From e2fa7340240f2beee7b2fc31f35f95c7691d8810 Mon Sep 17 00:00:00 2001 From: Atlante45 Date: Thu, 2 Jun 2016 19:15:55 -0700 Subject: [PATCH] Set collision threashold to walking speed --- interface/src/avatar/AvatarManager.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/interface/src/avatar/AvatarManager.cpp b/interface/src/avatar/AvatarManager.cpp index 72deb6340a..68d2eca2c0 100644 --- a/interface/src/avatar/AvatarManager.cpp +++ b/interface/src/avatar/AvatarManager.cpp @@ -322,7 +322,7 @@ void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents const auto characterController = myAvatar->getCharacterController(); const float avatarVelocityChange = (characterController ? glm::length(characterController->getVelocityChange()) : 0.0f); const float velocityChange = glm::length(collision.velocityChange) + avatarVelocityChange; - const float MIN_AVATAR_COLLISION_ACCELERATION = 0.3f; // ~ 1km/h ==> sound volume = 0.09 + const float MIN_AVATAR_COLLISION_ACCELERATION = 2.4f; // walking speed const bool isSound = (collision.type == CONTACT_EVENT_TYPE_START) && (velocityChange > MIN_AVATAR_COLLISION_ACCELERATION); if (!isSound) { @@ -330,7 +330,7 @@ void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents } // Your avatar sound is personal to you, so let's say the "mass" part of the kinetic energy is already accounted for. const float energy = velocityChange * velocityChange; - const float COLLISION_ENERGY_AT_FULL_VOLUME = 1.0; + const float COLLISION_ENERGY_AT_FULL_VOLUME = 10.0f; const float energyFactorOfFull = fmin(1.0f, energy / COLLISION_ENERGY_AT_FULL_VOLUME); // For general entity collisionSoundURL, playSound supports changing the pitch for the sound based on the size of the object,