diff options
author | Chris Robinson <[email protected]> | 2009-10-19 13:25:40 -0700 |
---|---|---|
committer | Chris Robinson <[email protected]> | 2009-10-19 13:25:40 -0700 |
commit | 790aa686214559377c4ec398762c1e7cd655f8a5 (patch) | |
tree | 072917d8e2ec93653d223ed32e7a30e41ccf553b | |
parent | 6d1d61026d5c5ba75986c2cd8c499bcf72549197 (diff) |
Reduce indentation for CalcSourceParams
-rw-r--r-- | Alc/ALu.c | 529 |
1 files changed, 265 insertions, 264 deletions
@@ -461,315 +461,316 @@ static ALvoid CalcSourceParams(const ALCcontext *ALContext, OuterGainHF = ALSource->OuterGainHF; //Only apply 3D calculations for mono buffers - if(isMono != AL_FALSE) + if(isMono == AL_FALSE) { - //1. Translate Listener to origin (convert to head relative) - // Note that Direction and SourceToListener are *not* transformed. - // SourceToListener is used with the source and listener velocities, - // which are untransformed, and Direction is used with SourceToListener - // for the sound cone - if(ALSource->bHeadRelative==AL_FALSE) - { - // Build transform matrix - aluCrossproduct(ALContext->Listener.Forward, ALContext->Listener.Up, U); // Right-vector - aluNormalize(U); // Normalized Right-vector - memcpy(V, ALContext->Listener.Up, sizeof(V)); // Up-vector - aluNormalize(V); // Normalized Up-vector - memcpy(N, ALContext->Listener.Forward, sizeof(N)); // At-vector - aluNormalize(N); // Normalized At-vector - Matrix[0][0] = U[0]; Matrix[0][1] = V[0]; Matrix[0][2] = -N[0]; - Matrix[1][0] = U[1]; Matrix[1][1] = V[1]; Matrix[1][2] = -N[1]; - Matrix[2][0] = U[2]; Matrix[2][1] = V[2]; Matrix[2][2] = -N[2]; - - // Translate source position into listener space - Position[0] -= ALContext->Listener.Position[0]; - Position[1] -= ALContext->Listener.Position[1]; - Position[2] -= ALContext->Listener.Position[2]; - - SourceToListener[0] = -Position[0]; - SourceToListener[1] = -Position[1]; - SourceToListener[2] = -Position[2]; - - // Transform source position into listener space - aluMatrixVector(Position, Matrix); - } - else + //1. Multi-channel buffers always play "normal" + pitch[0] = ALSource->flPitch; + + DryMix = SourceVolume; + DryMix = __min(DryMix,MaxVolume); + DryMix = __max(DryMix,MinVolume); + + switch(ALSource->DirectFilter.type) { - SourceToListener[0] = -Position[0]; - SourceToListener[1] = -Position[1]; - SourceToListener[2] = -Position[2]; + case AL_FILTER_LOWPASS: + DryMix *= ALSource->DirectFilter.Gain; + DryGainHF *= ALSource->DirectFilter.GainHF; + break; } - aluNormalize(SourceToListener); - aluNormalize(Direction); - //2. Calculate distance attenuation - Distance = aluSqrt(aluDotproduct(Position, Position)); + drysend[FRONT_LEFT] = DryMix * ListenerGain; + drysend[FRONT_RIGHT] = DryMix * ListenerGain; + drysend[SIDE_LEFT] = DryMix * ListenerGain; + drysend[SIDE_RIGHT] = DryMix * ListenerGain; + drysend[BACK_LEFT] = DryMix * ListenerGain; + drysend[BACK_RIGHT] = DryMix * ListenerGain; + drysend[FRONT_CENTER] = DryMix * ListenerGain; + drysend[BACK_CENTER] = DryMix * ListenerGain; + drysend[LFE] = DryMix * ListenerGain; + *drygainhf = DryGainHF; - flAttenuation = 1.0f; for(i = 0;i < MAX_SENDS;i++) { - RoomAttenuation[i] = 1.0f; - - RoomRolloff[i] = ALSource->RoomRolloffFactor; - if(ALSource->Send[i].Slot && - ALSource->Send[i].Slot->effect.type == AL_EFFECT_REVERB) - RoomRolloff[i] += ALSource->Send[i].Slot->effect.Reverb.RoomRolloffFactor; + wetsend[i] = 0.0f; + wetgainhf[i] = 1.0f; } - switch (ALSource->DistanceModel) - { - case AL_INVERSE_DISTANCE_CLAMPED: - Distance=__max(Distance,MinDist); - Distance=__min(Distance,MaxDist); - if (MaxDist < MinDist) - break; - //fall-through - case AL_INVERSE_DISTANCE: - if (MinDist > 0.0f) - { - if ((MinDist + (Rolloff * (Distance - MinDist))) > 0.0f) - flAttenuation = MinDist / (MinDist + (Rolloff * (Distance - MinDist))); - for(i = 0;i < NumSends;i++) - { - if ((MinDist + (RoomRolloff[i] * (Distance - MinDist))) > 0.0f) - RoomAttenuation[i] = MinDist / (MinDist + (RoomRolloff[i] * (Distance - MinDist))); - } - } - break; + return; + } - case AL_LINEAR_DISTANCE_CLAMPED: - Distance=__max(Distance,MinDist); - Distance=__min(Distance,MaxDist); - if (MaxDist < MinDist) - break; - //fall-through - case AL_LINEAR_DISTANCE: - Distance=__min(Distance,MaxDist); - if (MaxDist != MinDist) - { - flAttenuation = 1.0f - (Rolloff*(Distance-MinDist)/(MaxDist - MinDist)); - for(i = 0;i < NumSends;i++) - RoomAttenuation[i] = 1.0f - (RoomRolloff[i]*(Distance-MinDist)/(MaxDist - MinDist)); - } - break; + //1. Translate Listener to origin (convert to head relative) + // Note that Direction and SourceToListener are *not* transformed. + // SourceToListener is used with the source and listener velocities, + // which are untransformed, and Direction is used with SourceToListener + // for the sound cone + if(ALSource->bHeadRelative==AL_FALSE) + { + // Build transform matrix + aluCrossproduct(ALContext->Listener.Forward, ALContext->Listener.Up, U); // Right-vector + aluNormalize(U); // Normalized Right-vector + memcpy(V, ALContext->Listener.Up, sizeof(V)); // Up-vector + aluNormalize(V); // Normalized Up-vector + memcpy(N, ALContext->Listener.Forward, sizeof(N)); // At-vector + aluNormalize(N); // Normalized At-vector + Matrix[0][0] = U[0]; Matrix[0][1] = V[0]; Matrix[0][2] = -N[0]; + Matrix[1][0] = U[1]; Matrix[1][1] = V[1]; Matrix[1][2] = -N[1]; + Matrix[2][0] = U[2]; Matrix[2][1] = V[2]; Matrix[2][2] = -N[2]; + + // Translate source position into listener space + Position[0] -= ALContext->Listener.Position[0]; + Position[1] -= ALContext->Listener.Position[1]; + Position[2] -= ALContext->Listener.Position[2]; + + SourceToListener[0] = -Position[0]; + SourceToListener[1] = -Position[1]; + SourceToListener[2] = -Position[2]; + + // Transform source position into listener space + aluMatrixVector(Position, Matrix); + } + else + { + SourceToListener[0] = -Position[0]; + SourceToListener[1] = -Position[1]; + SourceToListener[2] = -Position[2]; + } + aluNormalize(SourceToListener); + aluNormalize(Direction); - case AL_EXPONENT_DISTANCE_CLAMPED: - Distance=__max(Distance,MinDist); - Distance=__min(Distance,MaxDist); - if (MaxDist < MinDist) - break; - //fall-through - case AL_EXPONENT_DISTANCE: - if ((Distance > 0.0f) && (MinDist > 0.0f)) + //2. Calculate distance attenuation + Distance = aluSqrt(aluDotproduct(Position, Position)); + + flAttenuation = 1.0f; + for(i = 0;i < MAX_SENDS;i++) + { + RoomAttenuation[i] = 1.0f; + + RoomRolloff[i] = ALSource->RoomRolloffFactor; + if(ALSource->Send[i].Slot && + ALSource->Send[i].Slot->effect.type == AL_EFFECT_REVERB) + RoomRolloff[i] += ALSource->Send[i].Slot->effect.Reverb.RoomRolloffFactor; + } + + switch(ALSource->DistanceModel) + { + case AL_INVERSE_DISTANCE_CLAMPED: + Distance=__max(Distance,MinDist); + Distance=__min(Distance,MaxDist); + if(MaxDist < MinDist) + break; + //fall-through + case AL_INVERSE_DISTANCE: + if(MinDist > 0.0f) + { + if((MinDist + (Rolloff * (Distance - MinDist))) > 0.0f) + flAttenuation = MinDist / (MinDist + (Rolloff * (Distance - MinDist))); + for(i = 0;i < NumSends;i++) { - flAttenuation = (ALfloat)pow(Distance/MinDist, -Rolloff); - for(i = 0;i < NumSends;i++) - RoomAttenuation[i] = (ALfloat)pow(Distance/MinDist, -RoomRolloff[i]); + if((MinDist + (RoomRolloff[i] * (Distance - MinDist))) > 0.0f) + RoomAttenuation[i] = MinDist / (MinDist + (RoomRolloff[i] * (Distance - MinDist))); } + } + break; + + case AL_LINEAR_DISTANCE_CLAMPED: + Distance=__max(Distance,MinDist); + Distance=__min(Distance,MaxDist); + if(MaxDist < MinDist) break; + //fall-through + case AL_LINEAR_DISTANCE: + Distance=__min(Distance,MaxDist); + if(MaxDist != MinDist) + { + flAttenuation = 1.0f - (Rolloff*(Distance-MinDist)/(MaxDist - MinDist)); + for(i = 0;i < NumSends;i++) + RoomAttenuation[i] = 1.0f - (RoomRolloff[i]*(Distance-MinDist)/(MaxDist - MinDist)); + } + break; - case AL_NONE: + case AL_EXPONENT_DISTANCE_CLAMPED: + Distance=__max(Distance,MinDist); + Distance=__min(Distance,MaxDist); + if(MaxDist < MinDist) break; - } + //fall-through + case AL_EXPONENT_DISTANCE: + if(Distance > 0.0f && MinDist > 0.0f) + { + flAttenuation = (ALfloat)pow(Distance/MinDist, -Rolloff); + for(i = 0;i < NumSends;i++) + RoomAttenuation[i] = (ALfloat)pow(Distance/MinDist, -RoomRolloff[i]); + } + break; - // Source Gain + Attenuation and clamp to Min/Max Gain - DryMix = SourceVolume * flAttenuation; - DryMix = __min(DryMix,MaxVolume); - DryMix = __max(DryMix,MinVolume); + case AL_NONE: + break; + } - for(i = 0;i < NumSends;i++) - { - ALfloat WetMix = SourceVolume * RoomAttenuation[i]; - WetMix = __min(WetMix,MaxVolume); - wetsend[i] = __max(WetMix,MinVolume); - wetgainhf[i] = 1.0f; - } + // Source Gain + Attenuation and clamp to Min/Max Gain + DryMix = SourceVolume * flAttenuation; + DryMix = __min(DryMix,MaxVolume); + DryMix = __max(DryMix,MinVolume); - // Distance-based air absorption - if(ALSource->AirAbsorptionFactor > 0.0f && ALSource->DistanceModel != AL_NONE) - { - ALfloat dist = Distance-MinDist; - ALfloat absorb; - - if(dist < 0.0f) dist = 0.0f; - // Absorption calculation is done in dB - absorb = (ALSource->AirAbsorptionFactor*AIRABSORBGAINDBHF) * - (dist*MetersPerUnit); - // Convert dB to linear gain before applying - absorb = pow(10.0, absorb/20.0); - DryGainHF *= absorb; - for(i = 0;i < MAX_SENDS;i++) - wetgainhf[i] *= absorb; - } + for(i = 0;i < NumSends;i++) + { + ALfloat WetMix = SourceVolume * RoomAttenuation[i]; + WetMix = __min(WetMix,MaxVolume); + wetsend[i] = __max(WetMix,MinVolume); + wetgainhf[i] = 1.0f; + } - //3. Apply directional soundcones - Angle = aluAcos(aluDotproduct(Direction,SourceToListener)) * 180.0f/M_PI; - if(Angle >= InnerAngle && Angle <= OuterAngle) - { - ALfloat scale = (Angle-InnerAngle) / (OuterAngle-InnerAngle); - ConeVolume = (1.0f+(ALSource->flOuterGain-1.0f)*scale); - ConeHF = (1.0f+(OuterGainHF-1.0f)*scale); - DryMix *= ConeVolume; - if(ALSource->DryGainHFAuto) - DryGainHF *= ConeHF; - } - else if(Angle > OuterAngle) - { - ConeVolume = (1.0f+(ALSource->flOuterGain-1.0f)); - ConeHF = (1.0f+(OuterGainHF-1.0f)); - DryMix *= ConeVolume; - if(ALSource->DryGainHFAuto) - DryGainHF *= ConeHF; - } - else - { - ConeVolume = 1.0f; - ConeHF = 1.0f; - } + // Distance-based air absorption + if(ALSource->AirAbsorptionFactor > 0.0f && ALSource->DistanceModel != AL_NONE) + { + ALfloat dist = Distance-MinDist; + ALfloat absorb; + + if(dist < 0.0f) dist = 0.0f; + // Absorption calculation is done in dB + absorb = (ALSource->AirAbsorptionFactor*AIRABSORBGAINDBHF) * + (dist*MetersPerUnit); + // Convert dB to linear gain before applying + absorb = pow(10.0, absorb/20.0); + DryGainHF *= absorb; + for(i = 0;i < MAX_SENDS;i++) + wetgainhf[i] *= absorb; + } - //4. Calculate Velocity - if(DopplerFactor != 0.0f) - { - ALfloat flVSS, flVLS = 0.0f; + //3. Apply directional soundcones + Angle = aluAcos(aluDotproduct(Direction,SourceToListener)) * 180.0f/M_PI; + if(Angle >= InnerAngle && Angle <= OuterAngle) + { + ALfloat scale = (Angle-InnerAngle) / (OuterAngle-InnerAngle); + ConeVolume = (1.0f+(ALSource->flOuterGain-1.0f)*scale); + ConeHF = (1.0f+(OuterGainHF-1.0f)*scale); + DryMix *= ConeVolume; + if(ALSource->DryGainHFAuto) + DryGainHF *= ConeHF; + } + else if(Angle > OuterAngle) + { + ConeVolume = (1.0f+(ALSource->flOuterGain-1.0f)); + ConeHF = (1.0f+(OuterGainHF-1.0f)); + DryMix *= ConeVolume; + if(ALSource->DryGainHFAuto) + DryGainHF *= ConeHF; + } + else + { + ConeVolume = 1.0f; + ConeHF = 1.0f; + } - if(ALSource->bHeadRelative==AL_FALSE) - flVLS = aluDotproduct(ALContext->Listener.Velocity, SourceToListener); - flVSS = aluDotproduct(ALSource->vVelocity, SourceToListener); + //4. Calculate Velocity + if(DopplerFactor != 0.0f) + { + ALfloat flVSS, flVLS = 0.0f; - flMaxVelocity = (DopplerVelocity * flSpeedOfSound) / DopplerFactor; + if(ALSource->bHeadRelative==AL_FALSE) + flVLS = aluDotproduct(ALContext->Listener.Velocity, SourceToListener); + flVSS = aluDotproduct(ALSource->vVelocity, SourceToListener); - if (flVSS >= flMaxVelocity) - flVSS = (flMaxVelocity - 1.0f); - else if (flVSS <= -flMaxVelocity) - flVSS = -flMaxVelocity + 1.0f; + flMaxVelocity = (DopplerVelocity * flSpeedOfSound) / DopplerFactor; - if (flVLS >= flMaxVelocity) - flVLS = (flMaxVelocity - 1.0f); - else if (flVLS <= -flMaxVelocity) - flVLS = -flMaxVelocity + 1.0f; + if(flVSS >= flMaxVelocity) + flVSS = (flMaxVelocity - 1.0f); + else if(flVSS <= -flMaxVelocity) + flVSS = -flMaxVelocity + 1.0f; - pitch[0] = ALSource->flPitch * - ((flSpeedOfSound * DopplerVelocity) - (DopplerFactor * flVLS)) / - ((flSpeedOfSound * DopplerVelocity) - (DopplerFactor * flVSS)); - } - else - pitch[0] = ALSource->flPitch; + if(flVLS >= flMaxVelocity) + flVLS = (flMaxVelocity - 1.0f); + else if(flVLS <= -flMaxVelocity) + flVLS = -flMaxVelocity + 1.0f; - for(i = 0;i < NumSends;i++) - { - if(ALSource->Send[i].Slot && - ALSource->Send[i].Slot->effect.type != AL_EFFECT_NULL) - { - if(ALSource->WetGainAuto) - wetsend[i] *= ConeVolume; - if(ALSource->WetGainHFAuto) - wetgainhf[i] *= ConeHF; + pitch[0] = ALSource->flPitch * + ((flSpeedOfSound * DopplerVelocity) - (DopplerFactor * flVLS)) / + ((flSpeedOfSound * DopplerVelocity) - (DopplerFactor * flVSS)); + } + else + pitch[0] = ALSource->flPitch; - if(ALSource->Send[i].Slot->AuxSendAuto) - { - // Apply minimal attenuation in place of missing - // statistical reverb model. - wetsend[i] *= pow(DryMix, 1.0f / 2.0f); - } - else - { - // If the slot's auxilliary send auto is off, the data sent to the - // effect slot is the same as the dry path, sans filter effects - wetsend[i] = DryMix; - wetgainhf[i] = DryGainHF; - } + for(i = 0;i < NumSends;i++) + { + if(ALSource->Send[i].Slot && + ALSource->Send[i].Slot->effect.type != AL_EFFECT_NULL) + { + if(ALSource->WetGainAuto) + wetsend[i] *= ConeVolume; + if(ALSource->WetGainHFAuto) + wetgainhf[i] *= ConeHF; - switch(ALSource->Send[i].WetFilter.type) - { - case AL_FILTER_LOWPASS: - wetsend[i] *= ALSource->Send[i].WetFilter.Gain; - wetgainhf[i] *= ALSource->Send[i].WetFilter.GainHF; - break; - } - wetsend[i] *= ListenerGain; + if(ALSource->Send[i].Slot->AuxSendAuto) + { + // Apply minimal attenuation in place of missing + // statistical reverb model. + wetsend[i] *= pow(DryMix, 1.0f / 2.0f); } else { - wetsend[i] = 0.0f; - wetgainhf[i] = 1.0f; + // If the slot's auxiliary send auto is off, the data sent to + // the effect slot is the same as the dry path, sans filter + // effects + wetsend[i] = DryMix; + wetgainhf[i] = DryGainHF; + } + + switch(ALSource->Send[i].WetFilter.type) + { + case AL_FILTER_LOWPASS: + wetsend[i] *= ALSource->Send[i].WetFilter.Gain; + wetgainhf[i] *= ALSource->Send[i].WetFilter.GainHF; + break; } + wetsend[i] *= ListenerGain; } - for(i = NumSends;i < MAX_SENDS;i++) + else { wetsend[i] = 0.0f; wetgainhf[i] = 1.0f; } - - //5. Apply filter gains and filters - switch(ALSource->DirectFilter.type) - { - case AL_FILTER_LOWPASS: - DryMix *= ALSource->DirectFilter.Gain; - DryGainHF *= ALSource->DirectFilter.GainHF; - break; - } - DryMix *= ListenerGain; - - // Use energy-preserving panning algorithm for multi-speaker playback - length = aluSqrt(Position[0]*Position[0] + Position[1]*Position[1] + - Position[2]*Position[2]); - length = __max(length, MinDist); - if(length > 0.0f) - { - ALfloat invlen = 1.0f/length; - Position[0] *= invlen; - Position[1] *= invlen; - Position[2] *= invlen; - } - - pos = aluCart2LUTpos(-Position[2], Position[0]); - SpeakerGain = &ALContext->PanningLUT[OUTPUTCHANNELS * pos]; - - DirGain = aluSqrt(Position[0]*Position[0] + Position[2]*Position[2]); - // elevation adjustment for directional gain. this sucks, but - // has low complexity - AmbientGain = 1.0/aluSqrt(ALContext->NumChan) * (1.0-DirGain); - for(s = 0; s < OUTPUTCHANNELS; s++) - { - ALfloat gain = SpeakerGain[s]*DirGain + AmbientGain; - drysend[s] = DryMix * gain; - } - *drygainhf = DryGainHF; } - else + for(i = NumSends;i < MAX_SENDS;i++) { - //1. Multi-channel buffers always play "normal" - pitch[0] = ALSource->flPitch; + wetsend[i] = 0.0f; + wetgainhf[i] = 1.0f; + } - DryMix = SourceVolume; - DryMix = __min(DryMix,MaxVolume); - DryMix = __max(DryMix,MinVolume); + //5. Apply filter gains and filters + switch(ALSource->DirectFilter.type) + { + case AL_FILTER_LOWPASS: + DryMix *= ALSource->DirectFilter.Gain; + DryGainHF *= ALSource->DirectFilter.GainHF; + break; + } + DryMix *= ListenerGain; - switch(ALSource->DirectFilter.type) - { - case AL_FILTER_LOWPASS: - DryMix *= ALSource->DirectFilter.Gain; - DryGainHF *= ALSource->DirectFilter.GainHF; - break; - } + // Use energy-preserving panning algorithm for multi-speaker playback + length = aluSqrt(Position[0]*Position[0] + Position[1]*Position[1] + + Position[2]*Position[2]); + length = __max(length, MinDist); + if(length > 0.0f) + { + ALfloat invlen = 1.0f/length; + Position[0] *= invlen; + Position[1] *= invlen; + Position[2] *= invlen; + } - drysend[FRONT_LEFT] = DryMix * ListenerGain; - drysend[FRONT_RIGHT] = DryMix * ListenerGain; - drysend[SIDE_LEFT] = DryMix * ListenerGain; - drysend[SIDE_RIGHT] = DryMix * ListenerGain; - drysend[BACK_LEFT] = DryMix * ListenerGain; - drysend[BACK_RIGHT] = DryMix * ListenerGain; - drysend[FRONT_CENTER] = DryMix * ListenerGain; - drysend[BACK_CENTER] = DryMix * ListenerGain; - drysend[LFE] = DryMix * ListenerGain; - *drygainhf = DryGainHF; + pos = aluCart2LUTpos(-Position[2], Position[0]); + SpeakerGain = &ALContext->PanningLUT[OUTPUTCHANNELS * pos]; - for(i = 0;i < MAX_SENDS;i++) - { - wetsend[i] = 0.0f; - wetgainhf[i] = 1.0f; - } + DirGain = aluSqrt(Position[0]*Position[0] + Position[2]*Position[2]); + // elevation adjustment for directional gain. this sucks, but + // has low complexity + AmbientGain = 1.0/aluSqrt(ALContext->NumChan) * (1.0-DirGain); + for(s = 0; s < OUTPUTCHANNELS; s++) + { + ALfloat gain = SpeakerGain[s]*DirGain + AmbientGain; + drysend[s] = DryMix * gain; } + *drygainhf = DryGainHF; } static __inline ALshort lerp(ALshort val1, ALshort val2, ALint frac) |