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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Sound code shared between server and client
//
//=============================================================================//
#include <math.h>
#include "convar.h"
#include "sound.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
void DbReferenceChanged( IConVar *var, const char *pOldValue, float flOldValue );
ConVar snd_refdist( "snd_refdist", "36", FCVAR_CHEAT, "Reference distance for snd_refdb" ); ConVar snd_refdb( "snd_refdb", "60", FCVAR_CHEAT, "Reference dB at snd_refdist", &DbReferenceChanged ); float snd_refdb_dist_mult = pow( 10.0f, 60.0f / 20.0f ); ConVar snd_foliage_db_loss( "snd_foliage_db_loss", "4", FCVAR_CHEAT, "foliage dB loss per 1200 units" ); ConVar snd_gain( "snd_gain", "1", FCVAR_CHEAT ); ConVar snd_gain_max( "snd_gain_max", "1", FCVAR_CHEAT ); ConVar snd_gain_min( "snd_gain_min", "0.01", FCVAR_CHEAT );
// precomputed Db multipliers
void DbReferenceChanged( IConVar *var, const char *pOldValue, float flOldValue ) { snd_refdb_dist_mult = pow( 10.0f, snd_refdb.GetFloat() / 20.0f ); }
// calculate gain based on atmospheric attenuation.
// as gain excedes threshold, round off (compress) towards 1.0 using spline
#define SND_GAIN_COMP_EXP_MAX 2.5f // Increasing SND_GAIN_COMP_EXP_MAX fits compression curve more closely
// to original gain curve as it approaches 1.0.
#define SND_GAIN_COMP_EXP_MIN 0.8f
//#define SND_GAIN_COMP_EXP_MIN 1.8f
#define SND_GAIN_COMP_THRESH 0.5f // gain value above which gain curve is rounded to approach 1.0
#define SND_DB_MAX 140.0f // max db of any sound source
#define SND_DB_MED 90.0f // db at which compression curve changes
#define SNDLVL_TO_DIST_MULT( sndlvl ) ( sndlvl ? ((snd_refdb_dist_mult / FastPow10( (float)sndlvl / 20 )) / snd_refdist.GetFloat()) : 0 )
#define DIST_MULT_TO_SNDLVL( dist_mult ) (soundlevel_t)(int)( dist_mult ? ( 20 * log10( (float)(snd_refdb_dist_mult / (dist_mult * snd_refdist.GetFloat()) )) ) : 0 )
float SND_GetGainFromMult( float gain, float dist_mult, vec_t dist ) { // test additional attenuation
// at 30c, 14.7psi, 60% humidity, 1000Hz == 0.22dB / 100ft.
// dense foliage is roughly 2dB / 100ft
float additional_dB_loss = snd_foliage_db_loss.GetFloat() * (dist / 1200); float additional_dist_mult = FastPow10( additional_dB_loss / 20);
float relative_dist = dist * dist_mult * additional_dist_mult;
// hard code clamp gain to 10x normal (assumes volume and external clipping)
if (relative_dist > 0.1) { gain *= (1/relative_dist); } else gain *= 10.0;
// if gain passess threshold, compress gain curve such that gain smoothly approaches 1.0
if ( gain > SND_GAIN_COMP_THRESH ) { float snd_gain_comp_power = SND_GAIN_COMP_EXP_MAX; soundlevel_t sndlvl = DIST_MULT_TO_SNDLVL( dist_mult ); float Y; // decrease compression curve fit for higher sndlvl values
if ( sndlvl > SND_DB_MED ) { // snd_gain_power varies from max to min as sndlvl varies from 90 to 140
snd_gain_comp_power = RemapVal ((float)sndlvl, SND_DB_MED, SND_DB_MAX, SND_GAIN_COMP_EXP_MAX, SND_GAIN_COMP_EXP_MIN); }
// calculate crossover point
Y = -1.0 / ( FastPow(SND_GAIN_COMP_THRESH, snd_gain_comp_power) * (SND_GAIN_COMP_THRESH - 1) ); // calculate compressed gain
gain = 1.0 - 1.0 / (Y * FastPow( gain, snd_gain_comp_power ) );
gain = gain * snd_gain_max.GetFloat(); }
if ( gain < snd_gain_min.GetFloat() ) { // sounds less than snd_gain_min fall off to 0 in distance it took them to fall to snd_gain_min
gain = snd_gain_min.GetFloat() * (2.0 - relative_dist * snd_gain_min.GetFloat()); if (gain <= 0.0) gain = 0.001; // don't propagate 0 gain
}
return gain; }
float S_GetGainFromSoundLevel( soundlevel_t soundlevel, vec_t dist ) {
// this effecively means that gain is effecting falloff,
// which it shouldn't do and should be removed
// FIX ME: Morasky
float gain = snd_gain.GetFloat();
float dist_mult = SNDLVL_TO_DIST_MULT( soundlevel ); if ( dist_mult ) { gain = SND_GetGainFromMult( gain, dist_mult, dist ); }
return gain; }
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