Rename a couple more variables
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6a9dd185e6
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64
Alc/ALu.c
64
Alc/ALu.c
@ -263,10 +263,10 @@ ALvoid CalcSourceParams(ALsource *ALSource, const ALCcontext *ALContext)
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ALfloat Velocity[3],ListenerVel[3];
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ALfloat MinVolume,MaxVolume,MinDist,MaxDist,Rolloff,OuterGainHF;
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ALfloat ConeVolume,ConeHF,SourceVolume,ListenerGain;
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ALfloat DopplerFactor, DopplerVelocity, flSpeedOfSound;
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ALfloat DopplerFactor, DopplerVelocity, SpeedOfSound;
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ALfloat AirAbsorptionFactor;
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ALbufferlistitem *BufferListItem;
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ALfloat flAttenuation, effectiveDist;
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ALfloat Attenuation, EffectiveDist;
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ALfloat RoomAttenuation[MAX_SENDS];
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ALfloat MetersPerUnit;
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ALfloat RoomRolloff[MAX_SENDS];
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@ -290,7 +290,7 @@ ALvoid CalcSourceParams(ALsource *ALSource, const ALCcontext *ALContext)
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//Get context properties
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DopplerFactor = ALContext->DopplerFactor * ALSource->DopplerFactor;
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DopplerVelocity = ALContext->DopplerVelocity;
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flSpeedOfSound = ALContext->flSpeedOfSound;
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SpeedOfSound = ALContext->flSpeedOfSound;
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NumSends = Device->NumAuxSends;
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Frequency = Device->Frequency;
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@ -357,7 +357,7 @@ ALvoid CalcSourceParams(ALsource *ALSource, const ALCcontext *ALContext)
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Distance = aluSqrt(aluDotproduct(Position, Position));
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OrigDist = Distance;
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flAttenuation = 1.0f;
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Attenuation = 1.0f;
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for(i = 0;i < NumSends;i++)
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{
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RoomAttenuation[i] = 1.0f;
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@ -382,7 +382,7 @@ ALvoid CalcSourceParams(ALsource *ALSource, const ALCcontext *ALContext)
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if(MinDist > 0.0f)
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{
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if((MinDist + (Rolloff * (Distance - MinDist))) > 0.0f)
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flAttenuation = MinDist / (MinDist + (Rolloff * (Distance - MinDist)));
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Attenuation = MinDist / (MinDist + (Rolloff * (Distance - MinDist)));
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for(i = 0;i < NumSends;i++)
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{
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if((MinDist + (RoomRolloff[i] * (Distance - MinDist))) > 0.0f)
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@ -400,8 +400,8 @@ ALvoid CalcSourceParams(ALsource *ALSource, const ALCcontext *ALContext)
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case AL_LINEAR_DISTANCE:
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if(MaxDist != MinDist)
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{
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flAttenuation = 1.0f - (Rolloff*(Distance-MinDist)/(MaxDist - MinDist));
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flAttenuation = __max(flAttenuation, 0.0f);
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Attenuation = 1.0f - (Rolloff*(Distance-MinDist)/(MaxDist - MinDist));
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Attenuation = __max(Attenuation, 0.0f);
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for(i = 0;i < NumSends;i++)
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{
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RoomAttenuation[i] = 1.0f - (RoomRolloff[i]*(Distance-MinDist)/(MaxDist - MinDist));
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@ -419,7 +419,7 @@ ALvoid CalcSourceParams(ALsource *ALSource, const ALCcontext *ALContext)
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case AL_EXPONENT_DISTANCE:
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if(Distance > 0.0f && MinDist > 0.0f)
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{
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flAttenuation = aluPow(Distance/MinDist, -Rolloff);
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Attenuation = aluPow(Distance/MinDist, -Rolloff);
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for(i = 0;i < NumSends;i++)
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RoomAttenuation[i] = aluPow(Distance/MinDist, -RoomRolloff[i]);
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}
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@ -430,22 +430,22 @@ ALvoid CalcSourceParams(ALsource *ALSource, const ALCcontext *ALContext)
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}
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// Source Gain + Attenuation
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DryGain = SourceVolume * flAttenuation;
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DryGain = SourceVolume * Attenuation;
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for(i = 0;i < NumSends;i++)
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WetGain[i] = SourceVolume * RoomAttenuation[i];
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effectiveDist = 0.0f;
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if(MinDist > 0.0f && flAttenuation < 1.0f)
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effectiveDist = (MinDist/flAttenuation - MinDist)*MetersPerUnit;
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EffectiveDist = 0.0f;
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if(MinDist > 0.0f && Attenuation < 1.0f)
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EffectiveDist = (MinDist/Attenuation - MinDist)*MetersPerUnit;
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// Distance-based air absorption
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if(AirAbsorptionFactor > 0.0f && effectiveDist > 0.0f)
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if(AirAbsorptionFactor > 0.0f && EffectiveDist > 0.0f)
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{
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ALfloat absorb;
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// Absorption calculation is done in dB
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absorb = (AirAbsorptionFactor*AIRABSORBGAINDBHF) *
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effectiveDist;
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EffectiveDist;
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// Convert dB to linear gain before applying
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absorb = aluPow(10.0f, absorb/20.0f);
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@ -525,13 +525,13 @@ ALvoid CalcSourceParams(ALsource *ALSource, const ALCcontext *ALContext)
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* distance, the initial decay of the reverb effect is
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* calculated and applied to the wet path.
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*/
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WetGain[i] *= aluPow(10.0f, effectiveDist /
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WetGain[i] *= aluPow(10.0f, EffectiveDist /
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(SPEEDOFSOUNDMETRESPERSEC *
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Slot->effect.Reverb.DecayTime) *
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-60.0 / 20.0);
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WetGainHF[i] *= aluPow(Slot->effect.Reverb.AirAbsorptionGainHF,
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AirAbsorptionFactor * effectiveDist);
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AirAbsorptionFactor * EffectiveDist);
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}
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}
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else
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@ -568,30 +568,28 @@ ALvoid CalcSourceParams(ALsource *ALSource, const ALCcontext *ALContext)
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DryGain *= ListenerGain;
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// Calculate Velocity
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Pitch = ALSource->flPitch;
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if(DopplerFactor != 0.0f)
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{
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ALfloat flVSS, flVLS;
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ALfloat flMaxVelocity = (DopplerVelocity * flSpeedOfSound) /
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ALfloat VSS, VLS;
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ALfloat MaxVelocity = (SpeedOfSound*DopplerVelocity) /
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DopplerFactor;
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flVSS = aluDotproduct(Velocity, SourceToListener);
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if(flVSS >= flMaxVelocity)
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flVSS = (flMaxVelocity - 1.0f);
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else if(flVSS <= -flMaxVelocity)
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flVSS = -flMaxVelocity + 1.0f;
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VSS = aluDotproduct(Velocity, SourceToListener);
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if(VSS >= MaxVelocity)
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VSS = (MaxVelocity - 1.0f);
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else if(VSS <= -MaxVelocity)
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VSS = -MaxVelocity + 1.0f;
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flVLS = aluDotproduct(ListenerVel, SourceToListener);
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if(flVLS >= flMaxVelocity)
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flVLS = (flMaxVelocity - 1.0f);
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else if(flVLS <= -flMaxVelocity)
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flVLS = -flMaxVelocity + 1.0f;
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VLS = aluDotproduct(ListenerVel, SourceToListener);
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if(VLS >= MaxVelocity)
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VLS = (MaxVelocity - 1.0f);
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else if(VLS <= -MaxVelocity)
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VLS = -MaxVelocity + 1.0f;
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Pitch = ALSource->flPitch *
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((flSpeedOfSound * DopplerVelocity) - (DopplerFactor * flVLS)) /
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((flSpeedOfSound * DopplerVelocity) - (DopplerFactor * flVSS));
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Pitch *= ((SpeedOfSound*DopplerVelocity) - (DopplerFactor*VLS)) /
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((SpeedOfSound*DopplerVelocity) - (DopplerFactor*VSS));
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}
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else
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Pitch = ALSource->flPitch;
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BufferListItem = ALSource->queue;
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while(BufferListItem != NULL)
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