AeonWave also allows multiple emitters to be interconnected using audio-frames. All emitters will be positioned relative to an imaginary center-point and will still have their own set of properties (like audio cone or frequency filtering). Audio-frames also add their own set of properties which will affect all registered emitters when set or changed. Emitters may be rendered in multiple threads which will help to spread the load across multiple CPU cores.
Changing the position, orientation, velocity and/or audio-frame properties will affect the position, orientation, velocity and/or properties of all attached emitters.
Fast audio rendering means there's more room left for the game designers core business: making gaming fun.
Multiple filters and effects can be applied to sound sources and multiple sound sources can be grouped together using AeonWaves sub-mixing capable audio-frames. Audio-frames also support filters and effects and applying them will affect all sound sources attached to the audio-frame.
Registered sensors support audio capturing from hardware as well as reading various file formats resulting in automatic file streaming playback from a local storage device or from a remote web server. Registered sensors release the application developers from the burden of moving captured buffers to the library using timers or event signals: registered sensors are automatically added to the (final) mix. Registered sensors add channel selection (to be able to move them in the 3D scenery) and have AGC support.
Most filters and effects can also be applied to the final mixer stage but reverb, convolution or a 8-band graphical equalizer are reserved for the final mixer only.
Various techniques are used to save on (battery) power requirements; compared to non hardware accelerated renderers AeonWave will save about one Watt on power consumption when playing back 32 emitters simultaneously. The library also supports a standby mode which reduces the power consumption to almost zero while still keeping track of positions, orientations and playback positions.
The library has been compiled on MIPS, ARM®, AMD and Intel® CPU's.
See the Synthesizer section for the some example files played back using AeonWave.