14 Commits

Author SHA1 Message Date
Chris Robinson
f0871c8cfc Improve radius behavior with scaling of ambisonic coefficients 2016-04-24 21:42:59 -07:00
Chris Robinson
7bdd68ddbe Use frequency-dependent processing for the ambisonic up-sampler 2016-04-09 13:10:52 -07:00
Chris Robinson
2ccc1d1d8a Move the aligned malloc functions to the common lib 2016-03-29 00:44:58 -07:00
Chris Robinson
34539bc973 Skip unused output channels for the HQ decode 2016-03-28 14:50:18 -07:00
Chris Robinson
33cd3834ac Align the ChannelMix buffer and use it for up-sampling 2016-03-27 13:23:37 -07:00
Chris Robinson
b4a1ba9d3f Include the distance gain compensation in the decoder matrix 2016-03-26 18:06:36 -07:00
Chris Robinson
1dcb04157c Add a config option for distance compensation 2016-03-26 17:52:42 -07:00
Chris Robinson
67db77452f Add distance compensation to the HQ decoder
This only compensates for timing and gain differences caused by differences in
the physical speaker distances. It's not near-field compensation. This also
relies on having proper distance values defined in the ambdec definition file.
2016-03-26 17:33:49 -07:00
Chris Robinson
e23da7a1de Skip height-related ambisonic channels for 2D rendering 2016-03-25 19:57:25 -07:00
Chris Robinson
147274f165 Up-sample first-order content when using a higher order HQ decoder 2016-03-23 15:10:59 -07:00
Chris Robinson
713ac9e679 Add a specific output for first-order sources 2016-03-22 17:52:20 -07:00
Chris Robinson
0a03596af1 Simplify setting the matrix coeffs 2016-03-22 14:42:53 -07:00
Chris Robinson
8ff4a54356 Properly handle negative matrix values and fix decoder initialization 2016-03-15 09:07:03 -07:00
Chris Robinson
53fadf5497 Add a dual-band ambisonic decoder
This uses a virtual B-Format buffer for mixing, and then uses a dual-band
decoder for improved positional quality. This currently only works with first-
order output since first-order input (from the AL_EXT_BFROMAT extension) would
not sound correct when fed through a second- or third-order decoder.

This also does not currently implement near-field compensation since near-field
rendering effects are not implemented.
2016-03-15 05:08:05 -07:00