Enable underwater effect for FMOD 4.36+

- The FMOD_DSP_TYPE_REVERB unit was removed in FMOD 4.36. It has been
  replaced by a FMOD_DSP_TYPE_SFXREVERB unit, which is what should have
  been used in the first place.
This commit is contained in:
Randy Heit 2015-02-26 21:52:03 -06:00
parent 410d3007d3
commit a69a06c249

View file

@ -1046,7 +1046,6 @@ bool FMODSoundRenderer::Init()
}
// Create DSP units for underwater effect
#if FMOD_VERSION < 0x43600
result = Sys->createDSPByType(FMOD_DSP_TYPE_LOWPASS, &WaterLP);
if (result != FMOD_OK)
{
@ -1054,15 +1053,12 @@ bool FMODSoundRenderer::Init()
}
else
{
result = Sys->createDSPByType(FMOD_DSP_TYPE_REVERB, &WaterReverb);
result = Sys->createDSPByType(FMOD_DSP_TYPE_SFXREVERB, &WaterReverb);
if (result != FMOD_OK)
{
Printf(TEXTCOLOR_BLUE" Could not create underwater reverb unit. (Error %d)\n", result);
}
}
#else
result = FMOD_ERR_UNSUPPORTED;
#endif
// Connect underwater DSP unit between PausableSFX and SFX groups, while
// retaining the connection established by SfxGroup->addGroup().
@ -1109,32 +1105,35 @@ bool FMODSoundRenderer::Init()
WaterLP->setActive(false);
WaterLP->setParameter(FMOD_DSP_LOWPASS_CUTOFF, snd_waterlp);
WaterLP->setParameter(FMOD_DSP_LOWPASS_RESONANCE, 2);
#if FMOD_VERSION < 0x43600
if (WaterReverb != NULL)
{
FMOD::DSPConnection *dry;
result = WaterReverb->addInput(pausable_head, &dry);
result = WaterReverb->addInput(WaterLP, NULL);
if (result == FMOD_OK)
{
result = dry->setMix(0.1f);
result = sfx_head->addInput(WaterReverb, NULL);
if (result == FMOD_OK)
{
result = WaterReverb->addInput(WaterLP, NULL);
if (result == FMOD_OK)
{
result = sfx_head->addInput(WaterReverb, NULL);
if (result == FMOD_OK)
{
WaterReverb->setParameter(FMOD_DSP_REVERB_ROOMSIZE, 0.001f);
WaterReverb->setParameter(FMOD_DSP_REVERB_DAMP, 0.2f);
WaterReverb->setActive(false);
}
}
// WaterReverb->setParameter(FMOD_DSP_REVERB_ROOMSIZE, 0.001f);
// WaterReverb->setParameter(FMOD_DSP_REVERB_DAMP, 0.2f);
// These parameters are entirely empirical and can probably
// stand some improvement, but it sounds remarkably close
// to the old reverb unit's output.
WaterReverb->setParameter(FMOD_DSP_SFXREVERB_LFREFERENCE, 150);
WaterReverb->setParameter(FMOD_DSP_SFXREVERB_HFREFERENCE, 10000);
WaterReverb->setParameter(FMOD_DSP_SFXREVERB_ROOM, 0);
WaterReverb->setParameter(FMOD_DSP_SFXREVERB_ROOMHF, -5000);
WaterReverb->setParameter(FMOD_DSP_SFXREVERB_DRYLEVEL, 0);
WaterReverb->setParameter(FMOD_DSP_SFXREVERB_DECAYHFRATIO, 1);
WaterReverb->setParameter(FMOD_DSP_SFXREVERB_DECAYTIME, 0.25f);
WaterReverb->setParameter(FMOD_DSP_SFXREVERB_DENSITY, 100);
WaterReverb->setParameter(FMOD_DSP_SFXREVERB_DIFFUSION, 100);
WaterReverb->setActive(false);
}
}
}
else
#endif
{
result = sfx_head->addInput(WaterLP, NULL);
}