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Handle sounds marked as 'area sounds'
Note, the area radius is 128 units for it to actually do something, unlike FMOD where it's only 32.
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parent
845e369b87
commit
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1 changed files with 37 additions and 6 deletions
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@ -527,6 +527,8 @@ public:
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extern ReverbContainer *ForcedEnvironment;
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#define AREA_SOUND_RADIUS (128.f)
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#define PITCH_MULT (0.7937005f) /* Approx. 4 semitones lower; what Nash suggested */
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#define PITCH(pitch) (snd_pitched ? (pitch)/128.f : 1.f)
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@ -1210,10 +1212,28 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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float gain = GetRolloff(rolloff, sqrt(dist_sqr) * distscale);
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dir.Resize((gain > 0.00001f) ? 1.f/gain : 100000.f);
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}
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if((chanflags&SNDF_AREA) && dist_sqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
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{
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FVector3 near(0.f, !(dir.Y>=0.f) ? -1.f : 1.f, 0.f);
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float a = sqrt(dist_sqr) / AREA_SOUND_RADIUS;
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dir = near + (dir-near)*a;
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}
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dir += listener->position;
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alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
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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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{
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FVector3 dir = pos - listener->position;
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float mindist = rolloff->MinDistance/distscale;
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FVector3 near(0.f, !(dir.Y>=0.f) ? -mindist : mindist, 0.f);
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float a = sqrt(dist_sqr) / AREA_SOUND_RADIUS;
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dir = near + (dir-near)*a;
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dir += listener->position;
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alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
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}
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else
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alSource3f(source, AL_POSITION, pos[0], pos[1], -pos[2]);
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alSource3f(source, AL_VELOCITY, vel[0], vel[1], -vel[2]);
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@ -1425,7 +1445,6 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
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FVector3 dir = pos - listener->position;
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chan->DistanceSqr = dir.LengthSquared();
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ALuint source = GET_PTRID(chan->SysChannel);
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if(chan->ManualRolloff)
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{
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if(dir.DoesNotApproximatelyEqual(FVector3(0.f, 0.f, 0.f)))
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@ -1433,12 +1452,24 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
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float gain = GetRolloff(&chan->Rolloff, sqrt(chan->DistanceSqr) * chan->DistanceScale);
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dir.Resize((gain > 0.00001f) ? 1.f/gain : 100000.f);
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}
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if(areasound && chan->DistanceSqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
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{
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FVector3 near(0.f, !(dir.Y>=0.f) ? -1.f : 1.f, 0.f);
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float a = sqrt(chan->DistanceSqr) / AREA_SOUND_RADIUS;
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dir = near + (dir-near)*a;
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}
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}
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else if(areasound && 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 near(0.f, !(dir.Y>=0.f) ? -mindist : mindist, 0.f);
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float a = sqrt(chan->DistanceSqr) / AREA_SOUND_RADIUS;
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dir = near + (dir-near)*a;
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}
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dir += listener->position;
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ALuint source = GET_PTRID(chan->SysChannel);
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alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
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}
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else
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alSource3f(source, AL_POSITION, pos[0], pos[1], -pos[2]);
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alSource3f(source, AL_VELOCITY, vel[0], vel[1], -vel[2]);
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getALError();
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}
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