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CLOSES #455, CLOSES #487, CLOSES #501, CLOSES #540, CLOSES #585, CLOSES #591, CLOSES #593, CLOSES #595, CLOSES #597, CLOSES #599, CLOSES #600, CLOSES #606, CLOSES #607, CLOSES #610, CLOSES #613, CLOSES #616, CLOSES #620, CLOSES #626, CLOSES #632, CLOSES #633, CLOSES #647
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+22
-5
@@ -808,9 +808,22 @@ local function soundData(engine, samples, channels)
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return result
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end
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-- Render a one-shot effect (SFX/cry) to a mono SoundData, or nil when it is
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-- too short to be audible. The caller wraps it in a static love.audio.Source
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-- (a playback concern, hence not done here).
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-- Render a one-shot effect (SFX/cry) to a two-channel SoundData, or nil when
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-- it is too short to be audible. The caller wraps it in a static
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-- love.audio.Source (a playback concern, hence not done here).
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--
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-- The synthesis is mono (one summed value per frame, unlike the music path's
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-- sampleStereo), but the buffer is written stereo on purpose: OpenAL only
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-- spatializes 1-channel Sources, and a Source left at the default (0,0,0)
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-- position, exactly where the listener sits, is rendered as an ambient sound
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-- spread over EVERY output channel the device exposes at gains that differ
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-- from the front pair. On an interface with more than two outputs that put
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-- the SFX on outputs 5+6 as well, while the 2-channel music source
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-- (ChipAudio.playMusic) stayed on 1+2 (#626). Multi-channel buffers skip
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-- spatialization entirely and map onto the front pair, so duplicating the
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-- sample costs one buffer's memory and makes effects route exactly like
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-- music. Deliberately not sampleStereo: that honors the NR51 panning byte
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-- and would newly hard-pan any effect whose header issues command 0xEE.
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local function renderEffectData(data, header, options)
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if not header then return nil end
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options = options or {}
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@@ -825,8 +838,12 @@ local function renderEffectData(data, header, options)
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values[count] = engine:sample()
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end
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if count < math.floor(SAMPLE_RATE / 100) then return nil end
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local result = love.sound.newSoundData(count, SAMPLE_RATE, 16, 1)
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for index = 1, count do result:setSample(index - 1, values[index]) end
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local result = love.sound.newSoundData(count, SAMPLE_RATE, 16, 2)
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for index = 1, count do
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local value = values[index]
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result:setSample(index - 1, 1, value)
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result:setSample(index - 1, 2, value)
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end
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return result
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end
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