ADDED stereo to surround upmixing (XAudio2)
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@ -23,6 +23,7 @@
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#define NBUFFERS 4
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#define STEREO_UPMIXING
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// MFC
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#include "stdafx.h"
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@ -216,6 +217,69 @@ bool XAudio2_Output::init()
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return false;
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}
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#ifdef STEREO_UPMIXING
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// set up stereo upmixing
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XAUDIO2_DEVICE_DETAILS dd;
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ZeroMemory( &dd, sizeof( dd ) );
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hr = xaud->GetDeviceDetails( 0, &dd );
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ASSERT( hr == S_OK );
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float *matrix = NULL;
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matrix = (float*)malloc( sizeof( float ) * 2 * dd.OutputFormat.Format.nChannels );
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switch( dd.OutputFormat.Format.nChannels ) {
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case 4: // 4.0
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//Speaker \ Left Source Right Source
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/*Front L*/ matrix[0] = 1.0000f; matrix[1] = 0.0000f;
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/*Front R*/ matrix[2] = 0.0000f; matrix[3] = 1.0000f;
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/*Back L*/ matrix[4] = 1.0000f; matrix[5] = 0.0000f;
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/*Back R*/ matrix[6] = 0.0000f; matrix[7] = 1.0000f;
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break;
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case 5: // 5.0
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//Speaker \ Left Source Right Source
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/*Front L*/ matrix[0] = 1.0000f; matrix[1] = 0.0000f;
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/*Front R*/ matrix[2] = 0.0000f; matrix[3] = 1.0000f;
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/*Front C*/ matrix[4] = 0.7071f; matrix[5] = 0.7071f;
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/*Side L*/ matrix[6] = 1.0000f; matrix[7] = 0.0000f;
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/*Side R*/ matrix[8] = 0.0000f; matrix[9] = 1.0000f;
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break;
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case 6: // 5.1
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//Speaker \ Left Source Right Source
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/*Front L*/ matrix[0] = 1.0000f; matrix[1] = 0.0000f;
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/*Front R*/ matrix[2] = 0.0000f; matrix[3] = 1.0000f;
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/*Front C*/ matrix[4] = 0.7071f; matrix[5] = 0.7071f;
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/*LFE */ matrix[6] = 0.0000f; matrix[7] = 0.0000f;
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/*Side L*/ matrix[8] = 1.0000f; matrix[9] = 0.0000f;
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/*Side R*/ matrix[10] = 0.0000f; matrix[11] = 1.0000f;
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break;
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case 7: // 6.1
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//Speaker \ Left Source Right Source
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/*Front L*/ matrix[0] = 1.0000f; matrix[1] = 0.0000f;
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/*Front R*/ matrix[2] = 0.0000f; matrix[3] = 1.0000f;
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/*Front C*/ matrix[4] = 0.7071f; matrix[5] = 0.7071f;
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/*LFE */ matrix[6] = 0.0000f; matrix[7] = 0.0000f;
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/*Side L*/ matrix[8] = 1.0000f; matrix[9] = 0.0000f;
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/*Side R*/ matrix[10] = 0.0000f; matrix[11] = 1.0000f;
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/*Back C*/ matrix[12] = 0.7071f; matrix[13] = 0.7071f;
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break;
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case 8: // 7.1
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//Speaker \ Left Source Right Source
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/*Front L*/ matrix[0] = 1.0000f; matrix[1] = 0.0000f;
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/*Front R*/ matrix[2] = 0.0000f; matrix[3] = 1.0000f;
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/*Front C*/ matrix[4] = 0.7071f; matrix[5] = 0.7071f;
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/*LFE */ matrix[6] = 0.0000f; matrix[7] = 0.0000f;
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/*Back L*/ matrix[8] = 1.0000f; matrix[9] = 0.0000f;
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/*Back R*/ matrix[10] = 0.0000f; matrix[11] = 1.0000f;
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/*Side L*/ matrix[12] = 1.0000f; matrix[13] = 0.0000f;
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/*Side R*/ matrix[14] = 0.0000f; matrix[15] = 1.0000f;
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break;
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}
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hr = sVoice->SetOutputMatrix( NULL, 2, dd.OutputFormat.Format.nChannels, matrix );
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ASSERT( hr == S_OK );
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free( matrix );
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matrix = NULL;
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#endif
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hr = sVoice->Start( 0 );
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ASSERT( hr == S_OK );
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playing = true;
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