Changed some stuff so distance attenuation works for both 3d
processing modes.
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@ -174,59 +174,63 @@ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
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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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/* FIXME: i guess initial volume should be that, but if it's set, sounds get too quiet.
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It makes sense, though: at min. distance we hear sound with practically no
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attuneation. If someone has idea, please do it.*/
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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_DISABLE:
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TRACE("3D processing disabled\n");
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DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
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DSOUND_ForceRemix (ds3db->dsb);
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break;
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case DS3DMODE_NORMAL:
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{
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/* distance attuneation stuff */
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TRACE("Normal 3D processing mode\n");
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/* we need to calculate distance between buffer and listener*/
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vDistance = VectorBetweenTwoPoints(&ds3db->ds3db.vPosition, &dsl->ds3dl.vPosition);
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flDistance = VectorMagnitude (&vDistance);
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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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{
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ds3db->dsb->volpan.lVolume = DSBVOLUME_MIN;
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DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
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/* i guess mixing here would be a waste of power */
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return;
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}
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else
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flDistance = ds3db->ds3db.flMaxDistance;
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}
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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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DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
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DSOUND_ForceRemix (ds3db->dsb);
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break;
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}
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case DS3DMODE_HEADRELATIVE:
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case DS3DMODE_DISABLE:
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DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
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DSOUND_ForceRemix (ds3db->dsb);
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break;
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TRACE("Head-relative 3D processing mode\n");
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/* distance between buffer and listener is same as buffer's position */
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flDistance = VectorMagnitude (&ds3db->ds3db.vPosition);
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break;
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}
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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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{
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ds3db->dsb->volpan.lVolume = DSBVOLUME_MIN;
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DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
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/* i guess mixing here would be a waste of power */
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return;
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}
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else
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flDistance = ds3db->ds3db.flMaxDistance;
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}
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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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DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
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DSOUND_ForceRemix (ds3db->dsb);
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}
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static void WINAPI DSOUND_ChangeListener(IDirectSound3DListenerImpl *ds3dl)
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