Don't set a room rolloff factor

The reverb engine already handles an initial attenuation based on the
attenuation of the dry path.
This commit is contained in:
Chris Robinson 2014-06-20 05:03:20 -07:00
parent f0c9aae670
commit 845e369b87

View file

@ -1153,9 +1153,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
return NULL;
}
float rolloffFactor = 1.f;
bool manualRolloff = true;
ALuint buffer = GET_PTRID(sfx.data);
ALuint source = FreeSfx.back();
if(rolloff->RolloffType == ROLLOFF_Log)
@ -1165,7 +1163,6 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
alSourcef(source, AL_REFERENCE_DISTANCE, rolloff->MinDistance/distscale);
alSourcef(source, AL_MAX_DISTANCE, (1000.f+rolloff->MinDistance)/distscale);
alSourcef(source, AL_ROLLOFF_FACTOR, rolloff->RolloffFactor);
rolloffFactor = rolloff->RolloffFactor;
manualRolloff = false;
}
else if(rolloff->RolloffType == ROLLOFF_Linear && AL.EXT_source_distance_model)
@ -1240,7 +1237,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
alSourcei(source, AL_DIRECT_FILTER, AL_FILTER_NULL);
alSource3i(source, AL_AUXILIARY_SEND_FILTER, 0, 0, AL_FILTER_NULL);
}
alSourcef(source, AL_ROOM_ROLLOFF_FACTOR, rolloffFactor);
alSourcef(source, AL_ROOM_ROLLOFF_FACTOR, 0.f);
alSourcef(source, AL_PITCH, PITCH(pitch));
}
else if(WasInWater && !(chanflags&SNDF_NOREVERB))