Changed some stuff so distance attenuation works for both 3d

processing modes.
This commit is contained in:
Rok Mandeljc 2003-03-05 02:47:39 +00:00 committed by Alexandre Julliard
parent d04ccb8ebe
commit 53b5a4746f
1 changed files with 49 additions and 45 deletions

View File

@ -174,59 +174,63 @@ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
dsl = ds3db->dsb->dsound->listener; dsl = ds3db->dsb->dsound->listener;
/* FIXME: i guess initial volume should be that, but if it's set, sounds get too quiet */ /* FIXME: i guess initial volume should be that, but if it's set, sounds get too quiet.
It makes sense, though: at min. distance we hear sound with practically no
attuneation. If someone has idea, please do it.*/
/* lVolume = ds3db->lVolume; */ /* lVolume = ds3db->lVolume; */
switch (ds3db->ds3db.dwMode) switch (ds3db->ds3db.dwMode)
{ {
case DS3DMODE_DISABLE:
TRACE("3D processing disabled\n");
DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
DSOUND_ForceRemix (ds3db->dsb);
break;
case DS3DMODE_NORMAL: case DS3DMODE_NORMAL:
{ TRACE("Normal 3D processing mode\n");
/* distance attuneation stuff */ /* we need to calculate distance between buffer and listener*/
vDistance = VectorBetweenTwoPoints(&ds3db->ds3db.vPosition, &dsl->ds3dl.vPosition); vDistance = VectorBetweenTwoPoints(&ds3db->ds3db.vPosition, &dsl->ds3dl.vPosition);
flDistance = VectorMagnitude (&vDistance); flDistance = VectorMagnitude (&vDistance);
if (flDistance > ds3db->ds3db.flMaxDistance)
{
/* some apps don't want you to hear too distant sounds... */
if (ds3db->dsb->dsbd.dwFlags & DSBCAPS_MUTE3DATMAXDISTANCE)
{
ds3db->dsb->volpan.lVolume = DSBVOLUME_MIN;
DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
/* i guess mixing here would be a waste of power */
return;
}
else
flDistance = ds3db->ds3db.flMaxDistance;
}
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;
DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
DSOUND_ForceRemix (ds3db->dsb);
break; break;
}
case DS3DMODE_HEADRELATIVE: case DS3DMODE_HEADRELATIVE:
case DS3DMODE_DISABLE: TRACE("Head-relative 3D processing mode\n");
DSOUND_RecalcVolPan (&ds3db->dsb->volpan); /* distance between buffer and listener is same as buffer's position */
DSOUND_ForceRemix (ds3db->dsb); flDistance = VectorMagnitude (&ds3db->ds3db.vPosition);
break; break;
} }
if (flDistance > ds3db->ds3db.flMaxDistance)
{
/* some apps don't want you to hear too distant sounds... */
if (ds3db->dsb->dsbd.dwFlags & DSBCAPS_MUTE3DATMAXDISTANCE)
{
ds3db->dsb->volpan.lVolume = DSBVOLUME_MIN;
DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
/* i guess mixing here would be a waste of power */
return;
}
else
flDistance = ds3db->ds3db.flMaxDistance;
}
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;
DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
DSOUND_ForceRemix (ds3db->dsb);
} }
static void WINAPI DSOUND_ChangeListener(IDirectSound3DListenerImpl *ds3dl) static void WINAPI DSOUND_ChangeListener(IDirectSound3DListenerImpl *ds3dl)