mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
Ask audio injector to delete itself.
Put in null guards. Tune parameters (including higher threshold).
This commit is contained in:
parent
56bc4dc079
commit
9f7a56e3e5
1 changed files with 13 additions and 5 deletions
|
@ -1111,6 +1111,9 @@ void EntityTreeRenderer::changingEntityID(const EntityItemID& oldEntityID, const
|
|||
|
||||
void EntityTreeRenderer::playEntityCollisionSound(const QUuid& myNodeID, EntityTree* entityTree, const EntityItemID& id, const Collision& collision) {
|
||||
EntityItem* entity = entityTree->findEntityByEntityItemID(id);
|
||||
if (!entity) {
|
||||
return;
|
||||
}
|
||||
QUuid simulatorID = entity->getSimulatorID();
|
||||
if (simulatorID.isNull() || (simulatorID != myNodeID)) {
|
||||
return; // Only one injector per simulation, please.
|
||||
|
@ -1124,20 +1127,24 @@ void EntityTreeRenderer::playEntityCollisionSound(const QUuid& myNodeID, EntityT
|
|||
const float linearVelocity = glm::length(collision.penetration) * COLLISION_PENTRATION_TO_VELOCITY;
|
||||
const float energy = mass * linearVelocity * linearVelocity / 2.0f;
|
||||
const glm::vec3 position = collision.contactPoint;
|
||||
const float COLLISION_ENERGY_AT_FULL_VOLUME = 1.0f;
|
||||
const float COLLISION_ENERGY_AT_FULL_VOLUME = 0.5f;
|
||||
const float COLLISION_MINIMUM_VOLUME = 0.001f;
|
||||
const float energyFactorOfFull = fmin(1.0f, energy / COLLISION_ENERGY_AT_FULL_VOLUME);
|
||||
if (energyFactorOfFull < COLLISION_MINIMUM_VOLUME) {
|
||||
return;
|
||||
}
|
||||
|
||||
SharedSoundPointer sound = DependencyManager::get<SoundCache>().data()->getSound(QUrl(collisionSoundURL));
|
||||
if (!sound->isReady()) {
|
||||
auto soundCache = DependencyManager::get<SoundCache>();
|
||||
if (soundCache.isNull()) {
|
||||
return;
|
||||
}
|
||||
SharedSoundPointer sound = soundCache.data()->getSound(QUrl(collisionSoundURL));
|
||||
if (sound.isNull() || !sound->isReady()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 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.
|
||||
const float COLLISION_SOUND_COMPRESSION_RANGE = 0.95f;
|
||||
const float COLLISION_SOUND_COMPRESSION_RANGE = 0.7f;
|
||||
float volume = energyFactorOfFull;
|
||||
volume = (volume * COLLISION_SOUND_COMPRESSION_RANGE) + (1.0f - COLLISION_SOUND_COMPRESSION_RANGE);
|
||||
|
||||
|
@ -1148,6 +1155,7 @@ void EntityTreeRenderer::playEntityCollisionSound(const QUuid& myNodeID, EntityT
|
|||
options.volume = volume;
|
||||
AudioInjector* injector = new AudioInjector(sound.data(), options);
|
||||
injector->setLocalAudioInterface(_localAudioInterface);
|
||||
injector->triggerDeleteAfterFinish();
|
||||
QThread* injectorThread = new QThread();
|
||||
injectorThread->setObjectName("Audio Injector Thread");
|
||||
injector->moveToThread(injectorThread);
|
||||
|
@ -1168,7 +1176,7 @@ void EntityTreeRenderer::entityCollisionWithEntity(const EntityItemID& idA, cons
|
|||
}
|
||||
// Don't respond to small continuous contacts. It causes deadlocks when locking the entityTree.
|
||||
// Note that any entity script is likely to Entities.getEntityProperties(), which locks the tree.
|
||||
const float COLLISION_MINUMUM_PENETRATION = 0.001;
|
||||
const float COLLISION_MINUMUM_PENETRATION = 0.005;
|
||||
if ((collision.type != CONTACT_EVENT_TYPE_START) && (glm::length(collision.penetration) < COLLISION_MINUMUM_PENETRATION)) {
|
||||
return;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue