Rename a couple more variables

This commit is contained in:
Chris Robinson 2010-10-10 04:00:50 -07:00
parent 6a9dd185e6
commit 314832e35a

View File

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