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author | Sergeanur <s.anureev@yandex.ua> | 2021-08-20 13:28:55 +0200 |
---|---|---|
committer | Sergeanur <s.anureev@yandex.ua> | 2021-08-20 13:28:55 +0200 |
commit | a401f926d33144bef9e4bafefcff3925a09431dd (patch) | |
tree | 13629eb08a216e5b261ab51077c2db7fc2466ea4 /src/audio/AudioManager.cpp | |
parent | CAutomobile fixes (diff) | |
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Diffstat (limited to 'src/audio/AudioManager.cpp')
-rw-r--r-- | src/audio/AudioManager.cpp | 194 |
1 files changed, 103 insertions, 91 deletions
diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp index 834c7eef..9fd43930 100644 --- a/src/audio/AudioManager.cpp +++ b/src/audio/AudioManager.cpp @@ -20,7 +20,7 @@ cAudioManager AudioManager; cAudioManager::cAudioManager() { m_bIsInitialised = FALSE; - m_bReverb = TRUE; + m_bIsSurround = TRUE; field_6 = 0; m_fSpeedOfSound = SPEED_OF_SOUND / TIME_SPENT; m_nTimeSpent = TIME_SPENT; @@ -42,7 +42,7 @@ cAudioManager::cAudioManager() } m_nAudioEntitiesTotal = 0; m_FrameCounter = 0; - m_bFifthFrameFlag = FALSE; + m_bReduceReleasingPriority = FALSE; m_bTimerJustReset = FALSE; m_nTimer = 0; } @@ -491,7 +491,7 @@ cAudioManager::ServiceSoundEffects() #ifdef FIX_BUGS if(CTimer::GetLogicalFramesPassed() != 0) #endif - m_bFifthFrameFlag = (m_FrameCounter++ % 5) == 0; + m_bReduceReleasingPriority = (m_FrameCounter++ % 5) == 0; if (m_nUserPause && !m_nPreviousUserPause) { for (int32 i = 0; i < NUM_CHANNELS; i++) SampleManager.StopChannel(i); @@ -510,7 +510,7 @@ cAudioManager::ServiceSoundEffects() } m_nActiveSampleQueue = m_nActiveSampleQueue == 1 ? 0 : 1; #ifdef AUDIO_REVERB - if(m_bReverb) ProcessReverb(); + if(m_bIsSurround) ProcessReverb(); #endif ProcessSpecial(); ClearRequestedQueue(); @@ -537,20 +537,20 @@ cAudioManager::ServiceSoundEffects() } uint8 -cAudioManager::ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) +cAudioManager::ComputeVolume(uint8 emittingVolume, float maxDistance, float distance) { - float newSoundIntensity; - float newEmittingVolume; + float minDistance; + uint8 newEmittingVolume; - if (soundIntensity <= 0.0f) + if (maxDistance <= 0.0f) return 0; - newSoundIntensity = soundIntensity / 5.0f; - if (newSoundIntensity > distance) + minDistance = maxDistance / 5.0f; + if (minDistance > distance) return emittingVolume; - newEmittingVolume = emittingVolume * SQR((soundIntensity - newSoundIntensity - (distance - newSoundIntensity)) - / (soundIntensity - newSoundIntensity)); + newEmittingVolume = emittingVolume * SQR((maxDistance - minDistance - (distance - minDistance)) + / (maxDistance - minDistance)); return Min(127, newEmittingVolume); } @@ -636,42 +636,42 @@ cAudioManager::InterrogateAudioEntities() void cAudioManager::AddSampleToRequestedQueue() { - uint32 calculatedVolume; + uint32 finalPriority; uint8 sampleIndex; #ifdef AUDIO_REFLECTIONS bool8 bReflections; #endif if (m_sQueueSample.m_nSampleIndex < TOTAL_AUDIO_SAMPLES) { - calculatedVolume = m_sQueueSample.m_nReleasingVolumeModificator * (MAX_VOLUME - m_sQueueSample.m_nVolume); + finalPriority = m_sQueueSample.m_nPriority * (MAX_VOLUME - m_sQueueSample.m_nVolume); sampleIndex = m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; if (sampleIndex >= m_nActiveSamples) { sampleIndex = m_abSampleQueueIndexTable[m_nActiveSampleQueue][m_nActiveSamples - 1]; - if (m_asSamples[m_nActiveSampleQueue][sampleIndex].m_nCalculatedVolume <= calculatedVolume) + if (m_asSamples[m_nActiveSampleQueue][sampleIndex].m_nFinalPriority <= finalPriority) return; } else { ++m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; } - m_sQueueSample.m_nCalculatedVolume = calculatedVolume; - m_sQueueSample.m_bLoopEnded = FALSE; + m_sQueueSample.m_nFinalPriority = finalPriority; + m_sQueueSample.m_bIsPlayingFinished = FALSE; #ifdef AUDIO_REFLECTIONS if (m_sQueueSample.m_bIs2D || CCullZones::InRoomForAudio()) { - m_sQueueSample.m_bRequireReflection = FALSE; - m_sQueueSample.m_nLoopsRemaining = 0; + m_sQueueSample.m_bReflections = FALSE; + m_sQueueSample.m_nReflectionDelay = 0; } if (m_bDynamicAcousticModelingStatus && m_sQueueSample.m_nLoopCount > 0) { - bReflections = m_sQueueSample.m_bRequireReflection; + bReflections = m_sQueueSample.m_bReflections; } else { bReflections = FALSE; - m_sQueueSample.m_nLoopsRemaining = 0; + m_sQueueSample.m_nReflectionDelay = 0; } - m_sQueueSample.m_bRequireReflection = FALSE; + m_sQueueSample.m_bReflections = FALSE; - if ( m_bReverb && m_sQueueSample.m_bIs2D ) - m_sQueueSample.m_nFrontRearOffset = 30; + if ( m_bIsSurround && m_sQueueSample.m_bIs2D ) + m_sQueueSample.m_nFrontRearPan = 30; #ifdef AUDIO_REVERB if (!m_bDynamicAcousticModelingStatus) - m_sQueueSample.m_bReverbFlag = FALSE; + m_sQueueSample.m_bReverb = FALSE; #endif #endif @@ -691,8 +691,8 @@ cAudioManager::AddDetailsToRequestedOrderList(uint8 sample) uint32 i = 0; if (sample > 0) { for (; i < sample; i++) { - if (m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]].m_nCalculatedVolume > - m_asSamples[m_nActiveSampleQueue][sample].m_nCalculatedVolume) + if (m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]].m_nFinalPriority > + m_asSamples[m_nActiveSampleQueue][sample].m_nFinalPriority) break; } if (i < sample) { @@ -724,7 +724,7 @@ cAudioManager::AddReflectionsToRequestedQueue() } else { emittingVolume = (9 * m_sQueueSample.m_nVolume) / 16; } - m_sQueueSample.m_SoundIntensity /= 2.f; + m_sQueueSample.m_MaxDistance /= 2.f; uint32 halfOldFreq = oldFreq >> 1; @@ -733,12 +733,12 @@ cAudioManager::AddReflectionsToRequestedQueue() m_afReflectionsDistances[i] = (m_anRandomTable[i % 4] % 3) * 100.f / 8.f; reflectionDistance = m_afReflectionsDistances[i]; - if (reflectionDistance > 0.0f && reflectionDistance < 100.f && reflectionDistance < m_sQueueSample.m_SoundIntensity) { - m_sQueueSample.m_nLoopsRemaining = CTimer::GetIsSlowMotionActive() ? (reflectionDistance * 800.f / 1029.f) : (reflectionDistance * 500.f / 1029.f); - if (m_sQueueSample.m_nLoopsRemaining > 3) { + if (reflectionDistance > 0.0f && reflectionDistance < 100.f && reflectionDistance < m_sQueueSample.m_MaxDistance) { + m_sQueueSample.m_nReflectionDelay = CTimer::GetIsSlowMotionActive() ? (reflectionDistance * 800.f / 1029.f) : (reflectionDistance * 500.f / 1029.f); + if (m_sQueueSample.m_nReflectionDelay > 3) { m_sQueueSample.m_fDistance = m_afReflectionsDistances[i]; SET_EMITTING_VOLUME(emittingVolume); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_SoundIntensity, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > emittingVolume / 16) { m_sQueueSample.m_nCounter = oldCounter + (i + 1) * 256; @@ -753,7 +753,7 @@ cAudioManager::AddReflectionsToRequestedQueue() m_sQueueSample.m_nFrequency += noise; } } - m_sQueueSample.m_nReleasingVolumeModificator += 20; + m_sQueueSample.m_nPriority += 20; m_sQueueSample.m_vecPos = m_avecReflectionsPos[i]; AddSampleToRequestedQueue(); } @@ -901,7 +901,7 @@ cAudioManager::AddReleasingSounds() for (int32 i = 0; i < m_SampleRequestQueuesStatus[queue]; i++) { tSound &sample = m_asSamples[queue][m_abSampleQueueIndexTable[queue][i]]; - if (sample.m_bLoopEnded) + if (sample.m_bIsPlayingFinished) continue; toProcess[i] = FALSE; @@ -914,32 +914,44 @@ cAudioManager::AddReleasingSounds() } if(!toProcess[i]) { #ifdef AUDIO_REFLECTIONS - if(sample.m_nCounter <= 255 || sample.m_nLoopsRemaining == 0) // check if not reflection + if(sample.m_nCounter <= 255 || sample.m_nReflectionDelay == 0) // check if not delayed reflection #endif { - if (sample.m_nReleasingVolumeDivider == 0) + if (sample.m_nFramesToPlay == 0) continue; if (sample.m_nLoopCount == 0) { if (sample.m_nVolumeChange == -1) { - sample.m_nVolumeChange = sample.m_nVolume / sample.m_nReleasingVolumeDivider; +#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND) + sample.m_nVolumeChange = sample.m_nEmittingVolume / sample.m_nFramesToPlay; +#else + sample.m_nVolumeChange = sample.m_nVolume / sample.m_nFramesToPlay; +#endif if (sample.m_nVolumeChange <= 0) sample.m_nVolumeChange = 1; } +#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND) + if (sample.m_nEmittingVolume <= sample.m_nVolumeChange) { +#else if (sample.m_nVolume <= sample.m_nVolumeChange) { - sample.m_nReleasingVolumeDivider = 0; +#endif + sample.m_nFramesToPlay = 0; continue; } +#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND) + sample.m_nEmittingVolume -= sample.m_nVolumeChange; +#else sample.m_nVolume -= sample.m_nVolumeChange; +#endif } #ifdef FIX_BUGS if(CTimer::GetLogicalFramesPassed() != 0) #endif - --sample.m_nReleasingVolumeDivider; - if (m_bFifthFrameFlag) { - if (sample.m_nReleasingVolumeModificator < 20) - ++sample.m_nReleasingVolumeModificator; + --sample.m_nFramesToPlay; + if (m_bReduceReleasingPriority) { + if (sample.m_nPriority < 20) + ++sample.m_nPriority; } - sample.m_bReleasingSoundFlag = FALSE; + sample.m_bStatic = FALSE; } memcpy(&m_sQueueSample, &sample, sizeof(tSound)); AddSampleToRequestedQueue(); @@ -971,8 +983,8 @@ cAudioManager::ProcessActiveQueues() bool8 missionState; for (int32 i = 0; i < m_nActiveSamples; i++) { - m_asSamples[m_nActiveSampleQueue][i].m_bIsProcessed = FALSE; - m_asActiveSamples[i].m_bIsProcessed = FALSE; + m_asSamples[m_nActiveSampleQueue][i].m_bIsBeingPlayed = FALSE; + m_asActiveSamples[i].m_bIsBeingPlayed = FALSE; } for (int32 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; i++) { @@ -988,19 +1000,19 @@ cAudioManager::ProcessActiveQueues() flag = !(j & 1); if (flag && !SampleManager.GetChannelUsedFlag(j)) { - sample.m_bLoopEnded = TRUE; - m_asActiveSamples[j].m_bLoopEnded = TRUE; + sample.m_bIsPlayingFinished = TRUE; + m_asActiveSamples[j].m_bIsPlayingFinished = TRUE; m_asActiveSamples[j].m_nSampleIndex = NO_SAMPLE; m_asActiveSamples[j].m_nEntityIndex = AEHANDLE_NONE; continue; } - if (sample.m_nReleasingVolumeDivider == 0) - sample.m_nReleasingVolumeDivider = 1; + if (sample.m_nFramesToPlay == 0) + sample.m_nFramesToPlay = 1; } - sample.m_bIsProcessed = TRUE; - m_asActiveSamples[j].m_bIsProcessed = TRUE; + sample.m_bIsBeingPlayed = TRUE; + m_asActiveSamples[j].m_bIsBeingPlayed = TRUE; sample.m_nVolumeChange = -1; - if (!sample.m_bReleasingSoundFlag) { + if (!sample.m_bStatic) { if (sample.m_bIs2D) { #ifdef EXTERNAL_3D_SOUND emittingVol = m_bDoubleVolume ? 2 * Min(63, sample.m_nEmittingVolume) : sample.m_nEmittingVolume; @@ -1011,7 +1023,7 @@ cAudioManager::ProcessActiveQueues() #ifdef EXTERNAL_3D_SOUND SampleManager.SetChannelEmittingVolume(j, emittingVol); #else - SampleManager.SetChannelPan(j, sample.m_nOffset); + SampleManager.SetChannelPan(j, sample.m_nPan); SampleManager.SetChannelVolume(j, emittingVol); #endif } else { @@ -1058,26 +1070,26 @@ cAudioManager::ProcessActiveQueues() TranslateEntity(&sample.m_vecPos, &position); #ifdef EXTERNAL_3D_SOUND SampleManager.SetChannel3DPosition(j, position.x, position.y, position.z); - SampleManager.SetChannel3DDistances(j, sample.m_SoundIntensity, 0.25f * sample.m_SoundIntensity); + SampleManager.SetChannel3DDistances(j, sample.m_MaxDistance, 0.25f * sample.m_MaxDistance); #else - sample.m_nOffset = ComputePan(sample.m_fDistance, &position); - SampleManager.SetChannelPan(j, sample.m_nOffset); + sample.m_nPan = ComputePan(sample.m_fDistance, &position); + SampleManager.SetChannelPan(j, sample.m_nPan); #endif } #if !defined(GTA_PS2) || defined(AUDIO_REVERB) - SampleManager.SetChannelReverbFlag(j, sample.m_bReverbFlag); + SampleManager.SetChannelReverbFlag(j, sample.m_bReverb); #endif break; //continue for i } - sample.m_bIsProcessed = FALSE; - m_asActiveSamples[j].m_bIsProcessed = FALSE; + sample.m_bIsBeingPlayed = FALSE; + m_asActiveSamples[j].m_bIsBeingPlayed = FALSE; //continue for j } } } } for (int32 i = 0; i < m_nActiveSamples; i++) { - if (m_asActiveSamples[i].m_nSampleIndex != NO_SAMPLE && !m_asActiveSamples[i].m_bIsProcessed) { + if (m_asActiveSamples[i].m_nSampleIndex != NO_SAMPLE && !m_asActiveSamples[i].m_bIsBeingPlayed) { SampleManager.StopChannel(i); m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE; m_asActiveSamples[i].m_nEntityIndex = AEHANDLE_NONE; @@ -1085,29 +1097,29 @@ cAudioManager::ProcessActiveQueues() } for (uint8 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; i++) { tSound &sample = m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]]; - if (!sample.m_bIsProcessed && !sample.m_bLoopEnded && m_asAudioEntities[sample.m_nEntityIndex].m_bIsUsed && sample.m_nSampleIndex < NO_SAMPLE) { + if (!sample.m_bIsBeingPlayed && !sample.m_bIsPlayingFinished && m_asAudioEntities[sample.m_nEntityIndex].m_bIsUsed && sample.m_nSampleIndex < NO_SAMPLE) { #ifdef AUDIO_REFLECTIONS - if (sample.m_nCounter > 255 && sample.m_nLoopCount > 0 && sample.m_nLoopsRemaining > 0) { // check if reflection - sample.m_nLoopsRemaining--; - sample.m_nReleasingVolumeDivider = 1; + if (sample.m_nCounter > 255 && sample.m_nLoopCount > 0 && sample.m_nReflectionDelay > 0) { // check if reflection + sample.m_nReflectionDelay--; + sample.m_nFramesToPlay = 1; } else #endif { for (uint8 j = 0; j < m_nActiveSamples; j++) { uint8 k = (j + field_6) % m_nActiveSamples; - if (!m_asActiveSamples[k].m_bIsProcessed) { + if (!m_asActiveSamples[k].m_bIsBeingPlayed) { if (sample.m_nLoopCount > 0) { samplesPerFrame = sample.m_nFrequency / m_nTimeSpent; samplesToPlay = sample.m_nLoopCount * SampleManager.GetSampleLength(sample.m_nSampleIndex); if (samplesPerFrame == 0) continue; - sample.m_nReleasingVolumeDivider = samplesToPlay / samplesPerFrame + 1; + sample.m_nFramesToPlay = samplesToPlay / samplesPerFrame + 1; } memcpy(&m_asActiveSamples[k], &sample, sizeof(tSound)); if (!m_asActiveSamples[k].m_bIs2D) { TranslateEntity(&m_asActiveSamples[k].m_vecPos, &position); #ifndef EXTERNAL_3D_SOUND - m_asActiveSamples[j].m_nOffset = ComputePan(m_asActiveSamples[j].m_fDistance, &position); + m_asActiveSamples[j].m_nPan = ComputePan(m_asActiveSamples[j].m_fDistance, &position); #endif } #ifdef EXTERNAL_3D_SOUND @@ -1140,18 +1152,18 @@ cAudioManager::ProcessActiveQueues() SampleManager.SetChannelEmittingVolume(k, vol); #else SampleManager.SetChannelVolume(j, emittingVol); - SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nOffset); + SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nPan); #endif #ifndef GTA_PS2 SampleManager.SetChannelLoopPoints(k, m_asActiveSamples[k].m_nLoopStart, m_asActiveSamples[k].m_nLoopEnd); SampleManager.SetChannelLoopCount(k, m_asActiveSamples[k].m_nLoopCount); #endif #if !defined(GTA_PS2) || defined(AUDIO_REVERB) - SampleManager.SetChannelReverbFlag(k, m_asActiveSamples[k].m_bReverbFlag); + SampleManager.SetChannelReverbFlag(k, m_asActiveSamples[k].m_bReverb); #endif #ifdef EXTERNAL_3D_SOUND if (m_asActiveSamples[k].m_bIs2D) { - uint8 offset = m_asActiveSamples[k].m_nOffset; + uint8 offset = m_asActiveSamples[k].m_nPan; if (offset == 63) x = 0.0f; else if (offset >= 63) @@ -1161,19 +1173,19 @@ cAudioManager::ProcessActiveQueues() usedX = x; usedY = 0.0f; usedZ = 0.0f; - m_asActiveSamples[k].m_SoundIntensity = 100000.0f; + m_asActiveSamples[k].m_MaxDistance = 100000.0f; } else { usedX = position.x; usedY = position.y; usedZ = position.z; } SampleManager.SetChannel3DPosition(k, usedX, usedY, usedZ); - SampleManager.SetChannel3DDistances(k, m_asActiveSamples[k].m_SoundIntensity, 0.25f * m_asActiveSamples[k].m_SoundIntensity); + SampleManager.SetChannel3DDistances(k, m_asActiveSamples[k].m_MaxDistance, 0.25f * m_asActiveSamples[k].m_MaxDistance); #endif SampleManager.StartChannel(k); } - m_asActiveSamples[k].m_bIsProcessed = TRUE; - sample.m_bIsProcessed = TRUE; + m_asActiveSamples[k].m_bIsBeingPlayed = TRUE; + sample.m_bIsBeingPlayed = TRUE; sample.m_nVolumeChange = -1; break; } @@ -1202,34 +1214,34 @@ cAudioManager::ClearActiveSamples() m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE; m_asActiveSamples[i].m_nBankIndex = INVALID_SFX_BANK; m_asActiveSamples[i].m_bIs2D = FALSE; - m_asActiveSamples[i].m_nReleasingVolumeModificator = 5; + m_asActiveSamples[i].m_nPriority = 5; m_asActiveSamples[i].m_nFrequency = 0; m_asActiveSamples[i].m_nVolume = 0; #ifdef EXTERNAL_3D_SOUND m_asActiveSamples[i].m_nEmittingVolume = 0; #endif m_asActiveSamples[i].m_fDistance = 0.0f; - m_asActiveSamples[i].m_bIsProcessed = FALSE; - m_asActiveSamples[i].m_bLoopEnded = FALSE; + m_asActiveSamples[i].m_bIsBeingPlayed = FALSE; + m_asActiveSamples[i].m_bIsPlayingFinished = FALSE; m_asActiveSamples[i].m_nLoopCount = 1; #ifndef GTA_PS2 m_asActiveSamples[i].m_nLoopStart = 0; m_asActiveSamples[i].m_nLoopEnd = -1; #endif m_asActiveSamples[i].m_fSpeedMultiplier = 0.0f; - m_asActiveSamples[i].m_SoundIntensity = 200.0f; - m_asActiveSamples[i].m_nOffset = 63; - m_asActiveSamples[i].m_bReleasingSoundFlag = FALSE; - m_asActiveSamples[i].m_nCalculatedVolume = 0; - m_asActiveSamples[i].m_nReleasingVolumeDivider = 0; + m_asActiveSamples[i].m_MaxDistance = 200.0f; + m_asActiveSamples[i].m_nPan = 63; + m_asActiveSamples[i].m_bStatic = FALSE; + m_asActiveSamples[i].m_nFinalPriority = 0; + m_asActiveSamples[i].m_nFramesToPlay = 0; m_asActiveSamples[i].m_nVolumeChange = -1; m_asActiveSamples[i].m_vecPos = CVector(0.0f, 0.0f, 0.0f); #ifdef AUDIO_REVERB - m_asActiveSamples[i].m_bReverbFlag = FALSE; + m_asActiveSamples[i].m_bReverb = FALSE; #endif // AUDIO_REVERB #ifdef AUDIO_REFLECTIONS - m_asActiveSamples[i].m_nLoopsRemaining = 0; - m_asActiveSamples[i].m_bRequireReflection = FALSE; + m_asActiveSamples[i].m_nReflectionDelay = 0; + m_asActiveSamples[i].m_bReflections = FALSE; #endif // AUDIO_REFLECTIONS } } @@ -1257,17 +1269,17 @@ cAudioManager::AdjustSamplesVolume() tSound *pSample = &m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]]; if (!pSample->m_bIs2D) - pSample->m_nEmittingVolume = ComputeEmittingVolume(pSample->m_nEmittingVolume, pSample->m_SoundIntensity, pSample->m_fDistance); + pSample->m_nEmittingVolume = ComputeEmittingVolume(pSample->m_nEmittingVolume, pSample->m_MaxDistance, pSample->m_fDistance); } } uint8 -cAudioManager::ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist) +cAudioManager::ComputeEmittingVolume(uint8 emittingVolume, float maxDistance, float distance) { - float quatIntensity = intensity / 4.0f; - float diffIntensity = intensity - quatIntensity; - if (dist > diffIntensity) - return (quatIntensity - (dist - diffIntensity)) * (float)emittingVolume / quatIntensity; + float minDistance = maxDistance / 4.0f; + float diffDistance = maxDistance - minDistance; + if (distance > diffDistance) + return (minDistance - (distance - diffDistance)) * (float)emittingVolume / minDistance; return emittingVolume; } #endif |