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- 3d audio was fundamnetally broken in HTML5 and Linux for a long time (probably since original port from UE3) - Fix is to do 3d spatialization math the same way we do it on XAudio2 (i.e. transform to listener-space then do relative source position from there) - Since HTML5 and Linux *both* use nearly identical OpenAL implementations (and Linux has been fixed by users for a few issues), I decided to nuke the HTML5 implementation and instead link to the Linux implementation. Not sure if we should move the linux OpenAL implementation to a different folder, but it turned out not to matter for packing and testing HTML5 - Also went ahead and added a -3dB headroom factor to reduce volume overall with OpenAL implementation since it was louder than the XAudio2 implementation. I didn't do any technical measurements to come up with this headroom factor, just ear-balled it. We can do something more precise if needed. - Tested this fix using a simple test-map of a single looping sound source. It was obviously broken (i.e. not panning) and is now obviously fixed. [CL 2611557 by Aaron McLeran in Main branch]