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