cause sounds within an epsilon distance to be unattenuated

This commit is contained in:
Stephen Birarda 2014-07-03 16:43:12 -07:00
parent 7ff0648d8a
commit ecbd62104c

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) {
@ -128,7 +129,7 @@ void AudioMixer::addBufferToMixForListeningNodeWithBuffer(PositionalAudioRingBuf
attenuationCoefficient *= reinterpret_cast<InjectedAudioRingBuffer*>(bufferToAdd)->getAttenuationRatio();
}
shouldAttenuate = (relativePosition != glm::vec3(0.0f, 0.0f, 0.0f));
shouldAttenuate = shouldAttenuate && distanceBetween > ATTENUATION_EPSILON_DISTANCE;
if (shouldAttenuate) {
glm::quat inverseOrientation = glm::inverse(listeningNodeBuffer->getOrientation());