dsound: Use if(0) instead of #if 0 to make sure code still compiles.
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@ -162,9 +162,6 @@ void DSOUND_Calc3DBuffer(IDirectSoundBufferImpl *dsb)
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D3DVALUE flAngle;
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D3DVECTOR vLeft;
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/* doppler shift related stuff */
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#if 0
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D3DVALUE flFreq, flBufferVel, flListenerVel;
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#endif
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TRACE("(%p)\n",dsb);
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@ -263,13 +260,17 @@ void DSOUND_Calc3DBuffer(IDirectSoundBufferImpl *dsb)
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TRACE("panning: Angle = %f rad, lPan = %d\n", flAngle, dsb->volpan.lPan);
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/* FIXME: Doppler Effect disabled since i have no idea which frequency to change and how to do it */
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#if 0
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if(0)
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{
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D3DVALUE flFreq, flBufferVel, flListenerVel;
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/* doppler shift*/
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if ((VectorMagnitude(&ds3db_ds3db.vVelocity) == 0) && (VectorMagnitude(&dsb->device->ds3dl.vVelocity) == 0))
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if (!VectorMagnitude(&dsb->ds3db_ds3db.vVelocity) && !VectorMagnitude(&dsb->device->ds3dl.vVelocity))
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{
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TRACE("doppler: Buffer and Listener don't have velocities\n");
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}
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else if (ds3db_ds3db.vVelocity != dsb->device->ds3dl.vVelocity)
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else if (!(dsb->ds3db_ds3db.vVelocity.x == dsb->device->ds3dl.vVelocity.x &&
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dsb->ds3db_ds3db.vVelocity.y == dsb->device->ds3dl.vVelocity.y &&
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dsb->ds3db_ds3db.vVelocity.z == dsb->device->ds3dl.vVelocity.z))
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{
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/* calculate length of ds3db_ds3db.vVelocity component which causes Doppler Effect
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NOTE: if buffer moves TOWARDS the listener, it's velocity component is NEGATIVE
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@ -282,14 +283,14 @@ void DSOUND_Calc3DBuffer(IDirectSoundBufferImpl *dsb)
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/* formula taken from Gianicoli D.: Physics, 4th edition: */
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/* FIXME: replace dsb->freq with appropriate frequency ! */
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flFreq = dsb->freq * ((DEFAULT_VELOCITY + flListenerVel)/(DEFAULT_VELOCITY + flBufferVel));
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TRACE("doppler: Buffer velocity (component) = %lf, Listener velocity (component) = %lf => Doppler shift: %ld Hz -> %lf Hz\n", flBufferVel, flListenerVel,
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dsb->freq, flFreq);
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TRACE("doppler: Buffer velocity (component) = %f, Listener velocity (component) = %f => Doppler shift: %d Hz -> %f Hz\n",
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flBufferVel, flListenerVel, dsb->freq, flFreq);
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/* FIXME: replace following line with correct frequency setting ! */
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dsb->freq = flFreq;
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DSOUND_RecalcFormat(dsb);
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DSOUND_MixToTemporary(dsb, 0, dsb->buflen);
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DSOUND_MixToTemporary(dsb, 0, dsb->buflen, FALSE);
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}
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#endif
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}
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/* time for remix */
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DSOUND_RecalcVolPan(&dsb->volpan);
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