This is a large patch which adds a new Oculus Audio spatializer. Oculus Audio is slightly different from the dummy spatializer in a few ways:
- It *must* receive fixed-size input buffers, every time, always.
- It can only handle a fixed number of spatialized sound sources at a time.
- It has a concept of "tails"; the spatialization of a sound can continue after the sound itself ends (eg echo).
Changes to audio.c were needed to support Oculus Audio's quirks:
- audio.c now supports a "fixedBuffer" mode which invokes the generator/spatializer in fixed size chunks
- Each source now has an intptr_t "memo" field that the spatializer may use to store whatever (Oculus spatializer uses this to handle the sound source limit).
- The spatializer interface got a couple new methods: A "tail" method which returns a sound buffer after all sources are processed; and "create" and "destroy" methods that are called when a sound source is created or destroyed (Oculus spatializer uses this to populate/clear the "memo" field).
Along the way some other miscellaneous changes got made:
- lovr.audio.getSpatializerName() returns the current spatializer
- Spatializer init now takes in "config in" and "config out" structs (Spatializer changes fields in config out to request things, currently fixed buffer mode).
- lovr.conf now takes t.audio.spatializer (string name of desired spatializer) and t.audio.spatializerMaxSourcesHint (Spatializers with max sources limits like Oculus will use this as the limit).
- audio.c went back to tracking position/orientation as vectors rather than a matrix
- A file oculus_spatializer_math_shim.h was added containing a minimal copypaste of OVR_CAPI.h from Oculus SDK to support a ovrPoseStatef the spatializer API needs. This may have license consequences but we are probably OK via a combination of fair use and the fact that a user cannot use this header file without accepting Oculus's license through other means.
Some work remains to be done, in particular there is an entire reverb feature I did not touch and LOVR_USE_OCULUS_AUDIO cannot be activated from tup. Oculus Spatializer works better when it has velocity and time information but this patch does not supply it.
aka a9541579f38a0c1bab4bba294f3602fa0b80f127, plus cherry-pick of
2dc604ecde0f02280690c72f943bfb8bf52dd820.
There is a crasher in 0.10.13 and newer on Oculus Quest
(See https://github.com/mackron/miniaudio/issues/247)
- The plugins folder can contain native plugins.
- CMake will build plugins with CMakeLists in them
- They can check the LOVR variable to see if they are being built inside LOVR.
- They can set the LOVR_PLUGIN_TARGETS variable to a list of targets they build.
- If blank, all non-imported targets added in the folder will be used.
- The libraries built by their targets will be moved next to the executable or into the apk.
- The library loader now tries to load libraries next to the executable or in the APK.
- It is "fixed function" now, this may be improved in the future.
- The lovr.filesystem C require path has been removed.
- enet and cjson have been removed. Use plugins.
stb_image's vertical flip flag was not thread safe in the version
of stb_image we were using. We patched stb_image to use a thread
local variable for the flag. stb_image has since been upgraded to
expose a thread local version of the flag, so our patch is no longer
necessary after upgrading.
The CMake flag to enable the thread local patch did not make very much
sense because thread local stuff is unconditionally used elsewhere.