessThisIteration;
@@ -541,8 +536,16 @@ MA_API <span style="color:#0099cc">ma_result</span> ma_steamaudio_binaural_node_
<span style="color:#009900">/* The engine needs to be initialized first. */</span>
engineConfig = ma_engine_config_init();
engineConfig.channels = CHANNELS;
engineConfig.sampleRate = SAMPLE_RATE;
engineConfig.channels = CHANNELS;
engineConfig.sampleRate = SAMPLE_RATE;
<span style="color:#009900">/*
Steam Audio requires processing in fixed sized chunks. Setting the period size in the engine config will
ensure our updates happen in predicably sized chunks as required by Steam Audio.
Note that the configuration of Steam Audio below (IPLAudioSettings) will use this variable to specify the
update size to ensure it remains consistent.
*/</span>
engineConfig.periodSizeInFrames = 256;
result = ma_engine_init(&amp;engineConfig, &amp;g_engine);
@@ -562,6 +565,9 @@ MA_API <span style="color:#0099cc">ma_result</span> ma_steamaudio_binaural_node_
be documented. If this is for some kind of buffer management with FFT or something, then this
need not be exposed to the public API. There should be no need for the public API to require a
fixed sized update.
It&#39;s important that this be set to the periodSizeInFrames specified in the engine config above.
This ensures updates on both the miniaudio side and the Steam Audio side are consistent.
*/</span>
iplAudioSettings.frameSize = engineConfig.periodSizeInFrames;
@@ -579,7 +585,8 @@ MA_API <span style="color:#0099cc">ma_result</span> ma_steamaudio_binaural_node_
<span style="color:#009900">/* IPLHRTF */</span>
MA_ZERO_OBJECT(&amp;iplHRTFSettings);
iplHRTFSettings.<span style="color:#0033ff">type</span> = IPL_HRTFTYPE_DEFAULT;
iplHRTFSettings.<span style="color:#0033ff">type</span> = IPL_HRTFTYPE_DEFAULT;
iplHRTFSettings.volume = 1;
result = ma_result_from_IPLerror(iplHRTFCreate(iplContext, &amp;iplAudioSettings, &amp;iplHRTFSettings, &amp;iplHRTF));
<span style="color:#0033ff">if</span> (result != MA_SUCCESS) {
@@ -686,7 +693,8 @@ MA_API <span style="color:#0099cc">ma_result</span> ma_steamaudio_binaural_node_
ma_engine_uninit(&amp;g_engine);
<span style="color:#0033ff">return</span> 0;
}</pre></div></td>
}
</pre></div></td>
</tr></table>
</div>
<table style="margin:0 auto; padding:1em 0px; text-align:center;">
@@ -699,7 +707,7 @@ MA_API <span style="color:#0099cc">ma_result</span> ma_steamaudio_binaural_node_
</table>
<div style="color:#e0d7cf; font-size:9pt; padding:2em 0px; text-align:center;">
Copyright &copy; 2023 David Reid<br/>
Copyright &copy; 2025 David Reid<br/>
Developed by David Reid - <a class="footer-link" href="mailto:mackron@gmail.com">mackron@gmail.com</a>
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