Currently there's no way for an application to specify the "real world" scale
for in-game units. If the game doesn't use one unit to represent what should be
perceived as one meter to the user, the NFC filter's effect will be too near or
too far sounding. This allows adjusting the unit scale as applied to the NFC
filters only, correcting the misalignment.
This also removes the influence of EFX's MetersPerUnit from the NFC filters,
since many games don't use it, and those that do won't know it also influences
the perceived wave curvature along with the air absorption strength.
So that it's tried before sndio. Many Linux systems seem to have libsndio
installed as a hard dependency from SDL2, but not the server component to
actually make it work. And because there's no way to test if it's usable
without opening a device, the backend would get selected over ALSA and
subsequently fail to work. As a result, Linux users that don't use PipeWire or
PulseAudio would have to explicitly configure for ALSA.
It's treated as 5.1 + 2 aux channels. This allows AL_DIRECT_CHANNELS_SOFT to
behave better, not forwarding rear left/right channel inputs to lower front and
upper rear, and allows reporting a more appropriate output mode to the app
instead of 7.1.
The values are identical to the matching loopback channel configuration enums,
so for example ALC_5POINT1_SOFT is interchangable with ALC_SURROUND_5_1_SOFT,
this is simply providing a cleaner styling for potential future modes.
To go along with reverse-z on the other axii. This is only for games that have
position/orientation errors causing top-bottom (or left-right) inversion.
The same as the __ALSOFT_REVERSE_Z env var, but in the config file. Should only
be used for per-game config files (either along side the executable, or setting
the ALSOFT_CONF env var when launching the app).
The standard says a function being returned doesn't necessarily mean it's
usable, and calling them will return failure if called when not usable. The
config option still prevents it from being returned, to better hide it when
disabled globally.
* Add EAX extensions (EAX 2.0-5.0, X-RAM)
* Comment out C++17 leftovers
* Remove everything related to patching
* Update alsoftrc.sample
* Rewrite integration
* Fix GCC compilation under Linux
* Always reset EAX effect properties when loading it into FX slot
Directly mixing a non-UHJ stereo signal into a UHJ stereo signal results in a
non-UHJ stereo signal. Such a mix can't be properly decoded anymore.
An option can probably be added for users that intend to listen to UHJ output
undecoded and let a stereo sound come through as-is on their speakers, but it
probably shouldn't be the default for cases where the output may be decoded
back.
MinGW-w64 generates bad code when accessing extern thread_local objects.
Wrapper functions are used to ensure it only accesses them from the same place
they're defined. This unfortunately adds a bit of overhead for what should be a
relatively simple thing.
These functions are inlined for non-MinGW targets, avoiding the overhead on
non-affected targets.
It can be initialized once with the device's speaker distance since it won't
change in between resets, then copied into the voice where it can be adjusted
as needed.