Merge pull request #3125 from birarda/master

fix the voices inside your head
This commit is contained in:
Philip Rosedale 2014-07-03 16:55:50 -07:00
commit bc3823f1f7

View file

@ -91,6 +91,7 @@ AudioMixer::~AudioMixer() {
const float ATTENUATION_BEGINS_AT_DISTANCE = 1.0f;
const float ATTENUATION_AMOUNT_PER_DOUBLING_IN_DISTANCE = 0.18f;
const float ATTENUATION_EPSILON_DISTANCE = 0.1f;
void AudioMixer::addBufferToMixForListeningNodeWithBuffer(PositionalAudioRingBuffer* bufferToAdd,
AvatarAudioRingBuffer* listeningNodeBuffer) {
@ -107,7 +108,7 @@ void AudioMixer::addBufferToMixForListeningNodeWithBuffer(PositionalAudioRingBuf
glm::vec3 relativePosition = bufferToAdd->getPosition() - listeningNodeBuffer->getPosition();
float distanceBetween = glm::length(relativePosition);
if (distanceBetween < EPSILON) {
distanceBetween = EPSILON;
}
@ -124,6 +125,12 @@ void AudioMixer::addBufferToMixForListeningNodeWithBuffer(PositionalAudioRingBuf
shouldAttenuate = !bufferToAdd->getListenerUnattenuatedZone()->contains(listeningNodeBuffer->getPosition());
}
if (bufferToAdd->getType() == PositionalAudioRingBuffer::Injector) {
attenuationCoefficient *= reinterpret_cast<InjectedAudioRingBuffer*>(bufferToAdd)->getAttenuationRatio();
}
shouldAttenuate = shouldAttenuate && distanceBetween > ATTENUATION_EPSILON_DISTANCE;
if (shouldAttenuate) {
glm::quat inverseOrientation = glm::inverse(listeningNodeBuffer->getOrientation());
@ -131,9 +138,7 @@ void AudioMixer::addBufferToMixForListeningNodeWithBuffer(PositionalAudioRingBuf
float radius = 0.0f;
if (bufferToAdd->getType() == PositionalAudioRingBuffer::Injector) {
InjectedAudioRingBuffer* injectedBuffer = (InjectedAudioRingBuffer*) bufferToAdd;
radius = injectedBuffer->getRadius();
attenuationCoefficient *= injectedBuffer->getAttenuationRatio();
radius = reinterpret_cast<InjectedAudioRingBuffer*>(bufferToAdd)->getRadius();
}
if (radius == 0 || (distanceSquareToSource > radius * radius)) {
@ -158,7 +163,7 @@ void AudioMixer::addBufferToMixForListeningNodeWithBuffer(PositionalAudioRingBuf
const float OFF_AXIS_ATTENUATION_FORMULA_STEP = (1 - MAX_OFF_AXIS_ATTENUATION) / 2.0f;
float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION +
(OFF_AXIS_ATTENUATION_FORMULA_STEP * (angleOfDelivery / PI_OVER_TWO));
(OFF_AXIS_ATTENUATION_FORMULA_STEP * (angleOfDelivery / PI_OVER_TWO));
// multiply the current attenuation coefficient by the calculated off axis coefficient
attenuationCoefficient *= offAxisCoefficient;