fast compute of HRTF gain

This commit is contained in:
Ken Cooke 2017-06-27 14:01:28 -07:00
parent ad970c9f5c
commit a00cd42566

View file

@ -497,13 +497,14 @@ float computeGain(const AvatarAudioStream& listeningNodeStream, const Positional
// avatar: apply fixed off-axis attenuation to make them quieter as they turn away
} else if (!isEcho && (streamToAdd.getType() == PositionalAudioStream::Microphone)) {
glm::vec3 rotatedListenerPosition = glm::inverse(streamToAdd.getOrientation()) * relativePosition;
float angleOfDelivery = glm::angle(glm::vec3(0.0f, 0.0f, -1.0f),
glm::normalize(rotatedListenerPosition));
// float angleOfDelivery = glm::angle(glm::vec3(0.0f, 0.0f, -1.0f), glm::normalize(rotatedListenerPosition));
glm::vec3 direction = glm::normalize(rotatedListenerPosition);
float angleOfDelivery = fastAcosf(glm::clamp(-direction.z, -1.0f, 1.0f));
const float MAX_OFF_AXIS_ATTENUATION = 0.2f;
const float OFF_AXIS_ATTENUATION_STEP = (1 - MAX_OFF_AXIS_ATTENUATION) / 2.0f;
float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION +
(angleOfDelivery * (OFF_AXIS_ATTENUATION_STEP / PI_OVER_TWO));
float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION + (angleOfDelivery * (OFF_AXIS_ATTENUATION_STEP / PI_OVER_TWO));
gain *= offAxisCoefficient;
}