void DSOUND_Calc3DBuffer(IDirectSoundBufferImpl *dsb) { /* volume, at which the sound will be played after all calcs. */ D3DVALUE lVolume = 0; /* stuff for distance related stuff calc. */ D3DVECTOR vDistance; D3DVALUE flDistance = 0; /* panning related stuff */ D3DVALUE flAngle, flAngle2; D3DVECTOR vLeft; int i, num_main_speakers; float a, ingain; /* doppler shift related stuff */ TRACE("(%p)\n",dsb); /* initial buffer volume */ lVolume = dsb->ds3db_lVolume; switch (dsb->ds3db_ds3db.dwMode) { case DS3DMODE_DISABLE: TRACE("3D processing disabled\n"); /* this one is here only to eliminate annoying warning message */ DSOUND_RecalcVolPan (&dsb->volpan); return; case DS3DMODE_NORMAL: TRACE("Normal 3D processing mode\n"); /* we need to calculate distance between buffer and listener*/ vDistance = VectorBetweenTwoPoints(&dsb->device->ds3dl.vPosition, &dsb->ds3db_ds3db.vPosition); flDistance = VectorMagnitude (&vDistance); break; case DS3DMODE_HEADRELATIVE: TRACE("Head-relative 3D processing mode\n"); /* distance between buffer and listener is same as buffer's position */ vDistance = dsb->ds3db_ds3db.vPosition; flDistance = VectorMagnitude (&vDistance); break; } if (flDistance > dsb->ds3db_ds3db.flMaxDistance) { /* some apps don't want you to hear too distant sounds... */ if (dsb->dsbd.dwFlags & DSBCAPS_MUTE3DATMAXDISTANCE) { dsb->volpan.lVolume = DSBVOLUME_MIN; DSOUND_RecalcVolPan (&dsb->volpan); /* i guess mixing here would be a waste of power */ return; } else flDistance = dsb->ds3db_ds3db.flMaxDistance; } if (flDistance < dsb->ds3db_ds3db.flMinDistance) flDistance = dsb->ds3db_ds3db.flMinDistance; /* attenuation proportional to the distance squared, converted to millibels as in lVolume*/ lVolume -= log10(flDistance/dsb->ds3db_ds3db.flMinDistance * flDistance/dsb->ds3db_ds3db.flMinDistance)*1000 * dsb->device->ds3dl.flRolloffFactor; TRACE("dist. att: Distance = %f, MinDistance = %f => adjusting volume %d to %f\n", flDistance, dsb->ds3db_ds3db.flMinDistance, dsb->ds3db_lVolume, lVolume); /* conning */ /* sometimes it happens that vConeOrientation vector = (0,0,0); in this case angle is "nan" and it's useless*/ if (dsb->ds3db_ds3db.vConeOrientation.x == 0 && dsb->ds3db_ds3db.vConeOrientation.y == 0 && dsb->ds3db_ds3db.vConeOrientation.z == 0) { TRACE("conning: cones not set\n"); } else { D3DVECTOR vDistanceInv; vDistanceInv.x = -vDistance.x; vDistanceInv.y = -vDistance.y; vDistanceInv.z = -vDistance.z; /* calculate angle */ flAngle = AngleBetweenVectorsDeg(&dsb->ds3db_ds3db.vConeOrientation, &vDistanceInv); /* if by any chance it happens that OutsideConeAngle = InsideConeAngle (that means that conning has no effect) */ if (dsb->ds3db_ds3db.dwInsideConeAngle != dsb->ds3db_ds3db.dwOutsideConeAngle) { /* my test show that for my way of calc., we need only half of angles */ DWORD dwInsideConeAngle = dsb->ds3db_ds3db.dwInsideConeAngle/2; DWORD dwOutsideConeAngle = dsb->ds3db_ds3db.dwOutsideConeAngle/2; if (dwOutsideConeAngle == dwInsideConeAngle) ++dwOutsideConeAngle; /* 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 += ((flAngle - dwInsideConeAngle)/(dwOutsideConeAngle - dwInsideConeAngle)) * dsb->ds3db_ds3db.lConeOutsideVolume; } TRACE("conning: Angle = %f deg; InsideConeAngle(/2) = %d deg; OutsideConeAngle(/2) = %d deg; ConeOutsideVolume = %d => adjusting volume to %f\n", flAngle, dsb->ds3db_ds3db.dwInsideConeAngle/2, dsb->ds3db_ds3db.dwOutsideConeAngle/2, dsb->ds3db_ds3db.lConeOutsideVolume, lVolume); } dsb->volpan.lVolume = lVolume; ingain = pow(2.0, dsb->volpan.lVolume / 600.0) * 0xffff; if (dsb->device->pwfx->nChannels == 1) { dsb->volpan.dwTotalAmpFactor[0] = ingain; return; } /* panning */ if (vDistance.x == 0.0f && vDistance.y == 0.0f && vDistance.z == 0.0f) flAngle = 0.0; else { vLeft = VectorProduct(&dsb->device->ds3dl.vOrientFront, &dsb->device->ds3dl.vOrientTop); /* To calculate angle to sound source we need to: * 1) Get angle between vDistance and a plane on which angle to sound source should be 0. * Such a plane is given by vectors vOrientFront and vOrientTop, and angle between vector * and a plane equals to M_PI_2 - angle between vector and normal to this plane (vLeft in this case). * 2) Determine if the source is behind or in front of us by calculating angle between vDistance * and vOrientFront. */ flAngle = AngleBetweenVectorsRad(&vLeft, &vDistance); flAngle2 = AngleBetweenVectorsRad(&dsb->device->ds3dl.vOrientFront, &vDistance); if (flAngle2 > M_PI_2) flAngle = -flAngle; flAngle -= M_PI_2; if (flAngle < -M_PI) flAngle += 2*M_PI; } TRACE("panning: Angle = %f rad, lPan = %d\n", flAngle, dsb->volpan.lPan); /* FIXME: Doppler Effect disabled since i have no idea which frequency to change and how to do it */ if(0) { D3DVALUE flFreq, flBufferVel, flListenerVel; /* doppler shift*/ if (!VectorMagnitude(&dsb->ds3db_ds3db.vVelocity) && !VectorMagnitude(&dsb->device->ds3dl.vVelocity)) { TRACE("doppler: Buffer and Listener don't have velocities\n"); } else if (!(dsb->ds3db_ds3db.vVelocity.x == dsb->device->ds3dl.vVelocity.x && dsb->ds3db_ds3db.vVelocity.y == dsb->device->ds3dl.vVelocity.y && dsb->ds3db_ds3db.vVelocity.z == dsb->device->ds3dl.vVelocity.z)) { /* calculate length of ds3db_ds3db.vVelocity component which causes Doppler Effect NOTE: if buffer moves TOWARDS the listener, it's velocity component is NEGATIVE if buffer moves AWAY from listener, it's velocity component is POSITIVE */ flBufferVel = ProjectVector(&dsb->ds3db_ds3db.vVelocity, &vDistance); /* calculate length of ds3dl.vVelocity component which causes Doppler Effect NOTE: if listener moves TOWARDS the buffer, it's velocity component is POSITIVE if listener moves AWAY from buffer, it's velocity component is NEGATIVE */ flListenerVel = ProjectVector(&dsb->device->ds3dl.vVelocity, &vDistance); /* formula taken from Gianicoli D.: Physics, 4th edition: */ /* FIXME: replace dsb->freq with appropriate frequency ! */ flFreq = dsb->freq * ((DEFAULT_VELOCITY + flListenerVel)/(DEFAULT_VELOCITY + flBufferVel)); TRACE("doppler: Buffer velocity (component) = %f, Listener velocity (component) = %f => Doppler shift: %d Hz -> %f Hz\n", flBufferVel, flListenerVel, dsb->freq, flFreq); /* FIXME: replace following line with correct frequency setting ! */ dsb->freq = flFreq; DSOUND_RecalcFormat(dsb); } } for (i = 0; i < dsb->device->pwfx->nChannels; i++) dsb->volpan.dwTotalAmpFactor[i] = 0; num_main_speakers = dsb->device->pwfx->nChannels; if (dsb->device->lfe_channel != -1) { dsb->volpan.dwTotalAmpFactor[dsb->device->lfe_channel] = ingain; num_main_speakers--; } /* adapted from OpenAL's Alc/panning.c */ for (i = 0; i < num_main_speakers - 1; i++) { if(flAngle >= dsb->device->speaker_angles[i] && flAngle < dsb->device->speaker_angles[i+1]) { /* Sound is between speakers i and i+1 */ a = (flAngle-dsb->device->speaker_angles[i]) / (dsb->device->speaker_angles[i+1]-dsb->device->speaker_angles[i]); dsb->volpan.dwTotalAmpFactor[dsb->device->speaker_num[i]] = sqrtf(1.0f-a) * ingain; dsb->volpan.dwTotalAmpFactor[dsb->device->speaker_num[i+1]] = sqrtf(a) * ingain; return; } } /* Sound is between last and first speakers */ if (flAngle < dsb->device->speaker_angles[0]) { flAngle += M_PI*2.0f; } a = (flAngle-dsb->device->speaker_angles[i]) / (M_PI*2.0f + dsb->device->speaker_angles[0]-dsb->device->speaker_angles[i]); dsb->volpan.dwTotalAmpFactor[dsb->device->speaker_num[i]] = sqrtf(1.0f-a) * ingain; dsb->volpan.dwTotalAmpFactor[dsb->device->speaker_num[0]] = sqrtf(a) * ingain; }
void DSOUND_Calc3DBuffer(IDirectSoundBufferImpl *dsb) { /* volume, at which the sound will be played after all calcs. */ D3DVALUE lVolume = 0; /* stuff for distance related stuff calc. */ D3DVECTOR vDistance; D3DVALUE flDistance = 0; /* panning related stuff */ D3DVALUE flAngle; D3DVECTOR vLeft; /* doppler shift related stuff */ #if 0 D3DVALUE flFreq, flBufferVel, flListenerVel; #endif TRACE("(%p)\n",dsb); /* initial buffer volume */ lVolume = dsb->ds3db_lVolume; switch (dsb->ds3db_ds3db.dwMode) { case DS3DMODE_DISABLE: TRACE("3D processing disabled\n"); /* this one is here only to eliminate annoying warning message */ DSOUND_RecalcVolPan (&dsb->volpan); break; case DS3DMODE_NORMAL: TRACE("Normal 3D processing mode\n"); /* we need to calculate distance between buffer and listener*/ vDistance = VectorBetweenTwoPoints(&dsb->ds3db_ds3db.vPosition, &dsb->device->ds3dl.vPosition); flDistance = VectorMagnitude (&vDistance); break; case DS3DMODE_HEADRELATIVE: TRACE("Head-relative 3D processing mode\n"); /* distance between buffer and listener is same as buffer's position */ flDistance = VectorMagnitude (&dsb->ds3db_ds3db.vPosition); break; } if (flDistance > dsb->ds3db_ds3db.flMaxDistance) { /* some apps don't want you to hear too distant sounds... */ if (dsb->dsbd.dwFlags & DSBCAPS_MUTE3DATMAXDISTANCE) { dsb->volpan.lVolume = DSBVOLUME_MIN; DSOUND_RecalcVolPan (&dsb->volpan); /* i guess mixing here would be a waste of power */ return; } else flDistance = dsb->ds3db_ds3db.flMaxDistance; } if (flDistance < dsb->ds3db_ds3db.flMinDistance) flDistance = dsb->ds3db_ds3db.flMinDistance; /* attenuation proportional to the distance squared, converted to millibels as in lVolume*/ lVolume -= log10(flDistance/dsb->ds3db_ds3db.flMinDistance * flDistance/dsb->ds3db_ds3db.flMinDistance)*1000; TRACE("dist. att: Distance = %f, MinDistance = %f => adjusting volume %d to %f\n", flDistance, dsb->ds3db_ds3db.flMinDistance, dsb->ds3db_lVolume, lVolume); /* conning */ /* sometimes it happens that vConeOrientation vector = (0,0,0); in this case angle is "nan" and it's useless*/ if (dsb->ds3db_ds3db.vConeOrientation.x == 0 && dsb->ds3db_ds3db.vConeOrientation.y == 0 && dsb->ds3db_ds3db.vConeOrientation.z == 0) { TRACE("conning: cones not set\n"); } else { /* calculate angle */ flAngle = AngleBetweenVectorsDeg(&dsb->ds3db_ds3db.vConeOrientation, &vDistance); /* if by any chance it happens that OutsideConeAngle = InsideConeAngle (that means that conning has no effect) */ if (dsb->ds3db_ds3db.dwInsideConeAngle != dsb->ds3db_ds3db.dwOutsideConeAngle) { /* my test show that for my way of calc., we need only half of angles */ DWORD dwInsideConeAngle = dsb->ds3db_ds3db.dwInsideConeAngle/2; DWORD dwOutsideConeAngle = dsb->ds3db_ds3db.dwOutsideConeAngle/2; if (dwOutsideConeAngle == dwInsideConeAngle) ++dwOutsideConeAngle; /* 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 += ((dsb->ds3db_ds3db.lConeOutsideVolume)/((dwOutsideConeAngle) - (dwInsideConeAngle))) * flAngle; } TRACE("conning: Angle = %f deg; InsideConeAngle(/2) = %d deg; OutsideConeAngle(/2) = %d deg; ConeOutsideVolume = %d => adjusting volume to %f\n", flAngle, dsb->ds3db_ds3db.dwInsideConeAngle/2, dsb->ds3db_ds3db.dwOutsideConeAngle/2, dsb->ds3db_ds3db.lConeOutsideVolume, lVolume); } dsb->volpan.lVolume = lVolume; /* panning */ if (dsb->device->ds3dl.vPosition.x == dsb->ds3db_ds3db.vPosition.x && dsb->device->ds3dl.vPosition.y == dsb->ds3db_ds3db.vPosition.y && dsb->device->ds3dl.vPosition.z == dsb->ds3db_ds3db.vPosition.z) { dsb->volpan.lPan = 0; flAngle = 0.0; } else { vDistance = VectorBetweenTwoPoints(&dsb->device->ds3dl.vPosition, &dsb->ds3db_ds3db.vPosition); vLeft = VectorProduct(&dsb->device->ds3dl.vOrientFront, &dsb->device->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 */ dsb->volpan.lPan = 10000*2*flAngle/M_PI - 10000; } TRACE("panning: Angle = %f rad, lPan = %d\n", flAngle, dsb->volpan.lPan); /* FIXME: Doppler Effect disabled since i have no idea which frequency to change and how to do it */ #if 0 /* doppler shift*/ if ((VectorMagnitude(&ds3db_ds3db.vVelocity) == 0) && (VectorMagnitude(&dsb->device->ds3dl.vVelocity) == 0)) { TRACE("doppler: Buffer and Listener don't have velocities\n"); } else if (ds3db_ds3db.vVelocity != dsb->device->ds3dl.vVelocity) { /* calculate length of ds3db_ds3db.vVelocity component which causes Doppler Effect NOTE: if buffer moves TOWARDS the listener, it's velocity component is NEGATIVE if buffer moves AWAY from listener, it's velocity component is POSITIVE */ flBufferVel = ProjectVector(&dsb->ds3db_ds3db.vVelocity, &vDistance); /* calculate length of ds3dl.vVelocity component which causes Doppler Effect NOTE: if listener moves TOWARDS the buffer, it's velocity component is POSITIVE if listener moves AWAY from buffer, it's velocity component is NEGATIVE */ flListenerVel = ProjectVector(&dsb->device->ds3dl.vVelocity, &vDistance); /* formula taken from Gianicoli D.: Physics, 4th edition: */ /* FIXME: replace dsb->freq with appropriate frequency ! */ flFreq = dsb->freq * ((DEFAULT_VELOCITY + flListenerVel)/(DEFAULT_VELOCITY + flBufferVel)); TRACE("doppler: Buffer velocity (component) = %lf, Listener velocity (component) = %lf => Doppler shift: %ld Hz -> %lf Hz\n", flBufferVel, flListenerVel, dsb->freq, flFreq); /* FIXME: replace following line with correct frequency setting ! */ dsb->freq = flFreq; DSOUND_RecalcFormat(dsb); DSOUND_MixToTemporary(dsb, 0, dsb->buflen); } #endif /* time for remix */ DSOUND_RecalcVolPan(&dsb->volpan); }