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wine
wine-winehq
Commits
22b09a10
Commit
22b09a10
authored
Feb 17, 2003
by
Rok Mandeljc
Committed by
Alexandre Julliard
Feb 17, 2003
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Reimplemented distance attenuation formula.
Removed coning formula since i believe it's inappropriate.
parent
ee63d5ee
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1 changed file
with
31 additions
and
60 deletions
+31
-60
sound3d.c
dlls/dsound/sound3d.c
+31
-60
No files found.
dlls/dsound/sound3d.c
View file @
22b09a10
...
...
@@ -3,7 +3,7 @@
* Copyright 1998 Marcus Meissner
* Copyright 1998 Rob Riggs
* Copyright 2000-2001 TransGaming Technologies, Inc.
* Copyright 2002 Rok Mandeljc <rok.mandeljc@gimb.org>
* Copyright 2002
-2003
Rok Mandeljc <rok.mandeljc@gimb.org>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
...
...
@@ -65,6 +65,9 @@
#include "dsdriver.h"
#include "dsound_private.h"
/* default intensity level for human ears */
#define DEFAULT_INTENSITY 0.000000000001f
WINE_DEFAULT_DEBUG_CHANNEL
(
dsound3d
);
/*******************************************************************************
...
...
@@ -158,36 +161,31 @@ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
IDirectSound3DListenerImpl
*
dsl
;
/* volume, at which the sound will be played after all calcs. */
LONG
lVolume
;
/*
attuneation (temp variable
) */
LONG
lAttuneation
;
int
iPower
;
LONG
lVolume
=
0
;
/*
intensity (used for distance related stuff
) */
double
flIntensity
;
double
flTemp
;
/* stuff for distance related stuff calc. */
D3DVECTOR
vDistance
;
D3DVALUE
fDistance
;
/* stuff for cone angle calc. */
DWORD
dwAlpha
,
dwTheta
,
dwInsideConeAngle
,
dwOutsideConeAngle
;
D3DVECTOR
vConeOrientation
;
DWORD
dwConstVolAng
;
/* Volume/Angle constant */
D3DVALUE
flDistance
;
if
(
ds3db
->
dsb
->
dsound
->
listener
==
NULL
)
return
;
dsl
=
ds3db
->
dsb
->
dsound
->
listener
;
/* FIXME: i guess initial volume should be that, but if it's set, sounds get too quiet */
/* lVolume = ds3db->lVolume; */
switch
(
ds3db
->
ds3db
.
dwMode
)
{
case
DS3DMODE_NORMAL
:
{
/* initial volume */
lVolume
=
ds3db
->
lVolume
;
/* distance attuneation stuff */
vDistance
=
VectorBetweenTwoPoints
(
&
ds3db
->
ds3db
.
vPosition
,
&
dsl
->
ds3dl
.
vPosition
);
fDistance
=
VectorMagnitude
(
&
vDistance
);
f
l
Distance
=
VectorMagnitude
(
&
vDistance
);
if
(
fDistance
>
ds3db
->
ds3db
.
flMaxDistance
)
if
(
f
l
Distance
>
ds3db
->
ds3db
.
flMaxDistance
)
{
/* some apps don't want you to hear too distant sounds... */
if
(
ds3db
->
dsb
->
dsbd
.
dwFlags
&
DSBCAPS_MUTE3DATMAXDISTANCE
)
...
...
@@ -198,51 +196,24 @@ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
return
;
}
else
fDistance
=
ds3db
->
ds3db
.
flMaxDistance
;
f
l
Distance
=
ds3db
->
ds3db
.
flMaxDistance
;
}
if
(
fDistance
<
ds3db
->
ds3db
.
flMinDistance
)
fDistance
=
ds3db
->
ds3db
.
flMinDistance
;
/* the formula my dad and i have figured out after reading msdn info about min/max distance
...hope it works */
iPower
=
fDistance
/
ds3db
->
ds3db
.
flMinDistance
-
1
;
/* this sucks, but for unknown reason damn thing works only if you reduce it for 1 */
lAttuneation
=
(((
pow
(
2
,
iPower
)
-
1
)
*
DSBVOLUME_MIN
)
+
lVolume
)
/
pow
(
2
,
iPower
);
lAttuneation
*=
dsl
->
ds3dl
.
flRolloffFactor
;
/* attuneation according to rolloff factor */
lAttuneation
/=
5
;
/* i've figured this value wih trying (without it, sound is too quiet */
TRACE
(
"distance att.: distance = %f, min distance = %f => adjusting volume %ld for attuneation %ld
\n
"
,
fDistance
,
ds3db
->
ds3db
.
flMinDistance
,
lVolume
,
lAttuneation
);
lVolume
+=
lAttuneation
;
/* conning */
/* correct me if I'm wrong, but i believe 'D3DVECTORS' used below are only points
between which vectors are yet to be calculated */
vConeOrientation
=
VectorBetweenTwoPoints
(
&
ds3db
->
ds3db
.
vPosition
,
&
ds3db
->
ds3db
.
vConeOrientation
);
/* I/O ConeAngles are defined in both directions; for comparing, we need only half of their values */
dwOutsideConeAngle
=
ds3db
->
ds3db
.
dwOutsideConeAngle
/
2
;
dwInsideConeAngle
=
ds3db
->
ds3db
.
dwInsideConeAngle
/
2
;
dwTheta
=
AngleBetweenVectorsDeg
(
&
vDistance
,
&
vConeOrientation
);
/* actual conning */
if
(
dwTheta
<=
dwInsideConeAngle
)
{
lAttuneation
=
0
;
TRACE
(
"conning: angle (%ld) < InsideConeAngle (%ld), leaving volume at %ld
\n
"
,
dwTheta
,
dwInsideConeAngle
,
lVolume
);
}
if
(
dwTheta
>
dwOutsideConeAngle
)
{
/* attuneation is equal to lConeOutsideVolume */
lAttuneation
=
ds3db
->
ds3db
.
lConeOutsideVolume
;
TRACE
(
"conning: angle (%ld) > OutsideConeAngle (%ld), attuneation = %ld, final volume = %ld
\n
"
,
dwTheta
,
dwOutsideConeAngle
,
\
ds3db
->
ds3db
.
lConeOutsideVolume
,
lVolume
);
}
if
(
dwTheta
>
dwInsideConeAngle
&&
dwTheta
<=
dwOutsideConeAngle
)
{
dwAlpha
=
dwTheta
-
dwInsideConeAngle
;
dwConstVolAng
=
((
lVolume
+
ds3db
->
ds3db
.
lConeOutsideVolume
)
-
lVolume
)
/
(
dwOutsideConeAngle
-
dwInsideConeAngle
);
lAttuneation
=
dwAlpha
*
dwConstVolAng
;
TRACE
(
"conning: angle = %ld, attuneation = %ld, final Volume = %ld
\n
"
,
dwTheta
,
dwAlpha
*
dwConstVolAng
,
lVolume
);
}
lVolume
+=
lAttuneation
;
TRACE
(
"final volume = %ld
\n
"
,
lVolume
);
if
(
flDistance
<
ds3db
->
ds3db
.
flMinDistance
)
flDistance
=
ds3db
->
ds3db
.
flMinDistance
;
/* the following formula is taken from my physics book. I think it's ok for the *real* world...i hope m$ does it that way */
lVolume
+=
10000
;
/* ms likes working with negative volume...i don't */
lVolume
/=
1000
;
/* convert hundreths of dB into B */
/* intensity level (loudness) = log10(Intensity/DefaultIntensity)...therefore */
flIntensity
=
pow
(
10
,
lVolume
)
/
DEFAULT_INTENSITY
;
flTemp
=
(
flDistance
/
ds3db
->
ds3db
.
flMinDistance
)
*
(
flDistance
/
ds3db
->
ds3db
.
flMinDistance
);
flIntensity
/=
flTemp
;
lVolume
=
log10
(
flIntensity
*
DEFAULT_INTENSITY
);
lVolume
*=
1000
;
/* convert back to hundreths of dB */
lVolume
-=
10000
;
/* we need to do it in ms way */
TRACE
(
"dist. att: Distance = %f, MinDistance = %f => adjusting volume %ld to %ld
\n
"
,
flDistance
,
ds3db
->
ds3db
.
flMinDistance
,
ds3db
->
lVolume
,
lVolume
);
/* add correct conning here */
/* at last, we got the desired volume */
ds3db
->
dsb
->
volpan
.
lVolume
=
lVolume
;
...
...
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