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authorChris Robinson <[email protected]>2018-02-19 21:46:08 -0800
committerChris Robinson <[email protected]>2018-02-20 08:08:18 -0800
commit9fc2dbe063aecb8947abfb5edfb351d0514eb432 (patch)
tree88f16dc15292528ada12d7d40d190662f7fc4a49 /examples
parent51c6d13c0f68cddee53083f02fb01028d0e04c71 (diff)
Update the multi-zone reverb example for clarity
Diffstat (limited to 'examples')
-rw-r--r--examples/almultireverb.c99
1 files changed, 52 insertions, 47 deletions
diff --git a/examples/almultireverb.c b/examples/almultireverb.c
index cc8ae5dc..5adab269 100644
--- a/examples/almultireverb.c
+++ b/examples/almultireverb.c
@@ -25,7 +25,7 @@
/* This file contains an example for controlling multiple reverb zones to
* smoothly transition between reverb environments. The general concept is to
* extend single-reverb by also tracking the closest adjacent environment, and
- * utilizing EAX Reverb's panning vectors to position them relative to the
+ * utilize EAX Reverb's panning vectors to position them relative to the
* listener.
*/
@@ -42,6 +42,11 @@
#include "common/alhelpers.h"
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
+#endif
+
+
/* Filter object functions */
static LPALGENFILTERS alGenFilters;
static LPALDELETEFILTERS alDeleteFilters;
@@ -91,7 +96,7 @@ static int LoadEffect(ALuint effect, const EFXEAXREVERBPROPERTIES *reverb)
alGetError();
- /* Prepate the effect for EAX Reverb (standard reverb doesn't contain
+ /* Prepare the effect for EAX Reverb (standard reverb doesn't contain
* the needed panning vectors).
*/
alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
@@ -228,7 +233,7 @@ static ALfloat dot_product(const ALfloat vec0[3], const ALfloat vec1[3])
int main(int argc, char **argv)
{
- const int MaxTransitions = 8;
+ static const int MaxTransitions = 8;
EFXEAXREVERBPROPERTIES reverb0 = EFX_REVERB_PRESET_CASTLE_LARGEROOM;
EFXEAXREVERBPROPERTIES reverb1 = EFX_REVERB_PRESET_CASTLE_LONGPASSAGE;
struct timespec basetime;
@@ -356,7 +361,8 @@ int main(int argc, char **argv)
* Note that unlike single-zone reverb, where you can store one effect per
* preset, for multi-zone reverb you should have one effect per environment
* instance, or one per audible zone. This is because we'll be changing the
- * effects' properties in real-time based on the environment instance.
+ * effects' properties in real-time based on the environment instance
+ * relative to the listener.
*/
alGenEffects(2, effects);
if(!LoadEffect(effects[0], &reverb0) || !LoadEffect(effects[1], &reverb1))
@@ -381,7 +387,7 @@ int main(int argc, char **argv)
assert(alGetError()==AL_NO_ERROR && "Failed to set effect slot");
/* For the purposes of this example, prepare a filter that optionally
- * silences the direct path. This allows us to hear just the reverberation.
+ * silences the direct path which allows us to hear just the reverberation.
* A filter like this is normally used for obstruction, where the path
* directly between the listener and source is blocked (the exact
* properties depending on the type and thickness of the obstructing
@@ -409,12 +415,10 @@ int main(int argc, char **argv)
alSource3i(source, AL_AUXILIARY_SEND_FILTER, slots[1], 1, AL_FILTER_NULL);
assert(alGetError()==AL_NO_ERROR && "Failed to setup sound source");
- /* Get the base time, and set the example to stop after a number of
- * transitions.
- */
+ /* Get the current time as the base for timing in the main loop. */
altimespec_get(&basetime, AL_TIME_UTC);
- loops = MaxTransitions;
- printf("Transition %d of %d...\n", (MaxTransitions-loops+1), MaxTransitions);
+ loops = 0;
+ printf("Transition %d of %d...\n", loops+1, MaxTransitions);
/* Play the sound for a while. */
alSourcePlay(source);
@@ -432,6 +436,8 @@ int main(int argc, char **argv)
const ALfloat portal_radius = 2.5f;
ALfloat other_dir[3], this_dir[3];
ALfloat local_norm[3];
+ ALfloat local_dir[3];
+ ALfloat local_radius;
ALfloat dist, timediff;
struct timespec curtime;
@@ -456,34 +462,30 @@ int main(int argc, char **argv)
*/
timediff -= 4.0f;
basetime.tv_sec += 4;
- if(--loops > 0)
- printf("Transition %d of %d...\n", (MaxTransitions-loops+1), MaxTransitions);
+ if(++loops < MaxTransitions)
+ printf("Transition %d of %d...\n", loops+1, MaxTransitions);
}
- /* Move the portal according to the amount of time passed. other_dir
- * represents the listener-relative point from the current zone to the
- * other adjacent zone.
+ /* Move the portal according to the amount of time passed. local_dir
+ * represents the listener-relative point to the adjacent zone.
*/
- other_dir[0] = portal_pos[0] + portal_vel[0]*timediff;
- other_dir[1] = portal_pos[1] + portal_vel[1]*timediff;
- other_dir[2] = portal_pos[2] + portal_vel[2]*timediff;
- /* In a normal application you may also want to scale down the portal's
- * apparent radius depending on its local angle, since less of the
- * adjacent zone would be in view of the listener. You would also want
- * to rotate the portal's normal according to the listener orientation.
+ local_dir[0] = portal_pos[0] + portal_vel[0]*timediff;
+ local_dir[1] = portal_pos[1] + portal_vel[1]*timediff;
+ local_dir[2] = portal_pos[2] + portal_vel[2]*timediff;
+ /* A normal application would also rotate the portal's normal given the
+ * listener orientation, to get the listener-relative normal.
*
- * For this example, the portal is always head-on so there's no need to
- * adjust the radius. But every other transition iteration inverts the
- * normal, which essentially simulates a different portal moving in
- * closer than the last one, switching the old adjacent zone to a new
- * one.
+ * For this example, the portal is always head-on but every other
+ * transition negates the normal. This effectively simulates a
+ * different portal moving in closer than the last one that faces the
+ * other way, switching the old adjacent zone to a new one.
*/
local_norm[0] = portal_norm[0] * ((loops&1) ? -1.0f : 1.0f);
local_norm[1] = portal_norm[1] * ((loops&1) ? -1.0f : 1.0f);
local_norm[2] = portal_norm[2] * ((loops&1) ? -1.0f : 1.0f);
/* Calculate the distance from the listener to the portal. */
- dist = sqrtf(dot_product(other_dir, other_dir));
+ dist = sqrtf(dot_product(local_dir, local_dir));
if(!(dist > 0.00001f))
{
/* We're practically in the center of the portal. Give the panning
@@ -510,19 +512,24 @@ int main(int argc, char **argv)
ALfloat spread;
/* Normalize the direction to the portal. */
- other_dir[0] /= dist;
- other_dir[1] /= dist;
- other_dir[2] /= dist;
+ local_dir[0] /= dist;
+ local_dir[1] /= dist;
+ local_dir[2] /= dist;
+
+ /* Scale the radius according to its local angle. The visibility to
+ * the other zone reduces as the portal becomes perpendicular.
+ */
+ local_radius = portal_radius * fabsf(dot_product(local_dir, local_norm));
/* Calculate the 'spread' of the portal, which is the amount of
- * coverage the other zone has.
+ * coverage the other zone has around the listener.
*/
- spread = atan2f(portal_radius, dist) / ((ALfloat)M_PI);
+ spread = atan2f(local_radius, dist) / (ALfloat)M_PI;
/* Figure out which zone we're in, given the direction to the
* portal and its normal.
*/
- if(dot_product(other_dir, local_norm) <= 0.0f)
+ if(dot_product(local_dir, local_norm) <= 0.0f)
{
/* We're in front of the portal, so we're in Zone 0. */
this_effect = effects[0];
@@ -535,20 +542,18 @@ int main(int argc, char **argv)
other_effect = effects[0];
}
- /* Pan the current zone to the opposite direction of the portal,
- * and take the remaining percentage of the portal's spread. As the
- * portal's spread increases, this zone's spread decreases, which
- * is indicated by a larger panning vector.
- */
- this_dir[0] = other_dir[0] * -spread;
- this_dir[1] = other_dir[1] * -spread;
- this_dir[2] = other_dir[2] * -spread;
/* Scale the other zone's panning vector down as the portal's
- * spread increases, so that it covers more.
+ * spread increases, so that it envelops the listener more.
+ */
+ other_dir[0] = local_dir[0] * (1.0f-spread);
+ other_dir[1] = local_dir[1] * (1.0f-spread);
+ other_dir[2] = local_dir[2] * (1.0f-spread);
+ /* Pan the current zone to the opposite direction of the portal,
+ * and take the remaining percentage of the portal's spread.
*/
- other_dir[0] *= 1.0f-spread;
- other_dir[1] *= 1.0f-spread;
- other_dir[2] *= 1.0f-spread;
+ this_dir[0] = local_dir[0] * -spread;
+ this_dir[1] = local_dir[1] * -spread;
+ this_dir[2] = local_dir[2] * -spread;
/* Now set the effects' panning vectors. */
alEffectfv(this_effect, AL_EAXREVERB_REFLECTIONS_PAN, this_dir);
@@ -568,7 +573,7 @@ int main(int argc, char **argv)
al_nssleep(10000000);
alGetSourcei(source, AL_SOURCE_STATE, &state);
- } while(alGetError() == AL_NO_ERROR && state == AL_PLAYING && loops > 0);
+ } while(alGetError() == AL_NO_ERROR && state == AL_PLAYING && loops < MaxTransitions);
/* All done. Delete resources, and close down SDL_sound and OpenAL. */
alDeleteSources(1, &source);