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authorChris Robinson <[email protected]>2017-05-20 02:22:11 -0700
committerChris Robinson <[email protected]>2017-05-20 02:22:11 -0700
commit492050b8168b04ef6df0030739969685a62d6929 (patch)
tree68b2ea5869b64138ca7ebb2dedb65e6d62be6637
parenta306407b6713f0e17d1258e512a465a254f9fba3 (diff)
Restore spec-defined cone behavior for auxiliary sends
-rw-r--r--Alc/ALu.c49
1 files changed, 23 insertions, 26 deletions
diff --git a/Alc/ALu.c b/Alc/ALu.c
index 32043cdd..dda3d575 100644
--- a/Alc/ALu.c
+++ b/Alc/ALu.c
@@ -1068,6 +1068,7 @@ static void CalcAttnSourceParams(ALvoice *voice, const struct ALvoiceProps *prop
ALfloat WetGain[MAX_SENDS];
ALfloat WetGainHF[MAX_SENDS];
ALfloat WetGainLF[MAX_SENDS];
+ bool directional;
ALfloat dir[3];
ALfloat spread;
ALfloat Pitch;
@@ -1146,7 +1147,7 @@ static void CalcAttnSourceParams(ALvoice *voice, const struct ALvoiceProps *prop
Velocity.v[2] += lvelocity->v[2];
}
- aluNormalize(Direction.v);
+ directional = aluNormalize(Direction.v) > FLT_EPSILON;
SourceToListener.v[0] = -Position.v[0];
SourceToListener.v[1] = -Position.v[1];
SourceToListener.v[2] = -Position.v[2];
@@ -1272,46 +1273,42 @@ static void CalcAttnSourceParams(ALvoice *voice, const struct ALvoiceProps *prop
}
/* Calculate directional soundcones */
- if(props->InnerAngle < 360.0f)
+ if(directional && props->InnerAngle < 360.0f)
{
ALfloat ConeVolume;
ALfloat ConeHF;
ALfloat Angle;
- ALfloat scale;
- Angle = RAD2DEG(acosf(aluDotproduct(&Direction, &SourceToListener)) * ConeScale) * 2.0f;
- if(Angle > props->InnerAngle)
+ Angle = acosf(aluDotproduct(&Direction, &SourceToListener));
+ Angle = RAD2DEG(Angle * ConeScale * 2.0f);
+ if(!(Angle > props->InnerAngle))
{
- if(Angle < props->OuterAngle)
- {
- scale = (Angle-props->InnerAngle) / (props->OuterAngle-props->InnerAngle);
- ConeVolume = lerp(1.0f, props->OuterGain, scale);
- ConeHF = lerp(1.0f, props->OuterGainHF, scale);
- }
- else
- {
- ConeVolume = props->OuterGain;
- ConeHF = props->OuterGainHF;
- }
- DryGain *= ConeVolume;
- if(props->DryGainHFAuto)
- DryGainHF *= ConeHF;
+ ConeVolume = 1.0f;
+ ConeHF = 1.0f;
+ }
+ else if(Angle < props->OuterAngle)
+ {
+ ALfloat scale = ( Angle-props->InnerAngle) /
+ (props->OuterAngle-props->InnerAngle);
+ ConeVolume = lerp(1.0f, props->OuterGain, scale);
+ ConeHF = lerp(1.0f, props->OuterGainHF, scale);
+ }
+ else
+ {
+ ConeVolume = props->OuterGain;
+ ConeHF = props->OuterGainHF;
}
- /* Wet path uses the total area of the cone emitter (the room will
- * receive the same amount of sound regardless of its direction).
- */
- scale = (asinf(maxf((props->OuterAngle-props->InnerAngle)/360.0f, 0.0f)) / F_PI) +
- (props->InnerAngle/360.0f);
+ DryGain *= ConeVolume;
+ if(props->DryGainHFAuto)
+ DryGainHF *= ConeHF;
if(props->WetGainAuto)
{
- ConeVolume = lerp(1.0f, props->OuterGain, scale);
for(i = 0;i < NumSends;i++)
WetGain[i] *= ConeVolume;
}
if(props->WetGainHFAuto)
{
- ConeHF = lerp(1.0f, props->OuterGainHF, scale);
for(i = 0;i < NumSends;i++)
WetGainHF[i] *= ConeHF;
}