Use AL_EXT_SOURCE_RADIUS for area sounds

This commit is contained in:
Chris Robinson 2016-05-02 01:56:12 -07:00 committed by Christoph Oelckers
parent 55294c5806
commit bf5ac9b476
2 changed files with 45 additions and 20 deletions

View file

@ -273,6 +273,8 @@ class OpenALSoundStream : public SoundStream
alSourcei(Source, AL_DIRECT_FILTER, AL_FILTER_NULL);
alSource3i(Source, AL_AUXILIARY_SEND_FILTER, 0, 0, AL_FILTER_NULL);
}
if(Renderer->AL.EXT_SOURCE_RADIUS)
alSourcef(Source, AL_SOURCE_RADIUS, 0.f);
alGenBuffers(BufferCount, Buffers);
return (getALError() == AL_NO_ERROR);
@ -626,7 +628,7 @@ public:
extern ReverbContainer *ForcedEnvironment;
#define AREA_SOUND_RADIUS (128.f)
#define AREA_SOUND_RADIUS (32.f)
#define PITCH_MULT (0.7937005f) /* Approx. 4 semitones lower; what Nash suggested */
@ -746,6 +748,7 @@ OpenALSoundRenderer::OpenALSoundRenderer()
ALC.EXT_EFX = !!alcIsExtensionPresent(Device, "ALC_EXT_EFX");
ALC.EXT_disconnect = !!alcIsExtensionPresent(Device, "ALC_EXT_disconnect");;
AL.EXT_source_distance_model = !!alIsExtensionPresent("AL_EXT_source_distance_model");
AL.EXT_SOURCE_RADIUS = !!alIsExtensionPresent("AL_EXT_SOURCE_RADIUS");
AL.SOFT_deferred_updates = !!alIsExtensionPresent("AL_SOFT_deferred_updates");
AL.SOFT_loop_points = !!alIsExtensionPresent("AL_SOFT_loop_points");
@ -1262,6 +1265,8 @@ FISoundChannel *OpenALSoundRenderer::StartSound(SoundHandle sfx, float vol, int
alSourcef(source, AL_ROLLOFF_FACTOR, 0.f);
alSourcef(source, AL_MAX_GAIN, SfxVolume);
alSourcef(source, AL_GAIN, SfxVolume*vol);
if(AL.EXT_SOURCE_RADIUS)
alSourcef(source, AL_SOURCE_RADIUS, 0.f);
if(EnvSlot)
{
@ -1404,7 +1409,15 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
float gain = GetRolloff(rolloff, sqrtf(dist_sqr) * distscale);
dir.MakeResize((gain > 0.00001f) ? 1.f/gain : 100000.f);
}
if((chanflags&SNDF_AREA) && dist_sqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
if(AL.EXT_SOURCE_RADIUS)
{
/* Since the OpenAL distance is decoupled from the sound's distance, get the OpenAL
* distance that corresponds to the area radius. */
alSourcef(source, AL_SOURCE_RADIUS, (chanflags&SNDF_AREA) ?
1.f / GetRolloff(rolloff, AREA_SOUND_RADIUS) : 0.f
);
}
else if((chanflags&SNDF_AREA) && dist_sqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
{
FVector3 amb(0.f, !(dir.Y>=0.f) ? -1.f : 1.f, 0.f);
float a = sqrtf(dist_sqr) / AREA_SOUND_RADIUS;
@ -1414,9 +1427,14 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
}
else
{
FVector3 dir = pos;
if(AL.EXT_SOURCE_RADIUS)
alSourcef(source, AL_SOURCE_RADIUS, (chanflags&SNDF_AREA) ? AREA_SOUND_RADIUS : 0.f);
else if((chanflags&SNDF_AREA) && dist_sqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
{
FVector3 dir = pos - listener->position;
dir -= listener->position;
float mindist = rolloff->MinDistance/distscale;
FVector3 amb(0.f, !(dir.Y>=0.f) ? -mindist : mindist, 0.f);
@ -1424,10 +1442,9 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
dir = amb + (dir-amb)*a;
dir += listener->position;
}
alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
}
else
alSource3f(source, AL_POSITION, pos[0], pos[1], -pos[2]);
alSource3f(source, AL_VELOCITY, vel[0], vel[1], -vel[2]);
alSource3f(source, AL_DIRECTION, 0.f, 0.f, 0.f);
@ -1631,26 +1648,26 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
if(chan == NULL || chan->SysChannel == NULL)
return;
alDeferUpdatesSOFT();
FVector3 dir = pos - listener->position;
chan->DistanceSqr = (float)dir.LengthSquared();
if(chan->ManualRolloff)
{
if(dir.DoesNotApproximatelyEqual(FVector3(0.f, 0.f, 0.f)))
{
float gain = GetRolloff(&chan->Rolloff, sqrtf(chan->DistanceSqr) * chan->DistanceScale);
dir.MakeResize((gain > 0.00001f) ? 1.f/gain : 100000.f);
}
if(areasound && chan->DistanceSqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
if(!AL.EXT_SOURCE_RADIUS && areasound &&
chan->DistanceSqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
{
FVector3 amb(0.f, !(dir.Y>=0.f) ? -1.f : 1.f, 0.f);
float a = sqrtf(chan->DistanceSqr) / AREA_SOUND_RADIUS;
dir = amb + (dir-amb)*a;
}
if(dir.DoesNotApproximatelyEqual(FVector3(0.f, 0.f, 0.f)))
{
float gain = GetRolloff(&chan->Rolloff, sqrtf(chan->DistanceSqr)*chan->DistanceScale);
dir.MakeResize((gain > 0.00001f) ? 1.f/gain : 100000.f);
}
else if(areasound && chan->DistanceSqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
}
else if(!AL.EXT_SOURCE_RADIUS && areasound &&
chan->DistanceSqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
{
float mindist = chan->Rolloff.MinDistance / chan->DistanceScale;
FVector3 amb(0.f, !(dir.Y>=0.f) ? -mindist : mindist, 0.f);
@ -1659,6 +1676,8 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
}
dir += listener->position;
alDeferUpdatesSOFT();
ALuint source = GET_PTRID(chan->SysChannel);
alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
alSource3f(source, AL_VELOCITY, vel[0], vel[1], -vel[2]);

View file

@ -58,6 +58,11 @@
#define AL_FORMAT_71CHN32 0x1212
#endif
#ifndef AL_EXT_SOURCE_RADIUS
#define AL_EXT_SOURCE_RADIUS 1
#define AL_SOURCE_RADIUS 0x1031
#endif
#include "efx.h"
@ -127,6 +132,7 @@ private:
} ALC;
struct {
bool EXT_source_distance_model;
bool EXT_SOURCE_RADIUS;
bool SOFT_deferred_updates;
bool SOFT_loop_points;
} AL;