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Fix the distance attenuation of stereo local injectors

This commit is contained in:
Ken Cooke 2019-01-03 08:17:28 -08:00
parent 833ad936c0
commit fdd86876cb

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@ -1333,8 +1333,12 @@ bool AudioClient::mixLocalAudioInjectors(float* mixBuffer) {
} else if (injector->isStereo()) {
// calculate distance, gain
glm::vec3 relativePosition = injector->getPosition() - _positionGetter();
float distance = glm::max(glm::length(relativePosition), EPSILON);
float gain = gainForSource(distance, injector->getVolume());
// stereo gets directly mixed into mixBuffer
float gain = injector->getVolume();
for (int i = 0; i < AudioConstants::NETWORK_FRAME_SAMPLES_STEREO; i++) {
mixBuffer[i] += convertToFloat(_localScratchBuffer[i]) * gain;
}