diff options
author | Chris Robinson <[email protected]> | 2008-05-18 16:52:38 -0700 |
---|---|---|
committer | Chris Robinson <[email protected]> | 2008-05-18 16:52:38 -0700 |
commit | fed346c285b96b4bd8c519b03ad2cb2202940b2c (patch) | |
tree | d60186b37984d58cd284350998e6feb927018a60 /Alc | |
parent | cad9b367a51f3efaefa666d68379fb21e1352678 (diff) |
Fix source calculations for AL_SOURCE_RELATIVE mode
Make sure the source position and direction are properly put into listener-
space before working with them, and don't calculate the listener velocity for
relative coordinates
Diffstat (limited to 'Alc')
-rw-r--r-- | Alc/ALu.c | 40 |
1 files changed, 22 insertions, 18 deletions
@@ -275,10 +275,26 @@ static ALvoid CalcSourceParams(ALCcontext *ALContext, ALsource *ALSource, //1. Translate Listener to origin (convert to head relative) 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]; + // Transform source position and direction into listener space + aluMatrixVector(Position, Matrix); + aluMatrixVector(Direction, Matrix); } + aluNormalize(Direction); //2. Calculate distance attenuation Distance = aluSqrt(aluDotproduct(Position, Position)); @@ -359,8 +375,8 @@ static ALvoid CalcSourceParams(ALCcontext *ALContext, ALsource *ALSource, SourceToListener[0] = -Position[0]; SourceToListener[1] = -Position[1]; SourceToListener[2] = -Position[2]; - aluNormalize(Direction); aluNormalize(SourceToListener); + Angle = aluAcos(aluDotproduct(Direction,SourceToListener)) * 180.0f / 3.141592654f; if(Angle >= InnerAngle && Angle <= OuterAngle) @@ -390,10 +406,10 @@ static ALvoid CalcSourceParams(ALCcontext *ALContext, ALsource *ALSource, //4. Calculate Velocity if(DopplerFactor != 0.0f) { - ALfloat flVSS, flVLS; + ALfloat flVSS, flVLS = 0.0f; - flVLS = aluDotproduct(ALContext->Listener.Velocity, - SourceToListener); + if(ALSource->bHeadRelative==AL_FALSE) + flVLS = aluDotproduct(ALContext->Listener.Velocity, SourceToListener); flVSS = aluDotproduct(ALSource->vVelocity, SourceToListener); flMaxVelocity = (DopplerVelocity * flSpeedOfSound) / DopplerFactor; @@ -415,19 +431,7 @@ static ALvoid CalcSourceParams(ALCcontext *ALContext, ALsource *ALSource, else pitch[0] = ALSource->flPitch; - //5. Align coordinate system axes - 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]; - aluMatrixVector(Position, Matrix); - - //6. Apply filter gains and filters + //5. Apply filter gains and filters switch(ALSource->DirectFilter.type) { case AL_FILTER_LOWPASS: @@ -468,7 +472,7 @@ static ALvoid CalcSourceParams(ALCcontext *ALContext, ALsource *ALSource, DryMix *= ListenerGain * ConeVolume; WetMix *= ListenerGain; - //7. Convert normalized position into pannings, then into channel volumes + //6. Convert normalized position into pannings, then into channel volumes aluNormalize(Position); switch(aluChannelsFromFormat(OutputFormat)) { |