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remove collision sound creation calls
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parent
fe7b678193
commit
e0752cef54
4 changed files with 2 additions and 11 deletions
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@ -87,9 +87,6 @@ public:
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float getAudioAverageInputLoudness() const { return _lastInputLoudness; }
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void setNoiseGateEnabled(bool noiseGateEnabled) { _noiseGateEnabled = noiseGateEnabled; }
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virtual void startCollisionSound(float magnitude, float frequency, float noise, float duration, bool flashScreen);
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virtual void startDrumSound(float volume, float frequency, float duration, float decay);
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void setReceivedAudioStreamSettings(const InboundAudioStream::Settings& settings) { _receivedAudioStream.setSettings(settings); }
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@ -1662,11 +1662,8 @@ void MyAvatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTim
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// Base frequency is modified upward by the angle of the collision
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// Noise is a function of the angle of collision
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// Duration of the sound is a function of both base frequency and velocity of impact
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DependencyManager::get<Audio>()->startCollisionSound(
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std::min(COLLISION_LOUDNESS * velocityTowardCollision, 1.0f),
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frequency * (1.0f + velocityTangentToCollision / velocityTowardCollision),
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std::min(velocityTangentToCollision / velocityTowardCollision * NOISE_SCALING, 1.0f),
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1.0f - DURATION_SCALING * powf(frequency, 0.5f) / velocityTowardCollision, false);
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// COLLISION SOUND API in Audio has been removed
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}
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}
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@ -25,8 +25,6 @@ class AbstractAudioInterface : public QObject {
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public:
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AbstractAudioInterface(QObject* parent = 0) : QObject(parent) {};
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virtual void startCollisionSound(float magnitude, float frequency, float noise, float duration, bool flashScreen) = 0;
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virtual void startDrumSound(float volume, float frequency, float duration, float decay) = 0;
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public slots:
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virtual bool outputLocalInjector(bool isStereo, qreal volume, AudioInjector* injector) = 0;
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};
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@ -49,7 +49,6 @@ public:
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void updateCollisionWithEntities(EntityItem* Entity);
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void updateCollisionWithAvatars(EntityItem* Entity);
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void queueEntityPropertiesUpdate(EntityItem* Entity);
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void updateCollisionSound(EntityItem* Entity, const glm::vec3 &penetration, float frequency);
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signals:
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void entityCollisionWithVoxel(const EntityItemID& entityItemID, const VoxelDetail& voxel, const Collision& collision);
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