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This is the official open source project for the Resonance Audio SDK. This repository consists of the full source code of the Resonance Audio C++ library, as well as the platform integrations into Unity, FMOD, Wwise and DAW tools.
Resonance Audio started as a Google product and has since graduated to open source. It is supported by members of our steering committee who are also project committers.
In this document there are some quick instructions for how to build the SDK from source code.
For more detailed documentation about using the SDK, visit our developer docs. If you are interested in contributing to the project, please read the Contributing to Resonance Audio section below.
Clone the repository:
git clone https://github.com/resonance-audio/resonance-audio $YOUR_LOCAL_REPO
In addition to the system C++ software development platform tools / toolchains, the following software is required to build and install the Resonance Audio SDKs:
Note: For Windows builds, Visual Studio 2015 is recommended.
All third party dependencies must be installed into the third_party
subfolder
in the repository. To simplify the installation, bash scripts are located within
the third_party
that automatically clone, build and install the required third
party source code.
Note: On Windows, these scripts can be executed in the Git-Bash console (which gets installed as part of Git for Windows).
To clone the dependencies into the repository, run:
./$YOUR_LOCAL_REPO/third_party/clone_core_deps.sh
Note: These dependencies do not need to be built, since their source code is directly pulled in from the build scripts.
The Unity plugin integrates additional tools to estimate reverberation from game geometry and to capture Ambisonic soundfields from a game scene. These features require the Embree, libOgg and libVorbis libraries to be prebuilt.
To clone and build the additional Unity dependencies, run:
./$YOUR_LOCAL_REPO/third_party/clone_build_install_unity_deps.sh
To add the additional FMOD dependencies, download and install the FMOD Studio API (which includes the FMOD Low Level API).
Note: On Linux, unzip the downloaded package within the third_party
subfolder
and rename its folder to fmod
.
To clone the additional Wwise dependencies, run:
./$YOUR_LOCAL_REPO/third_party/clone_wwise_deps.sh
The Wwise Authoring Plugin (Windows only) also requires the Microsoft Foundation Classes SDK. To install the SDK on Windows:
Control Panel
Programs->Programs and Features
Microsoft Visual C++ Build Tools
, and select Change
MFC SDK
To add the additional DAW Tools dependencies, download the Steinberg's VST
3.X.X Audio Plug-Ins SDK (which
includes the VST2 Audio Plug-Ins SDK) and extract the package into third_party
subfolder.
This repository provides the build.sh
script in the root folder that
configures the build targets, triggers the compilation and installs the
artifacts for the specified platform into the target installation folder.
The script provides the following flags:
RESONANCE_AUDIO_API
: Builds the Resonance Audio APIRESONANCE_AUDIO_TESTS
: Runs the Resonance Audio unit testsGEOMETRICAL_ACOUSTICS_TESTS
: Runs the geometrical acoustics specific
unit tests.UNITY_PLUGIN
: Builds the Resonance Audio plugin for UnityWWISE_AUTHORING_PLUGIN
: Builds the Resonance Audio authoring plugin
for WwiseWWISE_SOUND_ENGINE_PLUGIN
: Builds the Resonance Audio sound engine
plugin for WwiseFMOD_PLUGIN
: Builds the Resonance Audio plugin for FMODVST_MONITOR_PLUGIN
: Builds the Resonance Audio VST Monitor PluginDebug
: Debug buildRelWithDebInfo
: Release build with debug informationRelease
: Release build/MD
,
/MDd
). By default, all Windows builds are statically linked against
the run-time library (/MT
, /MTd
). Note that the third party
dependencies must be compiled with the same options to avoid library
conflicts.ANDROID_NDK
, ANDROID_NATIVE_API_LEVEL
and
ANDROID_ABI
script variables). For more information, see project
documentation at https://github.com/taka-no-me/android-cmake.To build and run the Resonance Audio unit tests:
./$YOUR_LOCAL_REPO/build.sh -t=RESONANCE_AUDIO_TESTS
If you find Resonance Audio useful and would like to cite it in your publication, please use:
Gorzel, M., Allen, A., Kelly, I., Kammerl, J., Gungormusler, A., Yeh, H., and Boland, F., "Efficient Encoding and Decoding of Binaural Sound with Resonance Audio", In proc. of the AES International Conference on Immersive and Interactive Audio, March 2019
The full paper is available (open access) at: http://www.aes.org/e-lib/browse.cfm?elib=20446 (BibTeX)
If you would like to contribute changes to the Resonance Audio project, please make a pull request for one of our project committers to review.
The Resonance Audio project is overseen by a steering committee established to help guide the technical direction of the project in collaboration with the entire developer community.
The intention of the steering committee is to cultivate collaboration across the developer community for improving the project and ensuring Resonance Audio continues to work well for everyone.
The committee will lead the Resonance Audio project in major decisions by consensus and ensure that Resonance Audio can meet its goals as a truly open source project.
The steering committee consists of the following members (company name ordered):
Affiliations are listed for identification purposes only; steering committee members do not represent their employers or academic institutions.
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