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Don't set a room rolloff factor
The reverb engine already handles an initial attenuation based on the attenuation of the dry path.
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parent
f0c9aae670
commit
845e369b87
1 changed files with 1 additions and 4 deletions
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@ -1153,9 +1153,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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return NULL;
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}
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float rolloffFactor = 1.f;
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bool manualRolloff = true;
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ALuint buffer = GET_PTRID(sfx.data);
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ALuint source = FreeSfx.back();
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if(rolloff->RolloffType == ROLLOFF_Log)
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@ -1165,7 +1163,6 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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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_ROLLOFF_FACTOR, rolloff->RolloffFactor);
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rolloffFactor = rolloff->RolloffFactor;
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manualRolloff = false;
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}
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else if(rolloff->RolloffType == ROLLOFF_Linear && AL.EXT_source_distance_model)
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@ -1240,7 +1237,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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alSourcei(source, AL_DIRECT_FILTER, AL_FILTER_NULL);
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alSource3i(source, AL_AUXILIARY_SEND_FILTER, 0, 0, AL_FILTER_NULL);
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}
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alSourcef(source, AL_ROOM_ROLLOFF_FACTOR, rolloffFactor);
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alSourcef(source, AL_ROOM_ROLLOFF_FACTOR, 0.f);
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alSourcef(source, AL_PITCH, PITCH(pitch));
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}
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else if(WasInWater && !(chanflags&SNDF_NOREVERB))
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