mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
296 lines
11 KiB
C++
296 lines
11 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "snd_local.h"
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idCVar s_subFraction( "s_subFraction", "0.5", CVAR_ARCHIVE | CVAR_FLOAT, "Amount of each sound to send to the LFE channel" );
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idVec2 idSoundVoice_Base::speakerPositions[idWaveFile::CHANNEL_INDEX_MAX];
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int idSoundVoice_Base::speakerLeft[idWaveFile::CHANNEL_INDEX_MAX] = {0 };
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int idSoundVoice_Base::speakerRight[idWaveFile::CHANNEL_INDEX_MAX] = {0 };
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int idSoundVoice_Base::dstChannels = 0;
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int idSoundVoice_Base::dstMask = 0;
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int idSoundVoice_Base::dstCenter = -1;
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int idSoundVoice_Base::dstLFE = -1;
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int idSoundVoice_Base::dstMap[MAX_CHANNELS_PER_VOICE] = { 0 };
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int idSoundVoice_Base::invMap[idWaveFile::CHANNEL_INDEX_MAX] = { 0 };
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float idSoundVoice_Base::omniLevel = 1.0f;
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/*
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========================
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idSoundVoice_Base::idSoundVoice_Base
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========================
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*/
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idSoundVoice_Base::idSoundVoice_Base() :
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position( 0.0f ),
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gain( 1.0f ),
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centerChannel( 0.0f ),
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pitch( 1.0f ),
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innerRadius( 32.0f ),
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occlusion( 0.0f ),
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channelMask( 0 ),
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innerSampleRangeSqr( 0.0f ),
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outerSampleRangeSqr( 0.0f )
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{
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}
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/*
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========================
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idSoundVoice_Base::InitSurround
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========================
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*/
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void idSoundVoice_Base::InitSurround( int outputChannels, int channelMask )
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{
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speakerPositions[idWaveFile::CHANNEL_INDEX_FRONT_LEFT ].Set( 0.70710678118654752440084436210485f, 0.70710678118654752440084436210485f ); // 45 degrees
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speakerPositions[idWaveFile::CHANNEL_INDEX_FRONT_RIGHT ].Set( 0.70710678118654752440084436210485f, -0.70710678118654752440084436210485f ); // 315 degrees
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speakerPositions[idWaveFile::CHANNEL_INDEX_FRONT_CENTER ].Set( 0.0f, 0.0f ); // 0 degrees
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speakerPositions[idWaveFile::CHANNEL_INDEX_LOW_FREQUENCY ].Set( 0.0f, 0.0f ); // -
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speakerPositions[idWaveFile::CHANNEL_INDEX_BACK_LEFT ].Set( -0.70710678118654752440084436210485f, 0.70710678118654752440084436210485f ); // 135 degrees
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speakerPositions[idWaveFile::CHANNEL_INDEX_BACK_RIGHT ].Set( -0.70710678118654752440084436210485f, -0.70710678118654752440084436210485f ); // 225 degrees
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speakerPositions[idWaveFile::CHANNEL_INDEX_FRONT_LEFT_CENTER ].Set( 0.92387953251128675612818318939679f, 0.3826834323650897717284599840304f ); // 22.5 degrees
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speakerPositions[idWaveFile::CHANNEL_INDEX_FRONT_RIGHT_CENTER ].Set( 0.92387953251128675612818318939679f, -0.3826834323650897717284599840304f ); // 337.5 degrees
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speakerPositions[idWaveFile::CHANNEL_INDEX_BACK_CENTER ].Set( -1.0f, 0.0f ); // 180 degrees
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speakerPositions[idWaveFile::CHANNEL_INDEX_SIDE_LEFT ].Set( 0.0f, 1.0f ); // 90 degrees
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speakerPositions[idWaveFile::CHANNEL_INDEX_SIDE_RIGHT ].Set( 0.0f, -1.0f ); // 270 degrees
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speakerLeft[idWaveFile::CHANNEL_INDEX_FRONT_LEFT_CENTER] = idWaveFile::CHANNEL_INDEX_FRONT_LEFT;
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speakerLeft[idWaveFile::CHANNEL_INDEX_FRONT_LEFT] = idWaveFile::CHANNEL_INDEX_SIDE_LEFT;
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speakerLeft[idWaveFile::CHANNEL_INDEX_SIDE_LEFT] = idWaveFile::CHANNEL_INDEX_BACK_LEFT;
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speakerLeft[idWaveFile::CHANNEL_INDEX_BACK_LEFT] = idWaveFile::CHANNEL_INDEX_BACK_CENTER;
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speakerLeft[idWaveFile::CHANNEL_INDEX_BACK_CENTER] = idWaveFile::CHANNEL_INDEX_BACK_RIGHT;
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speakerLeft[idWaveFile::CHANNEL_INDEX_BACK_RIGHT] = idWaveFile::CHANNEL_INDEX_SIDE_RIGHT;
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speakerLeft[idWaveFile::CHANNEL_INDEX_SIDE_RIGHT] = idWaveFile::CHANNEL_INDEX_FRONT_RIGHT;
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speakerLeft[idWaveFile::CHANNEL_INDEX_FRONT_RIGHT] = idWaveFile::CHANNEL_INDEX_FRONT_RIGHT_CENTER;
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speakerLeft[idWaveFile::CHANNEL_INDEX_FRONT_RIGHT_CENTER] = idWaveFile::CHANNEL_INDEX_FRONT_LEFT_CENTER;
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speakerLeft[idWaveFile::CHANNEL_INDEX_FRONT_CENTER] = idWaveFile::CHANNEL_INDEX_FRONT_CENTER;
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speakerLeft[idWaveFile::CHANNEL_INDEX_LOW_FREQUENCY] = idWaveFile::CHANNEL_INDEX_LOW_FREQUENCY;
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speakerRight[idWaveFile::CHANNEL_INDEX_FRONT_RIGHT_CENTER] = idWaveFile::CHANNEL_INDEX_FRONT_RIGHT;
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speakerRight[idWaveFile::CHANNEL_INDEX_FRONT_RIGHT] = idWaveFile::CHANNEL_INDEX_SIDE_RIGHT;
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speakerRight[idWaveFile::CHANNEL_INDEX_SIDE_RIGHT] = idWaveFile::CHANNEL_INDEX_BACK_RIGHT;
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speakerRight[idWaveFile::CHANNEL_INDEX_BACK_RIGHT] = idWaveFile::CHANNEL_INDEX_BACK_CENTER;
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speakerRight[idWaveFile::CHANNEL_INDEX_BACK_CENTER] = idWaveFile::CHANNEL_INDEX_BACK_LEFT;
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speakerRight[idWaveFile::CHANNEL_INDEX_BACK_LEFT] = idWaveFile::CHANNEL_INDEX_SIDE_LEFT;
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speakerRight[idWaveFile::CHANNEL_INDEX_SIDE_LEFT] = idWaveFile::CHANNEL_INDEX_FRONT_LEFT;
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speakerRight[idWaveFile::CHANNEL_INDEX_FRONT_LEFT] = idWaveFile::CHANNEL_INDEX_FRONT_LEFT_CENTER;
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speakerRight[idWaveFile::CHANNEL_INDEX_FRONT_LEFT_CENTER] = idWaveFile::CHANNEL_INDEX_FRONT_RIGHT_CENTER;
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speakerRight[idWaveFile::CHANNEL_INDEX_FRONT_CENTER] = idWaveFile::CHANNEL_INDEX_FRONT_CENTER;
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speakerRight[idWaveFile::CHANNEL_INDEX_LOW_FREQUENCY] = idWaveFile::CHANNEL_INDEX_LOW_FREQUENCY;
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dstChannels = outputChannels;
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dstMask = channelMask;
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// dstMap maps a destination channel to a speaker
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// invMap maps a speaker to a destination channel
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dstLFE = -1;
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dstCenter = -1;
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memset( dstMap, 0, sizeof( dstMap ) );
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memset( invMap, 0, sizeof( invMap ) );
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for( int i = 0, c = 0; i < idWaveFile::CHANNEL_INDEX_MAX && c < MAX_CHANNELS_PER_VOICE; i++ )
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{
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if( dstMask & BIT( i ) )
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{
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if( i == idWaveFile::CHANNEL_INDEX_LOW_FREQUENCY )
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{
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dstLFE = c;
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}
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if( i == idWaveFile::CHANNEL_INDEX_FRONT_CENTER )
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{
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dstCenter = c;
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}
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dstMap[c] = i;
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invMap[i] = c++;
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}
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else
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{
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// Remove this speaker from the chain
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int right = speakerRight[i];
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int left = speakerLeft[i];
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speakerRight[left] = right;
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speakerLeft[right] = left;
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}
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}
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assert( ( dstLFE == -1 ) || ( ( dstMask & idWaveFile::CHANNEL_MASK_LOW_FREQUENCY ) != 0 ) );
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assert( ( dstCenter == -1 ) || ( ( dstMask & idWaveFile::CHANNEL_MASK_FRONT_CENTER ) != 0 ) );
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float omniChannels = ( float )dstChannels;
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if( dstMask & idWaveFile::CHANNEL_MASK_LOW_FREQUENCY )
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{
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omniChannels -= 1.0f;
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}
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if( dstMask & idWaveFile::CHANNEL_MASK_FRONT_CENTER )
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{
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omniChannels -= 1.0f;
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}
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if( omniChannels > 0.0f )
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{
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omniLevel = 1.0f / omniChannels;
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}
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else
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{
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// This happens in mono mode
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omniLevel = 1.0f;
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}
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}
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/*
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========================
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idSoundVoice_Base::CalculateSurround
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========================
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*/
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void idSoundVoice_Base::CalculateSurround( int srcChannels, float pLevelMatrix[ MAX_CHANNELS_PER_VOICE* MAX_CHANNELS_PER_VOICE ], float scale )
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{
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// Hack for mono
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if( dstChannels == 1 )
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{
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if( srcChannels == 1 )
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{
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pLevelMatrix[ 0 ] = scale;
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}
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else if( srcChannels == 2 )
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{
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pLevelMatrix[ 0 ] = scale * 0.7071f;
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pLevelMatrix[ 1 ] = scale * 0.7071f;
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}
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return;
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}
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#define MATINDEX( src, dst ) ( srcChannels * dst + src )
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float subFraction = s_subFraction.GetFloat();
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if( srcChannels == 1 )
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{
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idVec2 p2 = position.ToVec2();
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float centerFraction = centerChannel;
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float sqrLength = p2.LengthSqr();
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if( sqrLength <= 0.01f )
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{
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// If we are on top of the listener, simply route all channels to each speaker equally
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for( int i = 0; i < dstChannels; i++ )
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{
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pLevelMatrix[MATINDEX( 0, i )] = omniLevel;
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}
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}
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else
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{
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float invLength = idMath::InvSqrt( sqrLength );
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float distance = ( invLength * sqrLength );
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p2 *= invLength;
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float spatialize = 1.0f;
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if( distance < innerRadius )
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{
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spatialize = distance / innerRadius;
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}
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float omni = omniLevel * ( 1.0f - spatialize );
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if( dstCenter != -1 )
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{
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centerFraction *= Max( 0.0f, p2.x );
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spatialize *= ( 1.0f - centerFraction );
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omni *= ( 1.0f - centerFraction );
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}
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float channelDots[MAX_CHANNELS_PER_VOICE] = { 0 };
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for( int i = 0; i < dstChannels; i++ )
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{
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// Calculate the contribution to each destination channel
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channelDots[i] = speakerPositions[dstMap[i]] * p2;
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}
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// Find the speaker nearest to the sound
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int channelA = 0;
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for( int i = 1; i < dstChannels; i++ )
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{
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if( channelDots[i] > channelDots[channelA] )
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{
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channelA = i;
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}
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}
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int speakerA = dstMap[channelA];
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// Find the 2nd nearest speaker
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int speakerB;
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float speakerACross = ( speakerPositions[speakerA].x * p2.y ) - ( speakerPositions[speakerA].y * p2.x );
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if( speakerACross > 0.0f )
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{
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speakerB = speakerLeft[speakerA];
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}
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else
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{
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speakerB = speakerRight[speakerA];
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}
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int channelB = invMap[speakerB];
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// Divide the amplitude between the 2 closest speakers
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float distA = ( speakerPositions[speakerA] - p2 ).Length();
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float distB = ( speakerPositions[speakerB] - p2 ).Length();
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float distCinv = 1.0f / ( distA + distB );
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float volumes[MAX_CHANNELS_PER_VOICE] = { 0 };
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volumes[channelA] = ( distB * distCinv );
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volumes[channelB] = ( distA * distCinv );
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for( int i = 0; i < dstChannels; i++ )
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{
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pLevelMatrix[MATINDEX( 0, i )] = ( volumes[i] * spatialize ) + omni;
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}
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}
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if( dstLFE != -1 )
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{
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pLevelMatrix[MATINDEX( 0, dstLFE )] = subFraction;
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}
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if( dstCenter != -1 )
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{
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pLevelMatrix[MATINDEX( 0, dstCenter )] = centerFraction;
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}
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}
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else if( srcChannels == 2 )
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{
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pLevelMatrix[ MATINDEX( 0, 0 ) ] = 1.0f;
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pLevelMatrix[ MATINDEX( 1, 1 ) ] = 1.0f;
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if( dstLFE != -1 )
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{
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pLevelMatrix[ MATINDEX( 0, dstLFE ) ] = subFraction * 0.5f;
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pLevelMatrix[ MATINDEX( 1, dstLFE ) ] = subFraction * 0.5f;
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}
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}
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else
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{
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idLib::Warning( "We don't support %d channel sound files", srcChannels );
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}
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for( int i = 0; i < srcChannels * dstChannels; i++ )
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{
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pLevelMatrix[ i ] *= scale;
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}
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}
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