remove collision sound creation calls

This commit is contained in:
Stephen Birarda 2014-12-16 15:35:37 -08:00
parent fe7b678193
commit e0752cef54
4 changed files with 2 additions and 11 deletions

View file

@ -87,9 +87,6 @@ public:
float getAudioAverageInputLoudness() const { return _lastInputLoudness; }
void setNoiseGateEnabled(bool noiseGateEnabled) { _noiseGateEnabled = noiseGateEnabled; }
virtual void startCollisionSound(float magnitude, float frequency, float noise, float duration, bool flashScreen);
virtual void startDrumSound(float volume, float frequency, float duration, float decay);
void setReceivedAudioStreamSettings(const InboundAudioStream::Settings& settings) { _receivedAudioStream.setSettings(settings); }

View file

@ -1662,11 +1662,8 @@ void MyAvatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTim
// Base frequency is modified upward by the angle of the collision
// Noise is a function of the angle of collision
// Duration of the sound is a function of both base frequency and velocity of impact
DependencyManager::get<Audio>()->startCollisionSound(
std::min(COLLISION_LOUDNESS * velocityTowardCollision, 1.0f),
frequency * (1.0f + velocityTangentToCollision / velocityTowardCollision),
std::min(velocityTangentToCollision / velocityTowardCollision * NOISE_SCALING, 1.0f),
1.0f - DURATION_SCALING * powf(frequency, 0.5f) / velocityTowardCollision, false);
// COLLISION SOUND API in Audio has been removed
}
}

View file

@ -25,8 +25,6 @@ class AbstractAudioInterface : public QObject {
public:
AbstractAudioInterface(QObject* parent = 0) : QObject(parent) {};
virtual void startCollisionSound(float magnitude, float frequency, float noise, float duration, bool flashScreen) = 0;
virtual void startDrumSound(float volume, float frequency, float duration, float decay) = 0;
public slots:
virtual bool outputLocalInjector(bool isStereo, qreal volume, AudioInjector* injector) = 0;
};

View file

@ -49,7 +49,6 @@ public:
void updateCollisionWithEntities(EntityItem* Entity);
void updateCollisionWithAvatars(EntityItem* Entity);
void queueEntityPropertiesUpdate(EntityItem* Entity);
void updateCollisionSound(EntityItem* Entity, const glm::vec3 &penetration, float frequency);
signals:
void entityCollisionWithVoxel(const EntityItemID& entityItemID, const VoxelDetail& voxel, const Collision& collision);