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@ -558,7 +558,7 @@ float computeAzimuth(const AvatarAudioStream& listeningNodeStream, const Positio
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// produce an oriented angle about the y-axis
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// produce an oriented angle about the y-axis
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glm::vec3 direction = rotatedSourcePosition * (1.0f / fastSqrtf(rotatedSourcePositionLength2));
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glm::vec3 direction = rotatedSourcePosition * (1.0f / fastSqrtf(rotatedSourcePositionLength2));
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float angle = fastAcosf(glm::clamp(-direction.z, -1.0f, 1.0f)); // UNIT_NEG_Z is "forward"
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float angle = fastAcosf(glm::clamp(-direction.z, -1.0f, 1.0f)); // UNIT_NEG_Z is "forward"
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return (direction.x < 0.0f) ? -angle : angle;
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return (direction.x < 0.0f) ? -angle : angle;
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} else {
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} else {
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