Skip to content

Commit

Permalink
Updated readmes
Browse files Browse the repository at this point in the history
  • Loading branch information
VoidXH committed Jan 19, 2025
1 parent 9f8ddc8 commit 1cd3ee0
Show file tree
Hide file tree
Showing 3 changed files with 22 additions and 22 deletions.
26 changes: 13 additions & 13 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -17,15 +17,15 @@ Cavernize.
## Features
* Unlimited objects and output channels without position restrictions
* Audio transcoder library with a custom spatial format
* Supported codecs:
* E-AC-3 with Joint Object Coding (Dolby Digital Plus Atmos)
* Limitless Audio Format
* RIFF WAVE
* Audio Definition Model Broadcast Wave Format
* Supported codecs:
* E-AC-3 with Joint Object Coding (Dolby Digital Plus Atmos)
* Limitless Audio Format
* RIFF WAVE
* Audio Definition Model Broadcast Wave Format
* Supported containers: .ac3, .eac3, .ec3, .laf, .m4a, .m4v, .mka, .mkv, .mov, .mp4, .qt, .wav, .weba, .webm
* Advanced self-calibration with a microphone
* Results in close to perfectly flat frequency response, <0.01 dB and <0.01 ms of uniformity
* Uniformity can be achieved without a calibration file
* Speaker character matching can be achieved without a calibration file
* Supported software/hardware for EQ/filter set export:
* PC: Equalizer APO, CamillaDSP
* DSP: MiniDSP 2x4 Advanced, MiniDSP 2x4 HD, MiniDSP DDRC-88A
Expand Down Expand Up @@ -78,7 +78,7 @@ Cavern is using audio clips to render the audio scene. A `Clip` is basically a
single audio file, which can be an effect or music. The easiest method of
loading from a file is through the `Cavern.Format` library, which will
auto-detect the format:
```
```cs
Clip clip = AudioReader.ReadClip(pathToFile);
```
Refer to the [scripting API](http://cavern.sbence.hu/cavern/doc.php?if=api/Cavern/Clip/index)
Expand All @@ -89,7 +89,7 @@ The `Listener` is the center of the sound stage, which will render the audio
sources attached to it. The listener has a `Position` and `Rotation` (Euler
angles, degrees) field for spatial placement. All sources will be rendered
relative to it. Here's its creation:
```
```cs
Listener listener = new Listener() {
SampleRate = 48000, // Match this with your output
UpdateRate = 256 // Match this with your buffer size
Expand All @@ -101,7 +101,7 @@ configuration. The used audio channels can be queried through
count should be set to its length. If this is not possible, the layout could be
set to a standard by the number of channels, for example, this line will set up
all listeners to 5.1:
```
```cs
Listener.ReplaceChannels(6);
```
Refer to the [scripting API](http://cavern.sbence.hu/cavern/doc.php?if=api/Cavern/Listener/index)
Expand All @@ -111,7 +111,7 @@ for the complete description of this object.
This is an audio placed in the sound space, renders a `Clip` at where it's
positioned relative to the `Listener`. Here's how to create a new source at a
given position and attach it to the listener:
```
```cs
Source source = new Source() {
Clip = clip,
Position = new Vector3(10, 0, 0)
Expand All @@ -125,7 +125,7 @@ for the complete description of this object.
### Rendering
To generate the output of the audio space and get the audio samples which should
be output to the system, use the following line:
```
```cs
float[] output = listener.Render();
```
The length of this array is `listener.UpdateRate * Listener.Channels.Length`.
Expand All @@ -137,7 +137,7 @@ rendering or transcoding, they can be handled on a lower level than loading a

#### Reading
To open any supported audio file for reading, use the following static function:
```
```cs
AudioReader reader = AudioReader.Open(string path);
```
There is an overload for `AudioReader.Open` to read audio files from an
Expand Down Expand Up @@ -173,7 +173,7 @@ renderer works in this use case.

#### Writing
To create an audio file, use an `AudioWriter`:
```
```cs
AudioWriter writer = AudioWriter.Create(string path, int channelCount, long length, int sampleRate, BitDepth bits);
```
This will create the `AudioWriter` for the appropriate file extension if it's
Expand Down
4 changes: 2 additions & 2 deletions docs/NuGet Readme - Cavern.Format.md
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ transcoding, they can be handled on a lower level than loading a `Clip`.

### Reading
To open any supported audio file for reading, use the following static function:
```
```cs
AudioReader reader = AudioReader.Open(string path);
```
There is an overload for `AudioReader.Open` to read audio files from an
Expand Down Expand Up @@ -55,7 +55,7 @@ renderer works in this use case.

### Writing
To create an audio file, use an `AudioWriter`:
```
```cs
AudioWriter writer = AudioWriter.Create(string path, int channelCount, long length, int sampleRate, BitDepth bits);
```
This will create the `AudioWriter` for the appropriate file extension if it's
Expand Down
14 changes: 7 additions & 7 deletions docs/NuGet Readme.md
Original file line number Diff line number Diff line change
Expand Up @@ -16,10 +16,10 @@ self-calibration libraries built on the Cavern engine are also available.
* Limitless Audio Format
* RIFF WAVE
* Audio Definition Model Broadcast Wave Format
* Supported containers: .ac3, .eac3, .ec3, .laf, .mka, .mkv, .mov, .mp4, .qt, .wav, .weba, .webm
* Supported containers: .ac3, .eac3, .ec3, .laf, .m4a, .m4v, .mka, .mkv, .mov, .mp4, .qt, .wav, .weba, .webm
* Advanced self-calibration with a microphone
* Results in close to perfectly flat frequency response, <0.01 dB and <0.01 ms of uniformity
* Uniformity can be achieved without a calibration file
* Speaker character matching can be achieved without a calibration file
* Supported software/hardware for EQ/filter set export:
* PC: Equalizer APO, CamillaDSP
* DSP: MiniDSP 2x4 Advanced, MiniDSP 2x4 HD, MiniDSP DDRC-88A
Expand All @@ -39,7 +39,7 @@ Cavern is using audio clips to render the audio scene. A `Clip` is basically a
single audio file, which can be an effect or music. The easiest method of
loading from a file is through the `Cavern.Format` library, which will
auto-detect the format:
```
```cs
Clip clip = AudioReader.ReadClip(pathToFile);
```
Refer to the [scripting API](https://cavern.sbence.hu/cavern/doc.php?if=api/Cavern/Clip/index)
Expand All @@ -50,7 +50,7 @@ The `Listener` is the center of the sound stage, which will render the audio
sources attached to it. The listener has a `Position` and `Rotation` (Euler
angles, degrees) field for spatial placement. All sources will be rendered
relative to it. Here's its creation:
```
```cs
Listener listener = new Listener() {
SampleRate = 48000, // Match this with your output
UpdateRate = 256 // Match this with your buffer size
Expand All @@ -62,7 +62,7 @@ configuration. The used audio channels can be queried through
count should be set to its length. If this is not possible, the layout could be
set to a standard by the number of channels, for example, this line will set up
all listeners to 5.1:
```
```cs
Listener.ReplaceChannels(6);
```
Refer to the [scripting API](https://cavern.sbence.hu/cavern/doc.php?if=api/Cavern/Listener/index)
Expand All @@ -72,7 +72,7 @@ for the complete description of this object.
This is an audio placed in the sound space, renders a `Clip` at where it's
positioned relative to the `Listener`. Here's how to create a new source at a
given position and attach it to the listener:
```
```cs
Source source = new Source() {
Clip = clip,
Position = new Vector3(10, 0, 0)
Expand All @@ -86,7 +86,7 @@ for the complete description of this object.
### Rendering
To generate the output of the audio space and get the audio samples which should
be output to the system, use the following line:
```
```cs
float[] output = listener.Render();
```
The length of this array is `listener.UpdateRate * Listener.Channels.Length`.
Expand Down

0 comments on commit 1cd3ee0

Please sign in to comment.