Added video resizing! would cause the audio to be mixed incorrectly. Bink 2 how has an Adobe Premiere and Media Encoder plugin for direct Bink 2 and Bink 2 HDR Fixed a goofy bug where BinkSetSoundOnOff only allowed zero or one Originally the engine used Bink video, UE4 doesn't have Bink so besides playing videos full screen they have to work on a new solution to add video textures. Added the BinkBufferSetDDPrimary function call to the SDK to allow Can we pay a year subscription and renew in time? Use the new BinkUnload and BinkUnloadConverters to

Fixed a crash when using BinkMix to remove a track that wasn't present in the input file. Fixed an overwrite bug when compressing small resolution videos. Updated all of the GameCude examples to let them be built AX or MusyX.

Moved a few more source files and data tables into Bink sections, so you save another 64K or so, when you unload the Bink section on Xbox. Updated the UE4 plugin for compatibility with UE4 4.15.

best way to play most videos on the Xbox. Added Bink texture support code for DX10 on Windows.

Fixed a bug on the Mac in the BINKSURFACE32R and BINKSURFACE32RA YUV to RGB pixel converters Fixed a bug when making a list file with thousands of files selected at once. Added the BinkSetMixBinVolumes function to adjust the mix bin

Updated to new beta system SDK for secret platform 2 - lots of GPU optimization.

Added details in the Bink docs about the Bink cross platform pixel shader blitting API (supplied in BinkTextures.h).

First version of Bink for Mac!

We'll put up some demos of this soon!

uses the CPU to decode the bitstream, and compute shaders on the GPU for everything else! This prevents playback from zooming forward if you stop calling Bink for a while. Fixed a bug when using the old Bink audio codec where stereo sound files would

We think the Unreal engine (being the Unreal Engine 4 or UDK) could be a great tool to help us create this high quality product we aim for. Fixed bug when opening a Bink file with multi-threaded I/O turned imported the file as one of a series of still images. Added the new RADSetMemory function that allows you to replace Bink's Bink now allows you to use 3-way, 4-way and 8-way multicore slicing at compression time.

platforms. Huge new 2.2 version - we probably should have called it 3.0. Added multi-channel out using CoreAudio on MacOS. frame` setting could be ignored.

Fixed a problem importing some QuickTime sound files. The iOS library is now a fat library that contains simulator, ARM 6 and ARM 7 versions.

all these optimizations performed using Telemetry. Tools are 20% to 45% faster. Cleaned up the 3D window resizing code in the Windows examples. Fixed some debug stuff that shipped in BinkTextures for PS5.

On the PS3, use a bigger priority delta for the background threads. Fixed some blitting issues on D3D12 when using scaling. the time. Added Bink Image support for Unity.

When adding three or more files to a list file, the files are Tools to compress files into Bink format. We currently do not have a long-term payment plan option. Added the BinkCopyToBufferRect function to the Bink SDK. On Wii, changed the example code to take into account as much information about the Wii texture iterators as is public to minimize resampling errors Can read multitrack wave files - use track number to specify which track to mix. Use less aggressive frame skipping on both PC and Mac. Fixed a problem in the front-end tools, where filenames in a list file had to be less than 128 characters long. Added additional optimized data alignment paths in the 16-bit Dropped the requirement to do a Sync_Bink_textures on Xbox 360, PS3, and Wii. Made shutdown slightly faster if an IO was in progress. 100% faster when converting directly into video memory. Fixed a problem with multiple sounds tracks on the SPUs. Super laggy, Binocular Vision, Stereoscopic Imaging and Depth Cues, Changes For Release 0.4 Since Release 0.2.5, Android Development Software Setup for Windows, Android Development Software Setup for Mac OS X, Universal Menu and Reserved User Interactions, Creating New Apps with the Framework Template, Other Oculus Resources for Unity Developers, Single Pass Stereo Rendering (Preview, Mobile Only), 1.16-beta Oculus Utilities for Unity 5 Release Notes, 1.15 Oculus Utilities for Unity 5 Release Notes, 1.14 Oculus Utilities for Unity 5 Release Notes, 1.13 Oculus Utilities for Unity 5 Release Notes, 1.12 Oculus Utilities for Unity 5 Release Notes, 1.11 Oculus Utilities for Unity 5 Release Notes, 1.10 Oculus Utilities for Unity 5 Release Notes, 1.9 Oculus Utilities for Unity 5 Release Notes, 1.8 Oculus Utilities for Unity 5 Release Notes, 1.7 Oculus Utilities for Unity 5 Release Notes, 1.6 Oculus Utilities for Unity 5 Release Notes, 1.5 Oculus Utilities for Unity 5 Release Notes, 1.3 Oculus Utilities for Unity 5 Release Notes, 0.1 Beta Utilities for Unity Release Notes, 0.5 Mobile Unity Integration Release Notes, 0.4 Mobile Unity Integration Release Notes, Oculus Changes in Unity v 5.3.5p2 and 5.4.0b21, Migrating to Utilities from the Integration Package, Unity 4.x Legacy Integration Developer Guide, Debugging and Performance Analysis in Unity, 1.3 Unity 4 Legacy Integration Release Notes, 0.8 Unity Legacy Integration Release Notes, 0.6 Unity Legacy Integration Release Notes, Oculus Platform Features and Online Subsystems, Testing and Performance Analysis in Unreal, Oculus Unreal Engine 4 Integration 1.17 Release Notes, Oculus Unreal Engine 4 Integration 1.16 Release Notes, Oculus Unreal Engine 4 Integration 1.15 Release Notes, Oculus Unreal Engine 4 Integration 1.14 Release Notes, Oculus Unreal Engine 4 Integration 1.13 Release Notes, Oculus Unreal Engine 4 Integration 1.12 Release Notes, Oculus Unreal Engine 4 Integration 1.11 Release Notes, Oculus Unreal Engine 4 Integration 1.10 Release Notes, Oculus Unreal Engine 4 Integration 1.9 Release Notes, Oculus Unreal Engine 4 Integration 1.8 Release Notes, Oculus Unreal Engine 4 Integration 1.7 Release Notes, Oculus Unreal Engine 4 Integration 1.6 Release Notes, Oculus Unreal Engine 4 Integration 1.5 Release Notes, Oculus Unreal Engine 4 Integration 1.4 Release Notes, Oculus Unreal Engine 4 Integration 1.3 Release Notes, Localization and the Human Auditory System, Exploring Oculus Native Spatializer with the Sample Scene, Playing Ambisonic Audio in Unity 2017.1 (Beta), Migrating from TBE 3DCeption to Oculus Spatialization, Managing Sound FX with Oculus Audio Manager, Oculus Spatializer for Wwise Integration Guide, Adding Target Platform Plugins to Wwise Unity Projects, How to Use the Oculus Spatializer in Wwise, Oculus Spatializer for FMOD Integration Guide, Oculus VST Spatializer for DAWs Integration Guide, Oculus AAX Spatializer for DAWs Integration Guide, Exploring Oculus Lip Sync with the Sample Scene, Development Environment and Configuration, Matchmaking Quickstart w/Advanced Options, Current Platform SDK Version Release Notes, Previous Platform SDK Version Release Notes, ovr_Achievements_GetNextAchievementDefinitionArrayPage, ovr_Achievements_GetNextAchievementProgressArrayPage, ovr_ApplicationLifecycle_GetRegisteredPIDs, ovr_ApplicationLifecycle_RegisterSessionKey, ovr_CloudStorage_GetNextCloudStorageMetadataArrayPage, ovr_Notification_GetNextRoomInviteNotificationArrayPage, ovr_ApplicationLifecycle_GetLaunchDetails, ovrMatchmakingAdminSnapshotCandidateArray, Setting Up Contact, Banking, and Tax Information. This can save a fair amount of memory on the Xbox. In some cases, up to 16 MB to 120 MB less than Updated to the latest iOS SDK for the Apple devices.

Bink plugin source now ships with UE4 plugins. is now the correct format for the MacOS desktop.



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