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Update Steam Audio example.
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@@ -8,17 +8,11 @@ By implementing this as a node, it can be plugged into any position within the g
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channel count of this node is always stereo.
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Steam Audio requires fixed sized processing, the size of which must be specified at initialization
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time of the IPLBinauralEffect and IPLHRTF objects. This creates a problem because the node graph
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will at times need to break down processing into smaller chunks for it's internal processing. The
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node graph internally will read into a temporary buffer which is then mixed into the final output
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buffer. This temporary buffer is allocated on the stack and is a fixed size. However, variability
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comes into play because the channel count of the node is variable. It's not safe to just blindly
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process the effect with the frame count specified in miniaudio's node processing callback. Doing so
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results in glitching. To work around this, this example is just setting the update size to a known
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value that works (256). If it's set to something too big it'll exceed miniaudio's processing size
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used by the node graph. Alternatively you could use some kind of intermediary cache which
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accumulates input data until enough is available and then do the processing. Ideally, Steam Audio
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would support variable sized updates which would avoid this whole mess entirely.
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time of the IPLBinauralEffect and IPLHRTF objects. To ensure miniaudio and Steam Audio are
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consistent, you must set the period size in the engine config to be consistent with the frame size
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you specify in your IPLAudioSettings object. If for some reason you want the period size of the
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engine to be different to that of your Steam Audio configuration, you'll need to implement a sort
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of buffering solution to your node.
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*/
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#define MINIAUDIO_IMPLEMENTATION
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#include "../miniaudio.h"
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@@ -285,8 +279,16 @@ int main(int argc, char** argv)
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/* The engine needs to be initialized first. */
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engineConfig = ma_engine_config_init();
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engineConfig.channels = CHANNELS;
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engineConfig.sampleRate = SAMPLE_RATE;
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engineConfig.channels = CHANNELS;
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engineConfig.sampleRate = SAMPLE_RATE;
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/*
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Steam Audio requires processing in fixed sized chunks. Setting the period size in the engine config will
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ensure our updates happen in predicably sized chunks as required by Steam Audio.
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Note that the configuration of Steam Audio below (IPLAudioSettings) will use this variable to specify the
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update size to ensure it remains consistent.
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*/
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engineConfig.periodSizeInFrames = 256;
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result = ma_engine_init(&engineConfig, &g_engine);
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@@ -306,6 +308,9 @@ int main(int argc, char** argv)
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be documented. If this is for some kind of buffer management with FFT or something, then this
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need not be exposed to the public API. There should be no need for the public API to require a
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fixed sized update.
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It's important that this be set to the periodSizeInFrames specified in the engine config above.
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This ensures updates on both the miniaudio side and the Steam Audio side are consistent.
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*/
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iplAudioSettings.frameSize = engineConfig.periodSizeInFrames;
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