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cause sounds within an epsilon distance to be unattenuated
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1 changed files with 2 additions and 1 deletions
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@ -91,6 +91,7 @@ AudioMixer::~AudioMixer() {
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const float ATTENUATION_BEGINS_AT_DISTANCE = 1.0f;
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const float ATTENUATION_AMOUNT_PER_DOUBLING_IN_DISTANCE = 0.18f;
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const float ATTENUATION_EPSILON_DISTANCE = 0.1f;
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void AudioMixer::addBufferToMixForListeningNodeWithBuffer(PositionalAudioRingBuffer* bufferToAdd,
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AvatarAudioRingBuffer* listeningNodeBuffer) {
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@ -128,7 +129,7 @@ void AudioMixer::addBufferToMixForListeningNodeWithBuffer(PositionalAudioRingBuf
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attenuationCoefficient *= reinterpret_cast<InjectedAudioRingBuffer*>(bufferToAdd)->getAttenuationRatio();
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}
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shouldAttenuate = (relativePosition != glm::vec3(0.0f, 0.0f, 0.0f));
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shouldAttenuate = shouldAttenuate && distanceBetween > ATTENUATION_EPSILON_DISTANCE;
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if (shouldAttenuate) {
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glm::quat inverseOrientation = glm::inverse(listeningNodeBuffer->getOrientation());
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