Added cone support.

This commit is contained in:
Rok Mandeljc 2003-01-14 19:31:08 +00:00 committed by Alexandre Julliard
parent 5261df0306
commit 5438df173e
1 changed files with 40 additions and 4 deletions

View File

@ -166,6 +166,11 @@ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
D3DVECTOR vDistance;
D3DVALUE fDistance;
/* stuff for cone angle calc. */
DWORD dwAlpha, dwTheta, dwInsideConeAngle, dwOutsideConeAngle;
D3DVECTOR vConeOrientation;
DWORD dwConstVolAng; /* Volume/Angle constant */
if (ds3db->dsb->dsound->listener == NULL)
return;
@ -203,12 +208,43 @@ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
...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 = lVolume + lAttuneation;
/* conning */
lVolume += lAttuneation;
/* at least, we got the desired volume */
/* 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);
/* at last, we got the desired volume */
ds3db->dsb->volpan.lVolume = lVolume;
DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
DSOUND_ForceRemix (ds3db->dsb);