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Sound parameter tweaks.
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11844463d1
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6e2378e676
1 changed files with 4 additions and 3 deletions
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@ -1133,7 +1133,7 @@ void EntityTreeRenderer::playEntityCollisionSound(const QUuid& myNodeID, EntityT
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const float energy = mass * linearVelocity * linearVelocity / 2.0f;
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const glm::vec3 position = collision.contactPoint;
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const float COLLISION_ENERGY_AT_FULL_VOLUME = 0.5f;
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const float COLLISION_MINIMUM_VOLUME = 0.001f;
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const float COLLISION_MINIMUM_VOLUME = 0.005f;
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const float energyFactorOfFull = fmin(1.0f, energy / COLLISION_ENERGY_AT_FULL_VOLUME);
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if (energyFactorOfFull < COLLISION_MINIMUM_VOLUME) {
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return;
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@ -1149,7 +1149,7 @@ void EntityTreeRenderer::playEntityCollisionSound(const QUuid& myNodeID, EntityT
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}
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// This is a hack. Quiet sound aren't really heard at all, so we compress everything to the range [1-c, 1], if we play it all.
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const float COLLISION_SOUND_COMPRESSION_RANGE = 0.7f;
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const float COLLISION_SOUND_COMPRESSION_RANGE = 1.0f; // This section could be removed when the value is 1, but let's see how it goes.
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float volume = energyFactorOfFull;
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volume = (volume * COLLISION_SOUND_COMPRESSION_RANGE) + (1.0f - COLLISION_SOUND_COMPRESSION_RANGE);
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@ -1180,10 +1180,11 @@ void EntityTreeRenderer::entityCollisionWithEntity(const EntityItemID& idA, cons
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return;
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}
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// Don't respond to small continuous contacts.
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const float COLLISION_MINUMUM_PENETRATION = 0.005f;
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const float COLLISION_MINUMUM_PENETRATION = 0.002f;
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if ((collision.type != CONTACT_EVENT_TYPE_START) && (glm::length(collision.penetration) < COLLISION_MINUMUM_PENETRATION)) {
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return;
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}
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qCDebug(entitiesrenderer) << "*" << collision.type << glm::length(collision.penetration);
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// See if we should play sounds
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EntityTree* entityTree = static_cast<EntityTree*>(_tree);
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