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Fix the AudioMixer distance attenuation.
The zone settings are still used, and still match the documentation where 0 = no attenuation and 1 = max attenuation. The default is now 0.5 which corresponds to -6dB per doubling of distance. This is the attenuation for a spherical wave in the free field.
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1 changed files with 8 additions and 7 deletions
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@ -62,7 +62,7 @@
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#include "AudioMixer.h"
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const float LOUDNESS_TO_DISTANCE_RATIO = 0.00001f;
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const float DEFAULT_ATTENUATION_PER_DOUBLING_IN_DISTANCE = 0.18f;
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const float DEFAULT_ATTENUATION_PER_DOUBLING_IN_DISTANCE = 0.5f; // attenuation = -6dB * log2(distance)
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const float DEFAULT_NOISE_MUTING_THRESHOLD = 0.003f;
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const QString AUDIO_MIXER_LOGGING_TARGET_NAME = "audio-mixer";
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const QString AUDIO_ENV_GROUP_KEY = "audio_env";
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@ -141,13 +141,14 @@ float AudioMixer::gainForSource(const PositionalAudioStream& streamToAdd,
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}
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if (distanceBetween >= ATTENUATION_BEGINS_AT_DISTANCE) {
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// calculate the distance coefficient using the distance to this node
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float distanceCoefficient = 1.0f - (logf(distanceBetween / ATTENUATION_BEGINS_AT_DISTANCE) / logf(2.0f)
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* attenuationPerDoublingInDistance);
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if (distanceCoefficient < 0) {
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distanceCoefficient = 0;
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}
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// translate the zone setting to gain per log2(distance)
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float g = 1.0f - attenuationPerDoublingInDistance;
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g = (g < EPSILON) ? EPSILON : g;
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g = (g > 1.0f) ? 1.0f : g;
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// calculate the distance coefficient using the distance to this node
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float distanceCoefficient = exp2f(log2f(g) * log2f(distanceBetween/ATTENUATION_BEGINS_AT_DISTANCE));
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// multiply the current attenuation coefficient by the distance coefficient
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gain *= distanceCoefficient;
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