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-rw-r--r--examples/almultireverb.c20
1 files changed, 18 insertions, 2 deletions
diff --git a/examples/almultireverb.c b/examples/almultireverb.c
index 5adab269..9c97e334 100644
--- a/examples/almultireverb.c
+++ b/examples/almultireverb.c
@@ -500,16 +500,20 @@ int main(int argc, char **argv)
other_dir[1] = local_norm[1] / -2.0f;
other_dir[2] = local_norm[2] / -2.0f;
+ alEffectf(effects[0], AL_EAXREVERB_GAIN, reverb0.flGain);
alEffectfv(effects[0], AL_EAXREVERB_REFLECTIONS_PAN, this_dir);
alEffectfv(effects[0], AL_EAXREVERB_LATE_REVERB_PAN, this_dir);
+ alEffectf(effects[1], AL_EAXREVERB_GAIN, reverb1.flGain);
alEffectfv(effects[1], AL_EAXREVERB_REFLECTIONS_PAN, other_dir);
alEffectfv(effects[1], AL_EAXREVERB_LATE_REVERB_PAN, other_dir);
}
else
{
+ const EFXEAXREVERBPROPERTIES *other_reverb;
+ const EFXEAXREVERBPROPERTIES *this_reverb;
ALuint other_effect, this_effect;
- ALfloat spread;
+ ALfloat spread, attn;
/* Normalize the direction to the portal. */
local_dir[0] /= dist;
@@ -521,6 +525,12 @@ int main(int argc, char **argv)
*/
local_radius = portal_radius * fabsf(dot_product(local_dir, local_norm));
+ /* Calculate distance attenuation for the other zone, using the
+ * standard inverse distance model with the radius as a reference.
+ */
+ attn = local_radius / dist;
+ if(attn > 1.0f) attn = 1.0f;
+
/* Calculate the 'spread' of the portal, which is the amount of
* coverage the other zone has around the listener.
*/
@@ -534,12 +544,16 @@ int main(int argc, char **argv)
/* We're in front of the portal, so we're in Zone 0. */
this_effect = effects[0];
other_effect = effects[1];
+ this_reverb = &reverb0;
+ other_reverb = &reverb1;
}
else
{
/* We're behind the portal, so we're in Zone 1. */
this_effect = effects[1];
other_effect = effects[0];
+ this_reverb = &reverb1;
+ other_reverb = &reverb0;
}
/* Scale the other zone's panning vector down as the portal's
@@ -555,10 +569,12 @@ int main(int argc, char **argv)
this_dir[1] = local_dir[1] * -spread;
this_dir[2] = local_dir[2] * -spread;
- /* Now set the effects' panning vectors. */
+ /* Now set the effects' panning vectors and distance attenuation. */
+ alEffectf(this_effect, AL_EAXREVERB_GAIN, this_reverb->flGain);
alEffectfv(this_effect, AL_EAXREVERB_REFLECTIONS_PAN, this_dir);
alEffectfv(this_effect, AL_EAXREVERB_LATE_REVERB_PAN, this_dir);
+ alEffectf(other_effect, AL_EAXREVERB_GAIN, other_reverb->flGain * attn);
alEffectfv(other_effect, AL_EAXREVERB_REFLECTIONS_PAN, other_dir);
alEffectfv(other_effect, AL_EAXREVERB_LATE_REVERB_PAN, other_dir);
}