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-rw-r--r--Alc/ALu.c74
1 files changed, 53 insertions, 21 deletions
diff --git a/Alc/ALu.c b/Alc/ALu.c
index 0fca7a73..32043cdd 100644
--- a/Alc/ALu.c
+++ b/Alc/ALu.c
@@ -337,13 +337,17 @@ static ALboolean CalcEffectSlotParams(ALeffectslot *slot, ALCdevice *device)
{
slot->Params.RoomRolloff = props->Props.Reverb.RoomRolloffFactor;
slot->Params.DecayTime = props->Props.Reverb.DecayTime;
+ slot->Params.DecayHFRatio = props->Props.Reverb.DecayHFRatio;
slot->Params.AirAbsorptionGainHF = props->Props.Reverb.AirAbsorptionGainHF;
+ slot->Params.DecayHFLimit = props->Props.Reverb.DecayHFLimit;
}
else
{
slot->Params.RoomRolloff = 0.0f;
slot->Params.DecayTime = 0.0f;
+ slot->Params.DecayHFRatio = 0.0f;
slot->Params.AirAbsorptionGainHF = 1.0f;
+ slot->Params.DecayHFLimit = AL_FALSE;
}
/* Swap effect states. No need to play with the ref counts since they keep
@@ -1059,13 +1063,13 @@ static void CalcAttnSourceParams(ALvoice *voice, const struct ALvoiceProps *prop
ALeffectslot *SendSlots[MAX_SENDS];
ALfloat RoomRolloff[MAX_SENDS];
ALfloat DecayDistance[MAX_SENDS];
+ ALfloat DecayHFDistance[MAX_SENDS];
ALfloat DryGain, DryGainHF, DryGainLF;
ALfloat WetGain[MAX_SENDS];
ALfloat WetGainHF[MAX_SENDS];
ALfloat WetGainLF[MAX_SENDS];
ALfloat dir[3];
ALfloat spread;
- ALfloat meters;
ALfloat Pitch;
ALint i;
@@ -1082,14 +1086,22 @@ static void CalcAttnSourceParams(ALvoice *voice, const struct ALvoiceProps *prop
SendSlots[i] = NULL;
RoomRolloff[i] = 0.0f;
DecayDistance[i] = 0.0f;
+ DecayHFDistance[i] = 0.0f;
RoomAirAbsorption[i] = 1.0f;
}
else if(SendSlots[i]->Params.AuxSendAuto)
{
RoomRolloff[i] = SendSlots[i]->Params.RoomRolloff + props->RoomRolloffFactor;
- DecayDistance[i] = SendSlots[i]->Params.DecayTime *
- SPEEDOFSOUNDMETRESPERSEC;
+ DecayDistance[i] = SendSlots[i]->Params.DecayTime * SPEEDOFSOUNDMETRESPERSEC;
+ DecayHFDistance[i] = DecayDistance[i] * SendSlots[i]->Params.DecayHFRatio;
RoomAirAbsorption[i] = SendSlots[i]->Params.AirAbsorptionGainHF;
+ if(SendSlots[i]->Params.DecayHFLimit && RoomAirAbsorption[i] < 1.0f)
+ {
+ ALfloat limitRatio = log10f(0.001f)/*-60 dB*/ / (log10f(RoomAirAbsorption[i]) *
+ DecayDistance[i]);
+ limitRatio = minf(limitRatio, SendSlots[i]->Params.DecayHFRatio);
+ DecayHFDistance[i] = minf(DecayHFDistance[i], limitRatio*DecayDistance[i]);
+ }
}
else
{
@@ -1097,6 +1109,7 @@ static void CalcAttnSourceParams(ALvoice *voice, const struct ALvoiceProps *prop
* effect slot is the same as the dry path, sans filter effects */
RoomRolloff[i] = props->RolloffFactor;
DecayDistance[i] = 0.0f;
+ DecayHFDistance[i] = 0.0f;
RoomAirAbsorption[i] = AIRABSORBGAINHF;
}
@@ -1215,28 +1228,47 @@ static void CalcAttnSourceParams(ALvoice *voice, const struct ALvoiceProps *prop
}
/* Distance-based air absorption */
- meters = (ClampedDist-props->RefDistance) * props->RolloffFactor *
- Listener->Params.MetersPerUnit;
- if(meters > 0.0f && props->AirAbsorptionFactor > 0.0f)
- DryGainHF *= powf(AIRABSORBGAINHF, props->AirAbsorptionFactor*meters);
-
- if(props->WetGainAuto && meters > 0.0f)
+ if(ClampedDist > props->RefDistance)
{
- /* Apply a decay-time transformation to the wet path, based on the
- * source distance in meters. The initial decay of the reverb effect is
- * calculated and applied to the wet path.
- */
- for(i = 0;i < NumSends;i++)
+ ALfloat meters_base = (ClampedDist-props->RefDistance) * Listener->Params.MetersPerUnit;
+ if(props->AirAbsorptionFactor > 0.0f)
{
- if(DecayDistance[i] > 0.0f)
- WetGain[i] *= powf(0.001f/*-60dB*/, meters/DecayDistance[i]);
+ ALfloat absorb = props->AirAbsorptionFactor * meters_base;
+ DryGainHF *= powf(AIRABSORBGAINHF, absorb*props->RolloffFactor);
+ for(i = 0;i < NumSends;i++)
+ {
+ if(RoomRolloff[i] > 0.0f)
+ WetGainHF[i] *= powf(RoomAirAbsorption[i], absorb*RoomRolloff[i]);
+ }
}
- /* Yes, the wet path's air absorption is applied with WetGainAuto on,
- * rather than WetGainHFAuto.
- */
- for(i = 0;i < NumSends;i++)
- WetGainHF[i] *= powf(RoomAirAbsorption[i], meters);
+ if(props->WetGainAuto)
+ {
+ meters_base *= props->RolloffFactor;
+
+ /* Apply a decay-time transformation to the wet path, based on the
+ * source distance in meters. The initial decay of the reverb
+ * effect is calculated and applied to the wet path.
+ */
+ for(i = 0;i < NumSends;i++)
+ {
+ ALfloat gain;
+
+ if(!(DecayDistance[i] > 0.0f))
+ continue;
+
+ gain = powf(0.001f/*-60dB*/, meters_base/DecayDistance[i]);
+ WetGain[i] *= gain;
+ /* Yes, the wet path's air absorption is applied with
+ * WetGainAuto on, rather than WetGainHFAuto.
+ */
+ if(gain > 0.0f)
+ {
+ ALfloat gainhf = powf(0.001f/*-60dB*/, meters_base/DecayHFDistance[i]) / gain;
+ WetGainHF[i] *= minf(gainhf, 1.0f);
+ }
+ }
+ }
}
/* Calculate directional soundcones */