Revert to simpler approximation for stream sorting

This commit is contained in:
Ken Cooke 2019-01-03 15:17:41 -08:00
parent 83e1efd2f0
commit 4c502cdbc9

View file

@ -727,13 +727,9 @@ float approximateGain(const AvatarAudioStream& listeningNodeStream, const Positi
// distance attenuation: approximate, ignore zone-specific attenuations
glm::vec3 relativePosition = streamToAdd.getPosition() - listeningNodeStream.getPosition();
float distance = glm::length(relativePosition);
float d = (1.0f / ATTN_DISTANCE_REF) * std::max(distance, HRTF_NEARFIELD_MIN);
gain = gain / d;
gain = std::min(gain, ATTN_GAIN_MAX);
return gain / distance;
// avatar: skip master gain - it is constant for all streams
return gain;
}
float computeGain(float masterListenerGain, const AvatarAudioStream& listeningNodeStream,