//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Sound code shared between server and client // //=============================================================================// #include #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; }