add off axis attenuation to audio-mixer

This commit is contained in:
Stephen Birarda 2013-05-06 17:14:33 -07:00
parent 81fade33dc
commit 04b223a020

View file

@ -60,6 +60,9 @@ const float DISTANCE_RATIO = 3.0f / 0.3f;
const float PHASE_AMPLITUDE_RATIO_AT_90 = 0.5;
const int PHASE_DELAY_AT_90 = 20;
const float MAX_OFF_AXIS_ATTENUATION = 0.5f;
const float OFF_AXIS_ATTENUATION_FORMULA_STEP = (1 - MAX_OFF_AXIS_ATTENUATION) / 2.0f;
void plateauAdditionOfSamples(int16_t &mixSample, int16_t sampleToAdd) {
long sumSample = sampleToAdd + mixSample;
@ -168,8 +171,13 @@ void *sendBuffer(void *args) {
bearingRelativeAngleToSource = absoluteAngleToSource - agentBearing;
bearingRelativeAngleToSource *= (M_PI / 180);
float attenuationCoefficient = distanceCoefficients[lowAgentIndex][highAgentIndex] *
otherAgentBuffer->getAttenuationRatio();
float angleOfDelivery = absoluteAngleToSource - otherAgentBuffer->getBearing();
float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION +
(OFF_AXIS_ATTENUATION_FORMULA_STEP * (fabsf(angleOfDelivery) / 90.0f));
float attenuationCoefficient = distanceCoefficients[lowAgentIndex][highAgentIndex]
* otherAgentBuffer->getAttenuationRatio()
* offAxisCoefficient;
float sinRatio = fabsf(sinf(bearingRelativeAngleToSource));
int numSamplesDelay = PHASE_DELAY_AT_90 * sinRatio;