Base the initial reverb decay on the source's dry path attenuation

This commit is contained in:
Chris Robinson
2012-03-18 08:06:21 -07:00
parent 703d72f20e
commit 2d0e028993
+7 -5
View File
@@ -571,19 +571,21 @@ ALvoid CalcSourceParams(ALsource *ALSource, const ALCcontext *ALContext)
AirAbsorptionFactor*ClampedDist);
}
if(WetGainAuto && ClampedDist > 0.0f)
if(WetGainAuto)
{
ALfloat ApparentDist = 1.0f/maxf(Attenuation, 0.00001f) - 1.0f;
/* Apply a decay-time transformation to the wet path, based on the
* attenuation of the dry path.
*
* Using the distance from the minimum (reference) distance property,
* the initial decay of the reverb effect is calculated and applied to
* the wet path.
* Using the apparent distance, based on the distance attenuation, the
* initial decay of the reverb effect is calculated and applied to the
* wet path.
*/
for(i = 0;i < NumSends;i++)
{
if(DecayDistance[i] > 0.0f)
WetGain[i] *= aluPow(0.001f/*-60dB*/, ClampedDist/DecayDistance[i]);
WetGain[i] *= aluPow(0.001f/*-60dB*/, ApparentDist/DecayDistance[i]);
}
}