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Remove the fallback for lack of AL_EXT_SOURCE_RADIUS
It's been available in OpenAL Soft for years and the fallback method wasn't very good.
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c58e98cc7f
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42fd84a09d
1 changed files with 33 additions and 68 deletions
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@ -1518,28 +1518,38 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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alSourcef(source, AL_MAX_DISTANCE, 100000.f);
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alSourcef(source, AL_ROLLOFF_FACTOR, 1.f);
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FVector3 dir = pos - listener->position;
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if(dir.DoesNotApproximatelyEqual(FVector3(0.f, 0.f, 0.f)))
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{
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float gain = GetRolloff(rolloff, sqrtf(dist_sqr) * distscale);
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dir.MakeResize((gain > 0.00001f) ? 1.f/gain : 100000.f);
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}
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if(AL.EXT_SOURCE_RADIUS)
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{
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/* Since the OpenAL distance is decoupled from the sound's distance, get the OpenAL
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* distance that corresponds to the area radius. */
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float gain = GetRolloff(rolloff, AREA_SOUND_RADIUS);
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alSourcef(source, AL_SOURCE_RADIUS, (chanflags&SNDF_AREA) ?
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// Clamp in case the max distance is <= the area radius
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1.f/std::max<float>(GetRolloff(rolloff, AREA_SOUND_RADIUS), 0.00001f) : 0.f
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((gain > 0.00001f) ? 1.f/gain : 100000.f) : 0.f
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);
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}
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else if((chanflags&SNDF_AREA) && dist_sqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
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if(dist_sqr < (0.0004f*0.0004f))
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{
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FVector3 amb(0.f, !(dir.Y>=0.f) ? -1.f : 1.f, 0.f);
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float a = sqrtf(dist_sqr) / AREA_SOUND_RADIUS;
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dir = amb + (dir-amb)*a;
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// Head relative
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alSourcei(source, AL_SOURCE_RELATIVE, AL_TRUE);
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alSource3f(source, AL_POSITION, 0.f, 0.f, 0.f);
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}
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dir += listener->position;
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else
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{
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float gain = GetRolloff(rolloff, sqrtf(dist_sqr) * distscale);
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FVector3 dir = pos - listener->position;
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dir.MakeResize((gain > 0.00001f) ? 1.f/gain : 100000.f);
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dir += listener->position;
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alSourcei(source, AL_SOURCE_RELATIVE, AL_FALSE);
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alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
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}
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}
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else
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{
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if(AL.EXT_SOURCE_RADIUS)
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alSourcef(source, AL_SOURCE_RADIUS, (chanflags&SNDF_AREA) ? AREA_SOUND_RADIUS : 0.f);
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if(dist_sqr < (0.0004f*0.0004f))
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{
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@ -1550,35 +1560,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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else
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{
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alSourcei(source, AL_SOURCE_RELATIVE, AL_FALSE);
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alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
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}
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}
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else
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{
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FVector3 dir = pos;
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if(AL.EXT_SOURCE_RADIUS)
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alSourcef(source, AL_SOURCE_RADIUS, (chanflags&SNDF_AREA) ? AREA_SOUND_RADIUS : 0.f);
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else if((chanflags&SNDF_AREA) && dist_sqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
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{
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dir -= listener->position;
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float mindist = rolloff->MinDistance/distscale;
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FVector3 amb(0.f, !(dir.Y>=0.f) ? -mindist : mindist, 0.f);
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float a = sqrtf(dist_sqr) / AREA_SOUND_RADIUS;
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dir = amb + (dir-amb)*a;
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dir += listener->position;
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}
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if(dist_sqr < (0.0004f*0.0004f))
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{
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// Head relative
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alSourcei(source, AL_SOURCE_RELATIVE, AL_TRUE);
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alSource3f(source, AL_POSITION, 0.f, 0.f, 0.f);
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}
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else
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{
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alSourcei(source, AL_SOURCE_RELATIVE, AL_FALSE);
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alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
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alSource3f(source, AL_POSITION, pos[0], pos[1], -pos[2]);
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}
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}
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alSource3f(source, AL_VELOCITY, vel[0], vel[1], -vel[2]);
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@ -1842,43 +1824,26 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
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return;
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FVector3 dir = pos - listener->position;
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chan->DistanceSqr = (float)dir.LengthSquared();
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if(chan->ManualRolloff)
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{
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if(!AL.EXT_SOURCE_RADIUS && areasound &&
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chan->DistanceSqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
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{
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FVector3 amb(0.f, !(dir.Y>=0.f) ? -1.f : 1.f, 0.f);
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float a = sqrtf(chan->DistanceSqr) / AREA_SOUND_RADIUS;
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dir = amb + (dir-amb)*a;
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}
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if(dir.DoesNotApproximatelyEqual(FVector3(0.f, 0.f, 0.f)))
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{
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float gain = GetRolloff(&chan->Rolloff, sqrtf(chan->DistanceSqr)*chan->DistanceScale);
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dir.MakeResize((gain > 0.00001f) ? 1.f/gain : 100000.f);
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}
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}
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else if(!AL.EXT_SOURCE_RADIUS && areasound &&
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chan->DistanceSqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
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{
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float mindist = chan->Rolloff.MinDistance / chan->DistanceScale;
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FVector3 amb(0.f, !(dir.Y>=0.f) ? -mindist : mindist, 0.f);
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float a = sqrtf(chan->DistanceSqr) / AREA_SOUND_RADIUS;
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dir = amb + (dir-amb)*a;
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}
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dir += listener->position;
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float dist_sqr = (float)dir.LengthSquared();
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chan->DistanceSqr = dist_sqr;
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alDeferUpdatesSOFT();
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ALuint source = GET_PTRID(chan->SysChannel);
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if(chan->DistanceSqr < (0.0004f*0.0004f))
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if(dist_sqr < (0.0004f*0.0004f))
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{
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alSourcei(source, AL_SOURCE_RELATIVE, AL_TRUE);
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alSource3f(source, AL_POSITION, 0.f, 0.f, 0.f);
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}
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else
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{
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if(chan->ManualRolloff)
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{
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float gain = GetRolloff(&chan->Rolloff, sqrtf(dist_sqr)*chan->DistanceScale);
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dir.MakeResize((gain > 0.00001f) ? 1.f/gain : 100000.f);
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}
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dir += listener->position;
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alSourcei(source, AL_SOURCE_RELATIVE, AL_FALSE);
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alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
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}
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