tune the initial distance reverb effect

This commit is contained in:
Stephen Birarda 2013-05-30 15:40:03 -07:00
parent 787835e86d
commit 417638c29d

View file

@ -112,8 +112,8 @@ int main(int argc, const char* argv[]) {
int16_t clientSamples[BUFFER_LENGTH_SAMPLES_PER_CHANNEL * 2] = {};
// setup STK for the reverb effect
const float DISTANCE_REVERB_DAMPING = 0.8f;
const float DISTANCE_REVERB_ROOM_SIZE = 1.0f;
const float DISTANCE_REVERB_DAMPING = 0.6f;
const float DISTANCE_REVERB_ROOM_SIZE = 0.75f;
const float DISTANCE_REVERB_WIDTH = 0.5f;
stk::FreeVerb freeVerb;
@ -189,7 +189,7 @@ int main(int argc, const char* argv[]) {
powf(agentPosition.z - otherAgentPosition.z, 2));
float minCoefficient = std::min(1.0f,
powf(0.3,
powf(0.4,
(logf(DISTANCE_SCALE * distanceToAgent) / logf(2.5))
- 1));
@ -199,9 +199,7 @@ int main(int argc, const char* argv[]) {
(logf(distanceToAgent) / logf(2.0f) - DISTANCE_REVERB_LOG_REMAINDER)
* DISTANCE_REVERB_MAX_WETNESS);
audioFactors[lowAgentIndex][highAgentIndex].effectMix = (effectMix / 32.0f);
// printf("DA: %f, EM: %f\n", distanceToAgent, effectMix / 32.0f);
audioFactors[lowAgentIndex][highAgentIndex].effectMix = (effectMix / 64.0f);
}