Reimplemented distance attenuation formula.

Removed coning formula since i believe it's inappropriate.
This commit is contained in:
Rok Mandeljc 2003-02-17 01:46:46 +00:00 committed by Alexandre Julliard
parent ee63d5ee4a
commit 22b09a10f0
1 changed files with 31 additions and 60 deletions

View File

@ -3,7 +3,7 @@
* Copyright 1998 Marcus Meissner
* Copyright 1998 Rob Riggs
* Copyright 2000-2001 TransGaming Technologies, Inc.
* Copyright 2002 Rok Mandeljc <rok.mandeljc@gimb.org>
* Copyright 2002-2003 Rok Mandeljc <rok.mandeljc@gimb.org>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -65,6 +65,9 @@
#include "dsdriver.h"
#include "dsound_private.h"
/* default intensity level for human ears */
#define DEFAULT_INTENSITY 0.000000000001f
WINE_DEFAULT_DEBUG_CHANNEL(dsound3d);
/*******************************************************************************
@ -158,36 +161,31 @@ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
IDirectSound3DListenerImpl *dsl;
/* volume, at which the sound will be played after all calcs. */
LONG lVolume;
/* attuneation (temp variable) */
LONG lAttuneation;
int iPower;
LONG lVolume = 0;
/* intensity (used for distance related stuff) */
double flIntensity;
double flTemp;
/* stuff for distance related stuff calc. */
D3DVECTOR vDistance;
D3DVALUE fDistance;
/* stuff for cone angle calc. */
DWORD dwAlpha, dwTheta, dwInsideConeAngle, dwOutsideConeAngle;
D3DVECTOR vConeOrientation;
DWORD dwConstVolAng; /* Volume/Angle constant */
D3DVALUE flDistance;
if (ds3db->dsb->dsound->listener == NULL)
return;
dsl = ds3db->dsb->dsound->listener;
/* FIXME: i guess initial volume should be that, but if it's set, sounds get too quiet */
/* lVolume = ds3db->lVolume; */
switch (ds3db->ds3db.dwMode)
{
case DS3DMODE_NORMAL:
{
/* initial volume */
lVolume = ds3db->lVolume;
/* distance attuneation stuff */
vDistance = VectorBetweenTwoPoints(&ds3db->ds3db.vPosition, &dsl->ds3dl.vPosition);
fDistance = VectorMagnitude (&vDistance);
flDistance = VectorMagnitude (&vDistance);
if (fDistance > ds3db->ds3db.flMaxDistance)
if (flDistance > ds3db->ds3db.flMaxDistance)
{
/* some apps don't want you to hear too distant sounds... */
if (ds3db->dsb->dsbd.dwFlags & DSBCAPS_MUTE3DATMAXDISTANCE)
@ -198,51 +196,24 @@ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
return;
}
else
fDistance = ds3db->ds3db.flMaxDistance;
flDistance = ds3db->ds3db.flMaxDistance;
}
if (fDistance < ds3db->ds3db.flMinDistance)
fDistance = ds3db->ds3db.flMinDistance;
/* the formula my dad and i have figured out after reading msdn info about min/max distance
...hope it works */
iPower = fDistance/ds3db->ds3db.flMinDistance - 1; /* this sucks, but for unknown reason damn thing works only if you reduce it for 1 */
lAttuneation = (((pow(2, iPower) - 1)*DSBVOLUME_MIN) + lVolume)/pow(2, iPower);
lAttuneation *= dsl->ds3dl.flRolloffFactor; /* attuneation according to rolloff factor */
lAttuneation /= 5; /* i've figured this value wih trying (without it, sound is too quiet */
TRACE ("distance att.: distance = %f, min distance = %f => adjusting volume %ld for attuneation %ld\n", fDistance, ds3db->ds3db.flMinDistance, lVolume, lAttuneation);
lVolume += lAttuneation;
/* conning */
/* correct me if I'm wrong, but i believe 'D3DVECTORS' used below are only points
between which vectors are yet to be calculated */
vConeOrientation = VectorBetweenTwoPoints(&ds3db->ds3db.vPosition, &ds3db->ds3db.vConeOrientation);
/* I/O ConeAngles are defined in both directions; for comparing, we need only half of their values */
dwOutsideConeAngle = ds3db->ds3db.dwOutsideConeAngle / 2;
dwInsideConeAngle = ds3db->ds3db.dwInsideConeAngle / 2;
dwTheta = AngleBetweenVectorsDeg (&vDistance, &vConeOrientation);
/* actual conning */
if (dwTheta <= dwInsideConeAngle)
{
lAttuneation = 0;
TRACE("conning: angle (%ld) < InsideConeAngle (%ld), leaving volume at %ld\n", dwTheta, dwInsideConeAngle, lVolume);
}
if (dwTheta > dwOutsideConeAngle)
{
/* attuneation is equal to lConeOutsideVolume */
lAttuneation = ds3db->ds3db.lConeOutsideVolume;
TRACE("conning: angle (%ld) > OutsideConeAngle (%ld), attuneation = %ld, final volume = %ld\n", dwTheta, dwOutsideConeAngle, \
ds3db->ds3db.lConeOutsideVolume, lVolume);
}
if (dwTheta > dwInsideConeAngle && dwTheta <= dwOutsideConeAngle)
{
dwAlpha = dwTheta - dwInsideConeAngle;
dwConstVolAng = ((lVolume + ds3db->ds3db.lConeOutsideVolume) - lVolume) / (dwOutsideConeAngle - dwInsideConeAngle);
lAttuneation = dwAlpha*dwConstVolAng;
TRACE("conning: angle = %ld, attuneation = %ld, final Volume = %ld\n", dwTheta, dwAlpha*dwConstVolAng, lVolume);
}
lVolume += lAttuneation;
TRACE("final volume = %ld\n", lVolume);
if (flDistance < ds3db->ds3db.flMinDistance)
flDistance = ds3db->ds3db.flMinDistance;
/* the following formula is taken from my physics book. I think it's ok for the *real* world...i hope m$ does it that way */
lVolume += 10000; /* ms likes working with negative volume...i don't */
lVolume /= 1000; /* convert hundreths of dB into B */
/* intensity level (loudness) = log10(Intensity/DefaultIntensity)...therefore */
flIntensity = pow(10,lVolume)/DEFAULT_INTENSITY;
flTemp = (flDistance/ds3db->ds3db.flMinDistance)*(flDistance/ds3db->ds3db.flMinDistance);
flIntensity /= flTemp;
lVolume = log10(flIntensity*DEFAULT_INTENSITY);
lVolume *= 1000; /* convert back to hundreths of dB */
lVolume -= 10000; /* we need to do it in ms way */
TRACE("dist. att: Distance = %f, MinDistance = %f => adjusting volume %ld to %ld\n", flDistance, ds3db->ds3db.flMinDistance, ds3db->lVolume, lVolume);
/* add correct conning here */
/* at last, we got the desired volume */
ds3db->dsb->volpan.lVolume = lVolume;