- implemented panning

- implemented coning
- many minor fixes
This commit is contained in:
Rok Mandeljc 2003-03-10 19:06:02 +00:00 committed by Alexandre Julliard
parent e658ee5503
commit 7da6e5c9a5
1 changed files with 92 additions and 36 deletions

View File

@ -85,14 +85,14 @@ static inline D3DVALUE ScalarProduct (LPD3DVECTOR a, LPD3DVECTOR b)
}
/* vector product (i believe it's called cross product in english */
static inline LPD3DVECTOR VectorProduct (LPD3DVECTOR a, LPD3DVECTOR b)
static inline D3DVECTOR VectorProduct (LPD3DVECTOR a, LPD3DVECTOR b)
{
LPD3DVECTOR c;
c->u1.x = (a->u2.y*b->u3.z) - (a->u3.z*b->u2.y);
c->u2.y = (a->u3.z*b->u1.x) - (a->u1.x*b->u3.z);
c->u3.z = (a->u1.x*b->u2.y) - (a->u2.y*b->u1.x);
D3DVECTOR c;
c.u1.x = (a->u2.y*b->u3.z) - (a->u3.z*b->u2.y);
c.u2.y = (a->u3.z*b->u1.x) - (a->u1.x*b->u3.z);
c.u3.z = (a->u1.x*b->u2.y) - (a->u2.y*b->u1.x);
TRACE("(%f,%f,%f) x (%f,%f,%f) = (%f,%f,%f)\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, b->u2.y, \
b->u3.z, c->u1.x, c->u2.y, c->u3.z);
b->u3.z, c.u1.x, c.u2.y, c.u3.z);
return c;
}
@ -106,36 +106,51 @@ static inline D3DVALUE VectorMagnitude (LPD3DVECTOR a)
}
/* conversion between radians and degrees */
static inline DWORD RadToDeg (DWORD angle)
static inline D3DVALUE RadToDeg (D3DVALUE angle)
{
DWORD newangle;
D3DVALUE newangle;
newangle = angle * (360/(2*M_PI));
TRACE("%ld rad = %ld deg\n", angle, newangle);
TRACE("%f rad = %f deg\n", angle, newangle);
return newangle;
}
/* conversion between degrees and radians */
static inline DWORD DegToRad (DWORD angle)
static inline D3DVALUE DegToRad (D3DVALUE angle)
{
DWORD newangle;
D3DVALUE newangle;
newangle = angle * (2*M_PI/360);
TRACE("%ld deg = %ld rad\n", angle, newangle);
TRACE("%f deg = %f rad\n", angle, newangle);
return newangle;
}
/* angle between vectors */
static inline DWORD AngleBetweenVectorsDeg (LPD3DVECTOR a, LPD3DVECTOR b)
/* angle between vectors - deg version */
static inline D3DVALUE AngleBetweenVectorsDeg (LPD3DVECTOR a, LPD3DVECTOR b)
{
DWORD angle, cos;
D3DVALUE la, lb, product;
D3DVALUE la, lb, product, angle, cos;
/* definition of scalar product: a*b = |a|*|b|*cos...therefore: */
product = ScalarProduct (a,b);
la = VectorMagnitude (a);
lb = VectorMagnitude (b);
cos = product/(la*lb);
angle = acos(cos);
/* we now have angle in radians */
angle = RadToDeg(cos);
TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %ld degrees\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, \
angle = RadToDeg(angle);
TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f degrees\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, \
b->u2.y, b->u3.z, angle);
return angle;
}
/* angle between vectors - rad version */
static inline D3DVALUE AngleBetweenVectorsRad (LPD3DVECTOR a, LPD3DVECTOR b)
{
D3DVALUE la, lb, product, angle, cos;
/* definition of scalar product: a*b = |a|*|b|*cos...therefore: */
product = ScalarProduct (a,b);
la = VectorMagnitude (a);
lb = VectorMagnitude (b);
cos = product/(la*lb);
angle = acos(cos);
TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f radians\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, \
b->u2.y, b->u3.z, angle);
return angle;
}
@ -161,28 +176,29 @@ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
IDirectSound3DListenerImpl *dsl;
/* volume, at which the sound will be played after all calcs. */
LONG lVolume = 0;
D3DVALUE lVolume = 0;
/* intensity (used for distance related stuff) */
double flIntensity;
double flTemp;
/* stuff for distance related stuff calc. */
D3DVECTOR vDistance;
D3DVALUE flDistance;
if (ds3db->dsb->dsound->listener == NULL)
return;
D3DVALUE flDistance = 0;
/* panning related stuff */
D3DVALUE flAngle;
D3DVECTOR vLeft;
if (ds3db->dsb->dsound->listener == NULL)
return;
dsl = ds3db->dsb->dsound->listener;
/* 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; */
/* initial buffer volume */
lVolume = ds3db->lVolume;
switch (ds3db->ds3db.dwMode)
{
case DS3DMODE_DISABLE:
TRACE("3D processing disabled\n");
TRACE("3D processing disabled\n");
/* this one is here only to eliminate annoying warning message */
DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
DSOUND_ForceRemix (ds3db->dsb);
break;
@ -196,8 +212,8 @@ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
TRACE("Head-relative 3D processing mode\n");
/* distance between buffer and listener is same as buffer's position */
flDistance = VectorMagnitude (&ds3db->ds3db.vPosition);
break;
}
break;
}
if (flDistance > ds3db->ds3db.flMaxDistance)
{
@ -213,24 +229,64 @@ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
flDistance = ds3db->ds3db.flMaxDistance;
}
if (flDistance < ds3db->ds3db.flMinDistance)
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;
flIntensity = pow(10,lVolume)*DEFAULT_INTENSITY;
flTemp = (flDistance/ds3db->ds3db.flMinDistance)*(flDistance/ds3db->ds3db.flMinDistance);
flIntensity /= flTemp;
lVolume = log10(flIntensity*DEFAULT_INTENSITY);
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 */
TRACE("dist. att: Distance = %f, MinDistance = %f => adjusting volume %ld to %f\n", flDistance, ds3db->ds3db.flMinDistance, ds3db->lVolume, lVolume);
/* conning */
/* sometimes it happens that vConeOrientation vector = (0,0,0); in this case angle is "nan" and it's useless*/
if (ds3db->ds3db.vConeOrientation.u1.x == 0 && ds3db->ds3db.vConeOrientation.u2.y == 0 && ds3db->ds3db.vConeOrientation.u3.z == 0)
{
TRACE("conning: cones not set\n");
}
else
{
/* calculate angle */
flAngle = AngleBetweenVectorsDeg(&ds3db->ds3db.vConeOrientation, &vDistance);
/* if by any chance it happens that OutsideConeAngle = InsideConeAngle (that means that conning has no effect) */
if (ds3db->ds3db.dwInsideConeAngle != ds3db->ds3db.dwOutsideConeAngle)
{
/* my test show that for my way of calc., we need only half of angles */
DWORD dwInsideConeAngle = ds3db->ds3db.dwInsideConeAngle/2;
DWORD dwOutsideConeAngle = ds3db->ds3db.dwOutsideConeAngle/2;
/* full volume */
if (flAngle < dwInsideConeAngle)
flAngle = dwInsideConeAngle;
/* min (app defined) volume */
if (flAngle > dwOutsideConeAngle)
flAngle = dwOutsideConeAngle;
/* this probably isn't the right thing, but it's ok for the time being */
lVolume += ((ds3db->ds3db.lConeOutsideVolume)/((dwOutsideConeAngle) - (dwInsideConeAngle))) * flAngle;
}
TRACE("conning: Angle = %f deg; InsideConeAngle(/2) = %ld deg; OutsideConeAngle(/2) = %ld deg; ConeOutsideVolume = %ld => adjusting volume to %f\n",
flAngle, ds3db->ds3db.dwInsideConeAngle/2, ds3db->ds3db.dwOutsideConeAngle/2, ds3db->ds3db.lConeOutsideVolume, lVolume);
}
/* panning */
vDistance = VectorBetweenTwoPoints(&dsl->ds3dl.vPosition, &ds3db->ds3db.vPosition);
vLeft = VectorProduct(&dsl->ds3dl.vOrientFront, &dsl->ds3dl.vOrientTop);
flAngle = AngleBetweenVectorsRad(&vLeft, &vDistance);
/* for now, we'll use "linear formula" (which is probably incorrect); if someone has it in book, correct it */
ds3db->dsb->volpan.lPan = 10000*2*flAngle/M_PI - 10000;
TRACE("panning: Angle = %f rad, lPan = %ld\n", flAngle, ds3db->dsb->volpan.lPan);
/* doppler shift*/
/* at last, we got the desired volume */
ds3db->dsb->volpan.lVolume = lVolume;
ds3db->dsb->dsound->volpan.lVolume = lVolume;
DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
DSOUND_ForceRemix (ds3db->dsb);
DSOUND_ForceRemix (ds3db->dsb);
}
static void WINAPI DSOUND_ChangeListener(IDirectSound3DListenerImpl *ds3dl)