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Simplify manual sound rolloff handling
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parent
93f023db80
commit
51adcd45e6
1 changed files with 33 additions and 62 deletions
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@ -1304,7 +1304,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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if(AL.EXT_source_distance_model)
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alSourcei(source, AL_DISTANCE_MODEL, AL_INVERSE_DISTANCE);
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alSourcef(source, AL_REFERENCE_DISTANCE, rolloff->MinDistance/distscale);
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alSourcef(source, AL_MAX_DISTANCE, (1000.f+rolloff->MinDistance)/distscale);
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alSourcef(source, AL_MAX_DISTANCE, std::numeric_limits<float>::max());
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alSourcef(source, AL_ROLLOFF_FACTOR, rolloff->RolloffFactor);
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manualRolloff = false;
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}
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@ -1324,62 +1324,33 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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// when AL_EXT_source_distance_model is not supported, we have to play
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// around a bit to get appropriate distance attenation. What we do is
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// calculate the attenuation that should be applied, then given an
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// Inverse Distance rolloff model with OpenAL, reverse the calculation
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// to get the distance needed for that much attenuation. The Inverse
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// Distance calculation is:
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// Inverse Distance rolloff model with OpenAL, calculate the reference
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// distance that will achieve that much attenuation with the current
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// distance. The Inverse Distance calculation is:
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//
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// Gain = MinDist / (MinDist + RolloffFactor*(Distance - MinDist))
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//
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// Thus, the reverse is:
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// Simplifying for RolloffFactor=1, it can be broken down by:
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//
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// Distance = (MinDist/Gain - MinDist)/RolloffFactor + MinDist
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// Gain = MinDist / (MinDist + (Distance - MinDist))
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// Gain = MinDist / Distance
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// Gain * Distance = MinDist
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//
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// This can be simplified by using a MinDist and RolloffFactor of 1,
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// which makes it:
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//
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// Distance = 1.0f/Gain;
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//
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// The source position is then set that many units away from the
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// listener position, and OpenAL takes care of the rest.
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// The source's reference distance is then set according to the desired
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// gain and effective distance from the listener, and OpenAL takes care
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// of the rest.
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if(AL.EXT_source_distance_model)
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alSourcei(source, AL_DISTANCE_MODEL, AL_INVERSE_DISTANCE);
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alSourcef(source, AL_REFERENCE_DISTANCE, 1.f);
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alSourcef(source, AL_MAX_DISTANCE, 100000.f);
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float dist = sqrtf(dist_sqr);
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float gain = GetRolloff(rolloff, dist * distscale);
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// Don't let the ref distance go to 0, or else distance attenuation is
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// lost with the inverse distance model.
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alSourcef(source, AL_REFERENCE_DISTANCE, std::max<float>(gain*dist, 0.0004f));
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alSourcef(source, AL_MAX_DISTANCE, std::numeric_limits<float>::max());
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alSourcef(source, AL_ROLLOFF_FACTOR, 1.f);
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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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((gain > 0.00001f) ? 1.f/gain : 100000.f) : 0.f
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);
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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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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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// Head relative
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@ -1391,10 +1362,11 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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alSourcei(source, AL_SOURCE_RELATIVE, AL_FALSE);
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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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alSource3f(source, AL_DIRECTION, 0.f, 0.f, 0.f);
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alSourcef(source, AL_DOPPLER_FACTOR, 0.f);
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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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alSourcei(source, AL_LOOPING, (chanflags&SNDF_LOOP) ? AL_TRUE : AL_FALSE);
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@ -1633,8 +1605,7 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
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if(chan == NULL || chan->SysChannel == NULL)
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return;
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FVector3 dir = pos - listener->position;
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float dist_sqr = (float)dir.LengthSquared();
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float dist_sqr = (float)(pos - listener->position).LengthSquared();
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chan->DistanceSqr = dist_sqr;
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alDeferUpdatesSOFT();
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@ -1649,13 +1620,13 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
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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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float dist = sqrtf(dist_sqr);
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float gain = GetRolloff(&chan->Rolloff, dist * chan->DistanceScale);
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alSourcef(source, AL_REFERENCE_DISTANCE, std::max<float>(gain*dist, 0.0004f));
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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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alSource3f(source, AL_POSITION, pos[0], pos[1], -pos[2]);
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}
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alSource3f(source, AL_VELOCITY, vel[0], vel[1], -vel[2]);
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getALError();
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