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MSFT_audio_emitter extension #1400
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May I nitpick about audio data formats?
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We picked wav because its commonly available and trivial to decode almost anywhere. Continuing with the runtime friendliness of glTF and the desire to use linear PCM decoded audio data at runtime it made reasonable sense. Our least capable client is able to decode wav with WAVE_FORMAT_PCM, and WAVE_FORMAT_IEEE_FLOAT. I'll update the mime type value. |
I created a demo video that shows how this extension can be used in Babylon.js. |
@najadojo is this spec/schema still up-to-date with the Babylon implementation? @sbtron @lexaknyazev OK to merge from your perspective? Perhaps the samples belong in the glTF-Sample-Models repo? |
Yes Babylon.js and Windows Mixed Reality are using this extension as its presented here. |
@najadojo very nice! @sbtron @lexaknyazev please merge when you are ready. |
I'm interested in this feature :) plz I don't know if you knew: Babylonjs has already implemented it: https://viewer.babylonjs.com/ufoexample |
Video demo was great, having a 3d object with animation that also plays sounds is a terrific idea. However this thread is dead, Khronos people? what happen? u guys dont like this? then do u have a better idea? or no action? |
See #2137. |
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#### emitter.outerAngle | ||
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The cone will be symmetrical and face the forward direction (Z+). The outerAngle value must be greater than or equal to the innerAngle value. If neither innerAngle or outerAngle are defined the emitter will behave as an omnidirectional source. |
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This is inconsistent with KHR_lights_punctual which defines spotlights as facing -Z. Is it expected that conical audio should be pointing the opposite direction as conical lights?
We at Microsoft have been developing this extension for use in various products and scenarios. We are sharing to document software we will be shipping and to get feedback on the extension design. Its possible that this extension maybe useful for other vendors as evidenced by #753.