Add support for (custom) HRTF #303
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Not our bug - SDL2
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gh-FNA-XNA/FAudio#303
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Having a HRTF would allow more accurate hearing of the sound origins. OpenAL-soft allows supplying a custom HRTF to fine tune the HRTF to your own head.
This might be related to #42.
This needs to be implemented first:
https://learn.microsoft.com/en-us/windows/win32/api/hrtfapoapi/nf-hrtfapoapi-createhrtfapo
Does hrtfapo support custom HRTF though? From what I've seen, it just loads some binary/encrypted HRTF files that sound awful (I think it's what Windows Sonic uses) from the system folder and I don't know if they can be edited/replaced (maybe buying and selecting Dolby Atmos for Headphones, its personalized HRTF beta or DTS Headphone:X)
Also, didn't FAudio already support OpenAL Soft output at some point or did it replace it in FNA?
And would you happen to know the reason why Unreal Engine ~4.24(?) onwards would break X3DAudio HRTF? It allowed adding 3D HRTF on older builds by replacing x3daudio1_7.dll, but apparently there was a big change and I noticed FAudio was eventually implemented, unless there's a way to bring back X3DAudio in newer UE builds or I'm missing something 🤔
FAudioDevice wasn't eventually implemented, it was always there to begin with (hell, it was there 15 years ago). With the same token the libsceaudio3d/libAudio3d backend should have something to do with Aureal, lol.
And then, UE4 has the source available.. it should be a pretty mechanical process to bisect the culprit.
Never, you are perhaps thinking of wine implementing xaudio2_7 on top of openal before 4.3.