}
/* vector product (i believe it's called cross product in english */
-static inline LPD3DVECTOR VectorProduct (LPD3DVECTOR a, LPD3DVECTOR b)
+static inline D3DVECTOR VectorProduct (LPD3DVECTOR a, LPD3DVECTOR b)
{
- LPD3DVECTOR c;
- c->u1.x = (a->u2.y*b->u3.z) - (a->u3.z*b->u2.y);
- c->u2.y = (a->u3.z*b->u1.x) - (a->u1.x*b->u3.z);
- c->u3.z = (a->u1.x*b->u2.y) - (a->u2.y*b->u1.x);
+ D3DVECTOR c;
+ c.u1.x = (a->u2.y*b->u3.z) - (a->u3.z*b->u2.y);
+ c.u2.y = (a->u3.z*b->u1.x) - (a->u1.x*b->u3.z);
+ c.u3.z = (a->u1.x*b->u2.y) - (a->u2.y*b->u1.x);
TRACE("(%f,%f,%f) x (%f,%f,%f) = (%f,%f,%f)\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, b->u2.y, \
- b->u3.z, c->u1.x, c->u2.y, c->u3.z);
+ b->u3.z, c.u1.x, c.u2.y, c.u3.z);
return c;
}
}
/* conversion between radians and degrees */
-static inline DWORD RadToDeg (DWORD angle)
+static inline D3DVALUE RadToDeg (D3DVALUE angle)
{
- DWORD newangle;
+ D3DVALUE newangle;
newangle = angle * (360/(2*M_PI));
- TRACE("%ld rad = %ld deg\n", angle, newangle);
+ TRACE("%f rad = %f deg\n", angle, newangle);
return newangle;
}
/* conversion between degrees and radians */
-static inline DWORD DegToRad (DWORD angle)
+static inline D3DVALUE DegToRad (D3DVALUE angle)
{
- DWORD newangle;
+ D3DVALUE newangle;
newangle = angle * (2*M_PI/360);
- TRACE("%ld deg = %ld rad\n", angle, newangle);
+ TRACE("%f deg = %f rad\n", angle, newangle);
return newangle;
}
-/* angle between vectors */
-static inline DWORD AngleBetweenVectorsDeg (LPD3DVECTOR a, LPD3DVECTOR b)
+/* angle between vectors - deg version */
+static inline D3DVALUE AngleBetweenVectorsDeg (LPD3DVECTOR a, LPD3DVECTOR b)
{
- DWORD angle, cos;
- D3DVALUE la, lb, product;
+ D3DVALUE la, lb, product, angle, cos;
/* definition of scalar product: a*b = |a|*|b|*cos...therefore: */
product = ScalarProduct (a,b);
la = VectorMagnitude (a);
lb = VectorMagnitude (b);
cos = product/(la*lb);
+ angle = acos(cos);
/* we now have angle in radians */
- angle = RadToDeg(cos);
- TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %ld degrees\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, \
+ angle = RadToDeg(angle);
+ TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f degrees\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, \
+ b->u2.y, b->u3.z, angle);
+ return angle;
+}
+
+/* angle between vectors - rad version */
+static inline D3DVALUE AngleBetweenVectorsRad (LPD3DVECTOR a, LPD3DVECTOR b)
+{
+ D3DVALUE la, lb, product, angle, cos;
+ /* definition of scalar product: a*b = |a|*|b|*cos...therefore: */
+ product = ScalarProduct (a,b);
+ la = VectorMagnitude (a);
+ lb = VectorMagnitude (b);
+ cos = product/(la*lb);
+ angle = acos(cos);
+ TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f radians\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, \
b->u2.y, b->u3.z, angle);
return angle;
}
IDirectSound3DListenerImpl *dsl;
/* volume, at which the sound will be played after all calcs. */
- LONG lVolume = 0;
+ D3DVALUE lVolume = 0;
/* intensity (used for distance related stuff) */
double flIntensity;
double flTemp;
/* stuff for distance related stuff calc. */
D3DVECTOR vDistance;
- D3DVALUE flDistance;
-
- if (ds3db->dsb->dsound->listener == NULL)
- return;
+ D3DVALUE flDistance = 0;
+ /* panning related stuff */
+ D3DVALUE flAngle;
+ D3DVECTOR vLeft;
+ 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.
- It makes sense, though: at min. distance we hear sound with practically no
- attuneation. If someone has idea, please do it.*/
-/* lVolume = ds3db->lVolume; */
+ /* initial buffer volume */
+ lVolume = ds3db->lVolume;
switch (ds3db->ds3db.dwMode)
{
case DS3DMODE_DISABLE:
- TRACE("3D processing disabled\n");
+ TRACE("3D processing disabled\n");
+ /* this one is here only to eliminate annoying warning message */
DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
DSOUND_ForceRemix (ds3db->dsb);
break;
TRACE("Head-relative 3D processing mode\n");
/* distance between buffer and listener is same as buffer's position */
flDistance = VectorMagnitude (&ds3db->ds3db.vPosition);
- break;
- }
+ break;
+ }
if (flDistance > ds3db->ds3db.flMaxDistance)
{
flDistance = ds3db->ds3db.flMaxDistance;
}
if (flDistance < ds3db->ds3db.flMinDistance)
- 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;
+ flIntensity = pow(10,lVolume)*DEFAULT_INTENSITY;
flTemp = (flDistance/ds3db->ds3db.flMinDistance)*(flDistance/ds3db->ds3db.flMinDistance);
flIntensity /= flTemp;
- lVolume = log10(flIntensity*DEFAULT_INTENSITY);
+ 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 */
+ TRACE("dist. att: Distance = %f, MinDistance = %f => adjusting volume %ld to %f\n", flDistance, ds3db->ds3db.flMinDistance, ds3db->lVolume, lVolume);
+
+ /* conning */
+ /* sometimes it happens that vConeOrientation vector = (0,0,0); in this case angle is "nan" and it's useless*/
+ if (ds3db->ds3db.vConeOrientation.u1.x == 0 && ds3db->ds3db.vConeOrientation.u2.y == 0 && ds3db->ds3db.vConeOrientation.u3.z == 0)
+ {
+ TRACE("conning: cones not set\n");
+ }
+ else
+ {
+ /* calculate angle */
+ flAngle = AngleBetweenVectorsDeg(&ds3db->ds3db.vConeOrientation, &vDistance);
+ /* if by any chance it happens that OutsideConeAngle = InsideConeAngle (that means that conning has no effect) */
+ if (ds3db->ds3db.dwInsideConeAngle != ds3db->ds3db.dwOutsideConeAngle)
+ {
+ /* my test show that for my way of calc., we need only half of angles */
+ DWORD dwInsideConeAngle = ds3db->ds3db.dwInsideConeAngle/2;
+ DWORD dwOutsideConeAngle = ds3db->ds3db.dwOutsideConeAngle/2;
+ /* full volume */
+ if (flAngle < dwInsideConeAngle)
+ flAngle = dwInsideConeAngle;
+ /* min (app defined) volume */
+ if (flAngle > dwOutsideConeAngle)
+ flAngle = dwOutsideConeAngle;
+ /* this probably isn't the right thing, but it's ok for the time being */
+ lVolume += ((ds3db->ds3db.lConeOutsideVolume)/((dwOutsideConeAngle) - (dwInsideConeAngle))) * flAngle;
+ }
+ TRACE("conning: Angle = %f deg; InsideConeAngle(/2) = %ld deg; OutsideConeAngle(/2) = %ld deg; ConeOutsideVolume = %ld => adjusting volume to %f\n",
+ flAngle, ds3db->ds3db.dwInsideConeAngle/2, ds3db->ds3db.dwOutsideConeAngle/2, ds3db->ds3db.lConeOutsideVolume, lVolume);
+ }
+
+ /* panning */
+ vDistance = VectorBetweenTwoPoints(&dsl->ds3dl.vPosition, &ds3db->ds3db.vPosition);
+ vLeft = VectorProduct(&dsl->ds3dl.vOrientFront, &dsl->ds3dl.vOrientTop);
+ flAngle = AngleBetweenVectorsRad(&vLeft, &vDistance);
+ /* for now, we'll use "linear formula" (which is probably incorrect); if someone has it in book, correct it */
+ ds3db->dsb->volpan.lPan = 10000*2*flAngle/M_PI - 10000;
+ TRACE("panning: Angle = %f rad, lPan = %ld\n", flAngle, ds3db->dsb->volpan.lPan);
+
+ /* doppler shift*/
+
/* at last, we got the desired volume */
ds3db->dsb->volpan.lVolume = lVolume;
+ ds3db->dsb->dsound->volpan.lVolume = lVolume;
DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
- DSOUND_ForceRemix (ds3db->dsb);
+ DSOUND_ForceRemix (ds3db->dsb);
}
static void WINAPI DSOUND_ChangeListener(IDirectSound3DListenerImpl *ds3dl)