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/*
* AudioSource.Callbacks.cpp
* Xcode
*
* Created by Søren Christiansen on 10/12/09.
* Copyright 2009 Unity Technologies. All rights reserved.
*
*/
#include "UnityPrefix.h"
#include "Configuration/UnityConfigure.h"
#if ENABLE_AUDIO
#include "AudioSource.h"
#include "AudioManager.h"
#include "Runtime/Utilities/Utility.h"
/**
* Do log, linear and custom rolloff calculation to avoid interpolating the (animation)curve
**/
float AudioSource::CalculateVolumeModifierForDistance(float distance)
{
float maxDistance, minDistance, rolloffScale;
RolloffMode rolloffMode;
rolloffScale = GetAudioManager().GetRolloffScale();
maxDistance = GetMaxDistance();
minDistance = GetMinDistance();
rolloffMode = GetRolloffMode();
register float gain = 1.0f;
switch (rolloffMode) {
case kRolloffLinear:
{
float range = maxDistance-minDistance;
if (range<=0)
gain=1.0f;
else
{
distance = maxDistance - distance;
gain = distance / range;
}
}
break;
case kRolloffLogarithmic:
{
if ((distance > minDistance) && (rolloffScale != 1.0f))
{
distance -= minDistance;
distance *= rolloffScale;
distance += minDistance;
}
if (distance < .000001f)
{
distance = .000001f;
}
gain = minDistance / distance;
}
break;
case kRolloffCustom:
{
//@TODO: maxDistance can be 0.0F in that case the audio will play back incorrectly because gain becomes nan
if (maxDistance > 0.0F)
{
const AnimationCurve& curve = GetCustomRolloffCurve();
gain = curve.Evaluate(distance / maxDistance);
}
}
break;
default:
break;
}
Assert(IsFinite(gain));
if (gain < 0.0f)
gain = 0.0f;
if (gain > 1.0f)
gain = 1.0f;
return gain;
}
#if ENABLE_AUDIO_FMOD
float F_CALLBACK AudioSource::rolloffCallback(
FMOD_CHANNEL * c_channel,
float distance)
{
FMOD::Channel* channel = (FMOD::Channel*)c_channel;
AudioSource* audioSource = AudioSource::GetAudioSourceFromChannel(channel);
if (audioSource == NULL)
return 0.0f;
return audioSource->CalculateVolumeModifierForDistance(distance);
}
#endif
#endif //ENABLE_AUDIO
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