Improve initial decay calculations for sends to reverb

This commit is contained in:
Chris Robinson
2009-12-10 18:37:36 -08:00
parent 4c83c689a8
commit 56cc038603
+8 -11
View File
@@ -746,19 +746,16 @@ static ALvoid CalcSourceParams(const ALCcontext *ALContext, ALsource *ALSource)
Slot->effect.type == AL_EFFECT_EAXREVERB)
{
/* Apply a decay-time transformation to the wet path,
* based on the attenuation of the dry path. This should
* better approximate the statistical attenuation model
* for the reverb effect.
* based on the attenuation of the dry path.
*
* This simple equation converts the distance attenuation
* into the time it would take to reach -60 dB. From
* there it establishes an origin (0.333s; the decay time
* that will produce equal attenuation) and applies the
* current decay time. Finally, it converts the result
* back to an attenuation for the reverb path.
* Using the approximate (effective) source to listener
* distance, the initial decay of the reverb effect is
* calculated and applied to the wet path.
*/
WetGain[i] *= pow(10.0f, log10(flAttenuation) * 0.333f /
Slot->effect.Reverb.DecayTime);
WetGain[i] *= pow(10.0, effectiveDist /
(SPEEDOFSOUNDMETRESPERSEC *
Slot->effect.Reverb.DecayTime) *
-60.0 / 20.0);
WetGainHF[i] *= pow(10.0,
log10(Slot->effect.Reverb.AirAbsorptionGainHF) *