Make the listener/sound position update duration and TIME_SLICE
independent. Set the sound and listener velocity and increase the sound source velocity so we may get some doppler effect. Added some traces so one can monitor the listener/sound positions with WINETEST_DEBUG=3.
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@ -455,35 +455,39 @@ void test_buffer(LPDIRECTSOUND dso, LPDIRECTSOUNDBUFFER dsbo,
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rc=IDirectSound3DListener_GetAllParameters(listener,&listener_param);
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ok(rc==DS_OK,"IDirectSound3dListener_GetAllParameters failed 0x%lx\n",rc);
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if (move_listener)
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{
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listener_param.vPosition.x = -5.0;
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else
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listener_param.vPosition.x = 0.0;
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listener_param.vPosition.y = 0.0;
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listener_param.vPosition.z = 0.0;
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rc=IDirectSound3DListener_SetPosition(listener,listener_param.vPosition.x,listener_param.vPosition.y,listener_param.vPosition.z,DS3D_IMMEDIATE);
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listener_param.vVelocity.x = 10.0/duration;
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}
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rc=IDirectSound3DListener_SetAllParameters(listener,&listener_param,DS3D_IMMEDIATE);
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ok(rc==DS_OK,"IDirectSound3dListener_SetPosition failed 0x%lx\n",rc);
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}
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if (buffer3d) {
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if (move_sound)
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buffer_param.vPosition.x = 5.0;
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else
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buffer_param.vPosition.x = 0.0;
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buffer_param.vPosition.y = 0.0;
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buffer_param.vPosition.z = 0.0;
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rc=IDirectSound3DBuffer_SetPosition(buffer,buffer_param.vPosition.x,buffer_param.vPosition.y,buffer_param.vPosition.z,DS3D_IMMEDIATE);
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{
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buffer_param.vPosition.x = 100.0;
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buffer_param.vVelocity.x = -200.0/duration;
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}
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buffer_param.flMinDistance = 10;
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rc=IDirectSound3DBuffer_SetAllParameters(buffer,&buffer_param,DS3D_IMMEDIATE);
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ok(rc==DS_OK,"IDirectSound3dBuffer_SetPosition failed 0x%lx\n",rc);
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}
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start_time=GetTickCount();
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while (buffer_service(&state)) {
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WaitForSingleObject(GetCurrentProcess(),TIME_SLICE);
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now=GetTickCount();
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if (listener && move_listener) {
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listener_param.vPosition.x += 0.5;
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listener_param.vPosition.x = -5.0+10.0*(now-start_time)/1000/duration;
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if (winetest_debug>2)
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trace("listener position=%g\n",listener_param.vPosition.x);
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rc=IDirectSound3DListener_SetPosition(listener,listener_param.vPosition.x,listener_param.vPosition.y,listener_param.vPosition.z,DS3D_IMMEDIATE);
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ok(rc==DS_OK,"IDirectSound3dListener_SetPosition failed 0x%lx\n",rc);
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}
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if (buffer3d && move_sound) {
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buffer_param.vPosition.x -= 0.5;
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buffer_param.vPosition.x = 100-200.0*(now-start_time)/1000/duration;
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if (winetest_debug>2)
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trace("sound position=%g\n",buffer_param.vPosition.x);
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rc=IDirectSound3DBuffer_SetPosition(buffer,buffer_param.vPosition.x,buffer_param.vPosition.y,buffer_param.vPosition.z,DS3D_IMMEDIATE);
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ok(rc==DS_OK,"IDirectSound3dBuffer_SetPosition failed 0x%lx\n",rc);
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}
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