3 Years Ago
Remove steam audio completely & begin reimplementing newer version Basic scene simulation, get direct simulation working Sound path simulation Begin work on probe batches & baking steam audio builds successfully again HRTF HRTF oops Begin pathing simulation & processor Begin pathing simulation & processor Setup source & listener for pathing simulation Finish up the pathing processor Ambisonics calculator & Simplify effect creation Abstract reflections for all differing reflection types Delete some stuff so we can actually get a working in-game test Delete some stuff so we can actually get a working in-game test Fix pathing Minor fixes Switch to custom scene again, force occlusion mode for now cause it sounds better https://files.facepunch.com/ognik/1b2411b1/2022-05-01_50-45-99995434-49c9-422b-8d03-98bb156be767-ej5mgPnd.mp4 Scene destructor Reverb & change our default material so it's not as echoy Start setting up wrappers for probe baking & fix more compilation errors for hammer baking Start setting up wrappers for probe baking & fix more compilation errors for hammer baking Probe generation Reverb baking I forgot that I already implemented this lmao Fix hammer steam audio scene generation, probe generation now works Baked format versioning, reverb settings. Bump up baked settings from 8096 rays to 32768 as a default Improve file validation & change header format slightly for futureproofing Probe settings, better distinction between pathing & reverb Path setting parser Bake reverb to the new format now Probe reading, corruption checking/testing, prevent old steam audio files from loading probes Finish up probe batch serialization Fix reverb bake using an incorrect source count Path baking Make steam audio compilation work again Fix baking again, load bake data and use it if available Make baked pathing work too Fixup crash, no idea why I did this in the first place Turn on optimisations again Merge pull request #244 from Facepunch/steamaudio-update-v2 Update steam audio