Better approximate the wet attenuation model for reverb
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@@ -704,9 +704,24 @@ static ALvoid CalcSourceParams(const ALCcontext *ALContext, ALsource *ALSource,
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if(ALSource->WetGainHFAuto)
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WetGainHF[i] *= ConeHF;
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// Apply minimal attenuation in place of missing
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// statistical reverb model.
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WetGain[i] *= pow(DryMix, 1.0f / 2.0f);
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if(ALSource->Send[i].Slot->effect.type == AL_EFFECT_REVERB ||
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ALSource->Send[i].Slot->effect.type == AL_EFFECT_EAXREVERB)
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{
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/* Apply a decay-time transformation to the wet path,
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* based on the attenuation of the dry path. This should
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* better approximate the statistical attenuation model
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* for the reverb effect.
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*
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* This simple equation converts the distance attenuation
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* into the time it would take to reach -60 dB. From
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* there it establishes an origin (0.333s; the decay time
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* that will produce equal attenuation) and applies the
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* current decay time. Finally, it converts the result
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* back to an attenuation for the reverb path.
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*/
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WetGain[i] *= pow(10.0f, log10(flAttenuation) * 0.333f /
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ALSource->Send[i].Slot->effect.Reverb.DecayTime);
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}
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}
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else
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{
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