Merge branch 'master' of github.com:highfidelity/hifi into polyvox

This commit is contained in:
Seth Alves 2015-06-01 09:59:01 -07:00
commit 175926736d
2 changed files with 3 additions and 14 deletions

View file

@ -36,8 +36,6 @@ var angularVelocity = {
z: 0
};
var grabSound = SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/CloseClamp.wav");
var releaseSound = SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/ReleaseClamp.wav");
var DROP_DISTANCE = 5.0;
var DROP_COLOR = {
@ -90,10 +88,6 @@ function mousePressEvent(event) {
gravity: {x: 0, y: 0, z: 0}
});
Audio.playSound(grabSound, {
position: props.position,
volume: 0.4
});
}
}
@ -135,11 +129,6 @@ function mouseReleaseEvent() {
});
targetPosition = null;
Audio.playSound(grabSound, {
position: entityProps.position,
volume: 0.25
});
}
}

View file

@ -1133,7 +1133,7 @@ void EntityTreeRenderer::playEntityCollisionSound(const QUuid& myNodeID, EntityT
const float energy = mass * linearVelocity * linearVelocity / 2.0f;
const glm::vec3 position = collision.contactPoint;
const float COLLISION_ENERGY_AT_FULL_VOLUME = 0.5f;
const float COLLISION_MINIMUM_VOLUME = 0.001f;
const float COLLISION_MINIMUM_VOLUME = 0.005f;
const float energyFactorOfFull = fmin(1.0f, energy / COLLISION_ENERGY_AT_FULL_VOLUME);
if (energyFactorOfFull < COLLISION_MINIMUM_VOLUME) {
return;
@ -1149,7 +1149,7 @@ void EntityTreeRenderer::playEntityCollisionSound(const QUuid& myNodeID, EntityT
}
// This is a hack. Quiet sound aren't really heard at all, so we compress everything to the range [1-c, 1], if we play it all.
const float COLLISION_SOUND_COMPRESSION_RANGE = 0.7f;
const float COLLISION_SOUND_COMPRESSION_RANGE = 1.0f; // This section could be removed when the value is 1, but let's see how it goes.
float volume = energyFactorOfFull;
volume = (volume * COLLISION_SOUND_COMPRESSION_RANGE) + (1.0f - COLLISION_SOUND_COMPRESSION_RANGE);
@ -1180,7 +1180,7 @@ void EntityTreeRenderer::entityCollisionWithEntity(const EntityItemID& idA, cons
return;
}
// Don't respond to small continuous contacts.
const float COLLISION_MINUMUM_PENETRATION = 0.005f;
const float COLLISION_MINUMUM_PENETRATION = 0.002f;
if ((collision.type != CONTACT_EVENT_TYPE_START) && (glm::length(collision.penetration) < COLLISION_MINUMUM_PENETRATION)) {
return;
}