- removed the limiter flags again and addressed the underlying problem properly.

The real issue is that the number of unattenuated sounds was unchecked and the near limit never kicked in.
To do this properly it is necessary to adjust the limit distance by the attenuation - zero attenuation must mean infinite distance and for high attenuations the distance must be lowered for limiting to work as intended.
The limit for the Doom boss sounds was increased to 4 to compensate for this change.

# Conflicts:
#	src/common/audio/sound/oalsound.cpp
This commit is contained in:
Christoph Oelckers 2020-10-28 21:28:20 +01:00 committed by drfrag
parent dc2d5d7d36
commit 4fd9765a18
5 changed files with 14 additions and 13 deletions

View file

@ -556,7 +556,6 @@ OpenALSoundRenderer::OpenALSoundRenderer()
ALC.EXT_disconnect = !!alcIsExtensionPresent(Device, "ALC_EXT_disconnect");
ALC.SOFT_HRTF = !!alcIsExtensionPresent(Device, "ALC_SOFT_HRTF");
ALC.SOFT_pause_device = !!alcIsExtensionPresent(Device, "ALC_SOFT_pause_device");
ALC.SOFT_output_limiter = !!alcIsExtensionPresent(Device, "ALC_SOFT_output_limiter");
const ALCchar *current = NULL;
if(alcIsExtensionPresent(Device, "ALC_ENUMERATE_ALL_EXT"))
@ -593,11 +592,6 @@ OpenALSoundRenderer::OpenALSoundRenderer()
else
attribs.Push(ALC_DONT_CARE_SOFT);
}
if (ALC.SOFT_output_limiter)
{
attribs.Push(ALC_OUTPUT_LIMITER_SOFT);
attribs.Push(ALC_TRUE /* or ALC_FALSE or ALC_DONT_CARE_SOFT */);
}
// Other attribs..?
attribs.Push(0);

View file

@ -94,10 +94,10 @@ class DoomSoundEngine : public SoundEngine
S_sfx[ndx].UserData[0] = 0;
return ndx;
}
bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel) override
bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel, float attenuation) override
{
if (sourcetype != SOURCE_Actor) actor = nullptr; //ZDoom did this.
return SoundEngine::CheckSoundLimit(sfx, pos, near_limit, limit_range, sourcetype, actor, channel);
return SoundEngine::CheckSoundLimit(sfx, pos, near_limit, limit_range, sourcetype, actor, channel, attenuation);
}

View file

@ -467,7 +467,7 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
}
// If this sound doesn't like playing near itself, don't play it if that's what would happen.
if (near_limit > 0 && CheckSoundLimit(sfx, pos, near_limit, limit_range, type, source, channel))
if (near_limit > 0 && CheckSoundLimit(sfx, pos, near_limit, limit_range, type, source, channel, attenuation))
{
chanflags |= CHANF_EVICTED;
}
@ -679,7 +679,7 @@ void SoundEngine::RestartChannel(FSoundChan *chan)
// If this sound doesn't like playing near itself, don't play it if
// that's what would happen.
if (chan->NearLimit > 0 && CheckSoundLimit(&S_sfx[chan->SoundID], pos, chan->NearLimit, chan->LimitRange, 0, NULL, 0))
if (chan->NearLimit > 0 && CheckSoundLimit(&S_sfx[chan->SoundID], pos, chan->NearLimit, chan->LimitRange, 0, NULL, 0, chan->DistanceScale))
{
return;
}
@ -820,7 +820,7 @@ bool SoundEngine::CheckSingular(int sound_id)
//==========================================================================
bool SoundEngine::CheckSoundLimit(sfxinfo_t *sfx, const FVector3 &pos, int near_limit, float limit_range,
int sourcetype, const void *actor, int channel)
int sourcetype, const void *actor, int channel, float attenuation)
{
FSoundChan *chan;
int count;
@ -838,7 +838,9 @@ bool SoundEngine::CheckSoundLimit(sfxinfo_t *sfx, const FVector3 &pos, int near_
}
CalcPosVel(chan, &chanorigin, NULL);
if ((chanorigin - pos).LengthSquared() <= limit_range)
// scale the limit distance with the attenuation. An attenuation of 0 means the limit distance is infinite and all sounds within the level are inside the limit.
float attn = std::min(chan->DistanceScale, attenuation);
if (attn <= 0 || (chanorigin - pos).LengthSquared() <= limit_range / attn)
{
count++;
}

View file

@ -234,7 +234,7 @@ private:
bool CheckSingular(int sound_id);
virtual TArray<uint8_t> ReadSound(int lumpnum) = 0;
protected:
virtual bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel);
virtual bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel, float attenuation);
virtual FSoundID ResolveSound(const void *ent, int srctype, FSoundID soundid, float &attenuation);
public:

View file

@ -321,6 +321,9 @@ spider/attack dsshotgn
spider/death dsspidth
spider/walk dsmetal
$limit spider/sight 4
$limit spider/death 4
// Arachnotron
baby/sight dsbspsit
@ -341,6 +344,8 @@ cyber/pain dsdmpain
cyber/death dscybdth
cyber/hoof dshoof
$limit cyber/sight 4
$limit cyber/death 4
// Pain Elemental
pain/sight dspesit