fix some clipping in procedural audio

This commit is contained in:
Stephen Birarda 2013-12-16 16:03:46 -08:00
parent e5d2647e70
commit 90ea978278

View file

@ -615,8 +615,9 @@ void Audio::addProceduralSounds(int16_t* monoInput, int numSamples) {
int16_t collisionSample = (int16_t) sample;
monoInput[i] += collisionSample;
_localInjectedSamples[i] += collisionSample;
monoInput[i] = glm::clamp(monoInput[i] + collisionSample, MIN_SAMPLE_VALUE, MAX_SAMPLE_VALUE);
_localInjectedSamples[i] = glm::clamp(_localInjectedSamples[i] + collisionSample,
MIN_SAMPLE_VALUE, MAX_SAMPLE_VALUE);
_collisionSoundMagnitude *= _collisionSoundDuration;
}
@ -638,8 +639,9 @@ void Audio::addProceduralSounds(int16_t* monoInput, int numSamples) {
int16_t collisionSample = (int16_t) sample;
monoInput[i] += collisionSample;
_localInjectedSamples[i] += collisionSample;
monoInput[i] = glm::clamp(monoInput[i] + collisionSample, MIN_SAMPLE_VALUE, MAX_SAMPLE_VALUE);
_localInjectedSamples[i] = glm::clamp(_localInjectedSamples[i] + collisionSample,
MIN_SAMPLE_VALUE, MAX_SAMPLE_VALUE);
_drumSoundVolume *= (1.f - _drumSoundDecay);
}