Commit Graph

27 Commits

Author SHA1 Message Date
JJ Hoesing
7e8d7ed115 - Missed a few 0.4.2 files. Deleted.
[CL 2511096 by JJ Hoesing in Main branch]
2015-04-13 20:17:56 -04:00
JJ Hoesing
010b674020 - Updated to Oculus mobile SDK 0.5.0
- Removed 0.4.2

Code changes to the SDK:
- Disabled ES3 in the capture code.
- Commented out JNI_OnLoad since we statically link the lib.

[CL 2511091 by JJ Hoesing in Main branch]
2015-04-13 20:15:01 -04:00
Mike Fricker
701ad40823 Improved support for Clang C++ compiler on Windows
- The entire editor can now be compiled using Clang on Windows.  It also runs (as long as you use the MSVC linker.)
- Use UEBuildWindows.bCompileWithClang=true to help test Clang support
- Most UE4 programs can now be compiled using Clang on Windows, and linked using the Clang linker on Windows
- Many C++ syntax fixes to resolve Clang errors and warnings when on Windows
- Clang on Windows now supports PCH files properly (but not "shared" PCHs, yet.)
- Hacked the DirectX XAudio2 headers slightly to work around a macro pasting bug in Clang

[CL 2494439 by Mike Fricker in Main branch]
2015-03-27 16:44:10 -04:00
Aaron McLeran
cc689ed400 Integrating Oculus Audio SDK to Main
Original Notes (adapted)

Implementation and Integration of Oculus Audio SDK for VR Audio Spatialization

- Adding new audio extension which wraps the oculus audio sdk and the new XAPO plugin
- Adding new XAPO (Xaudio2 Audio Processing Object) effect for processing mono audio source streams inside the new module
- Added new enumeration which allows users to select which spatialization algorithm to use for spatialized mono sources
- Refactored the regular sound source spatialization/effect in XAudio2 device code to support the new HRTF mono-to-stereo effect
- Designed feature so that if the sound spatialization module isn't used, the spatialization will default to normal spatialization algorithm

Notes on implementation:

- Because the audio engine doesn't bifurcate spatialized vs. non-spatialized sound sources into separate source pools, I had to create up-front the effects for the full number of supported sounds 32). This is because the oculus sdk requires at initialization the total number of sound sources that will be used in the SDK.

- Because the oculus SDK refers to sound source instances by index (into the pre-allocated array of sources set at init), I had to save each sound source's index so that it can be used on the HRTF XAPO effect, and then piped to the oculus SDK inside the UE audio extension.

- The audio engine assumes that mono-sources will be treated a certain way (during send-routing and spatialization). Because this new HRTF effect is effectively turning mono-sources into stereo-sources, some code had to be changed to send/route these audio sources as if they were stereo.

- This implementation is slightly different than the original GDC implementation to better work with multiple audio devices. Each audio device creates an IAudioSpatializationAlgorithm object which contains the oculus HRTF processing contexts.

#codereview Nick.Whiting Marc.Audy

[CL 2488287 by Aaron McLeran in Main branch]
2015-03-23 16:14:54 -04:00
Zachary EdgertonJones
65c25a0912 Adding third party software tracking, first pass
[CL 2482042 by Zachary EdgertonJones in Main branch]
2015-03-17 15:42:32 -04:00
JJ Hoesing
c9c2b0fcd0 - Updated Oculus Mobile SDK to 0.4.2
- Moved vrlib.jar to the android build directory
- Fixed stereo translucent pass in ES2

[CL 2426328 by JJ Hoesing in Main branch]
2015-01-30 16:03:13 -05:00
JJ Hoesing
807d85af74 - Nuke Oculus Mobile SDK 0.4
[CL 2402510 by JJ Hoesing in Main branch]
2015-01-09 19:30:13 -05:00
JJ Hoesing
3312168fdb - Added legal files to VrLib
[CL 2402508 by JJ Hoesing in Main branch]
2015-01-09 19:29:08 -05:00
JJ Hoesing
aa7e631fbc - Update Oculus Mobile SDK to 0.41
[CL 2402503 by JJ Hoesing in Main branch]
2015-01-09 19:26:36 -05:00
UnrealBot
453d377d84 Snapshot for changelist 2397998.
[CL 2397998 in Main branch]
2015-01-05 18:42:11 -05:00
Nick Whiting
246f388293 #oculus Integration of 0.4.4 Oculus runtimes, adding support for Play in VR mode in the editor
[CL 2383821 by Nick Whiting in Main branch]
2014-12-10 12:44:21 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Nick Whiting
c426818943 #vr Integrating latest from Oculus branch, updating to 0.4.3 runtimes
[CL 2344973 by Nick Whiting in Main branch]
2014-10-30 12:26:08 -04:00
Nick Whiting
4f28f6db38 #oculus Integrating the 0.4.2 SDK
[CL 2292926 by Nick Whiting in Main branch]
2014-09-10 16:49:27 -04:00
JJ Hoesing
1fdf344ee7 Moved LibOVR down a directory within the third party Oculus dir.
[CL 2270996 by JJ Hoesing in Main branch]
2014-08-25 15:57:16 -04:00
JJ Hoesing
7f30673846 - Removed LibOVR 0.3.3 headers and libs.
[CL 2257314 by JJ Hoesing in Main branch]
2014-08-14 21:29:56 -04:00
JJ Hoesing
c906ce6f11 - Oculus 0.4.1 support
- Initial Mac direct rendering support
- Added WindowedMirror mode for pseudo-fullscreen support on devices like HMDs
- PlayerController key input currently routes through the Oculus plug-in in order to bypass the health & safety warning.  Will likely move this up to GameViewport.cpp instead.
- Note: with the Oculus plug-in enabled, normal fullscreen will not work if the direct mode driver is enabled!
- Currently PreInit() will be called on all enabled HMDs.  This may or may not be an issue.  Currently it's not.

[CL 2257312 by JJ Hoesing in Main branch]
2014-08-14 21:29:44 -04:00
JJ Hoesing
a4eb7e25de - Add Oculus 0.4.1 libs and headers
[CL 2257275 by JJ Hoesing in Main branch]
2014-08-14 21:04:37 -04:00
Nick Whiting
5cff020035 #oculus Re-enabling on Mac Platform
[CL 2149707 by Nick Whiting in Main branch]
2014-07-05 12:02:06 -04:00
Nick Whiting
a59f371e8d #vr Integration of Oculus timewarping and SDK rendering
[CL 2133287 by Nick Whiting in Main branch]
2014-07-03 21:55:37 -04:00
UnrealBot
f645340e6e Code snapshot for CL 2114451
[CL 2114451 in Main branch]
2014-06-23 17:33:51 -04:00
Nick Whiting
9675280dc2 #oculus Mac support enabled again, removed old hacks around SDK monitor detection error
[CL 2108690 by Nick Whiting in Main branch]
2014-06-17 20:12:54 -04:00
Saul Abreu
7d6c6f552f Changes to UBT for third party directories. UEThirdPartyDirectory is now obsolete and should be replaced with UEThirdPartySourceDirectory. An error message will appear when attempting to build if this is not heeded.
[CL 2104963 by Saul Abreu in Main branch]
2014-06-13 16:31:00 -04:00
Nick Whiting
15182ab784 #oculus Disabling on Mac temporarily while we wait for new libs
[CL 2093910 by Nick Whiting in Main branch]
2014-06-03 20:58:02 -04:00
Nick Whiting
799371e35f #oculus Merging latest from Oculus branch to main
[CL 2093754 by Nick Whiting in Main branch]
2014-06-03 18:07:27 -04:00