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Johnny Cai
wine
Commits
ce7a2bab
Commit
ce7a2bab
authored
22 years ago
by
Rok Mandeljc
Committed by
Alexandre Julliard
22 years ago
Browse files
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Plain Diff
Framework for the doppler effect.
parent
f6d22cec
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wine-960414
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1 changed file
dlls/dsound/sound3d.c
+46
-7
46 additions, 7 deletions
dlls/dsound/sound3d.c
with
46 additions
and
7 deletions
dlls/dsound/sound3d.c
+
46
−
7
View file @
ce7a2bab
...
...
@@ -67,6 +67,8 @@
/* default intensity level for human ears */
#define DEFAULT_INTENSITY 0.000000000001f
/* default velocity of sound in the air */
#define DEFAULT_VELOCITY 340
WINE_DEFAULT_DEBUG_CHANNEL
(
dsound3d
);
...
...
@@ -135,7 +137,7 @@ static inline D3DVALUE AngleBetweenVectorsDeg (LPD3DVECTOR a, LPD3DVECTOR b)
angle
=
acos
(
cos
);
/* we now have angle in radians */
angle
=
RadToDeg
(
angle
);
TRACE
(
"angle between (%f,%f,%f) and (%f,%f,%f) = %f degrees
\n
"
,
a
->
u1
.
x
,
a
->
u2
.
y
,
a
->
u3
.
z
,
b
->
u1
.
x
,
\
TRACE
(
"angle between (%f,%f,%f) and (%f,%f,%f) = %f degrees
\n
"
,
a
->
u1
.
x
,
a
->
u2
.
y
,
a
->
u3
.
z
,
b
->
u1
.
x
,
b
->
u2
.
y
,
b
->
u3
.
z
,
angle
);
return
angle
;
}
...
...
@@ -150,7 +152,7 @@ static inline D3DVALUE AngleBetweenVectorsRad (LPD3DVECTOR a, LPD3DVECTOR b)
lb
=
VectorMagnitude
(
b
);
cos
=
product
/
(
la
*
lb
);
angle
=
acos
(
cos
);
TRACE
(
"angle between (%f,%f,%f) and (%f,%f,%f) = %f radians
\n
"
,
a
->
u1
.
x
,
a
->
u2
.
y
,
a
->
u3
.
z
,
b
->
u1
.
x
,
\
TRACE
(
"angle between (%f,%f,%f) and (%f,%f,%f) = %f radians
\n
"
,
a
->
u1
.
x
,
a
->
u2
.
y
,
a
->
u3
.
z
,
b
->
u1
.
x
,
b
->
u2
.
y
,
b
->
u3
.
z
,
angle
);
return
angle
;
}
...
...
@@ -162,11 +164,22 @@ static inline D3DVECTOR VectorBetweenTwoPoints (LPD3DVECTOR a, LPD3DVECTOR b)
c
.
u1
.
x
=
b
->
u1
.
x
-
a
->
u1
.
x
;
c
.
u2
.
y
=
b
->
u2
.
y
-
a
->
u2
.
y
;
c
.
u3
.
z
=
b
->
u3
.
z
-
a
->
u3
.
z
;
TRACE
(
"A (%f,%f,%f), B (%f,%f,%f), AB = (%f,%f,%f)
\n
"
,
a
->
u1
.
x
,
a
->
u2
.
y
,
a
->
u3
.
z
,
b
->
u1
.
x
,
b
->
u2
.
y
,
\
TRACE
(
"A (%f,%f,%f), B (%f,%f,%f), AB = (%f,%f,%f)
\n
"
,
a
->
u1
.
x
,
a
->
u2
.
y
,
a
->
u3
.
z
,
b
->
u1
.
x
,
b
->
u2
.
y
,
b
->
u3
.
z
,
c
.
u1
.
x
,
c
.
u2
.
y
,
c
.
u3
.
z
);
return
c
;
}
/* calculates the lenght of vector's projection on another vector */
static
inline
D3DVALUE
ProjectVector
(
LPD3DVECTOR
a
,
LPD3DVECTOR
p
)
{
D3DVALUE
prod
,
result
;
prod
=
ScalarProduct
(
a
,
p
);
result
=
prod
/
VectorMagnitude
(
p
);
TRACE
(
"length projection of (%f,%f,%f) on (%f,%f,%f) = %f
\n
"
,
a
->
u1
.
x
,
a
->
u2
.
y
,
a
->
u3
.
z
,
p
->
u1
.
x
,
p
->
u2
.
y
,
p
->
u3
.
z
,
result
);
return
result
;
}
/*******************************************************************************
* 3D Buffer and Listener mixing
*/
...
...
@@ -186,6 +199,8 @@ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
/* panning related stuff */
D3DVALUE
flAngle
;
D3DVECTOR
vLeft
;
/* doppler shift related stuff */
D3DVALUE
flFreq
,
flBufferVel
,
flListenerVel
;
if
(
ds3db
->
dsb
->
dsound
->
listener
==
NULL
)
return
;
...
...
@@ -271,6 +286,7 @@ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
TRACE
(
"conning: Angle = %f deg; InsideConeAngle(/2) = %ld deg; OutsideConeAngle(/2) = %ld deg; ConeOutsideVolume = %ld => adjusting volume to %f
\n
"
,
flAngle
,
ds3db
->
ds3db
.
dwInsideConeAngle
/
2
,
ds3db
->
ds3db
.
dwOutsideConeAngle
/
2
,
ds3db
->
ds3db
.
lConeOutsideVolume
,
lVolume
);
}
ds3db
->
dsb
->
volpan
.
lVolume
=
lVolume
;
/* panning */
vDistance
=
VectorBetweenTwoPoints
(
&
dsl
->
ds3dl
.
vPosition
,
&
ds3db
->
ds3db
.
vPosition
);
...
...
@@ -279,12 +295,35 @@ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
/* for now, we'll use "linear formula" (which is probably incorrect); if someone has it in book, correct it */
ds3db
->
dsb
->
volpan
.
lPan
=
10000
*
2
*
flAngle
/
M_PI
-
10000
;
TRACE
(
"panning: Angle = %f rad, lPan = %ld
\n
"
,
flAngle
,
ds3db
->
dsb
->
volpan
.
lPan
);
/* FIXME: Doppler Effect disabled since i have no idea which frequency to change and how to do it */
#if 0
/* doppler shift*/
if ((VectorMagnitude(&ds3db->ds3db.vVelocity) == 0) && (VectorMagnitude(&dsl->ds3dl.vVelocity) == 0))
{
TRACE("doppler: Buffer and Listener don't have velocities\n");
}
else
{
/* calculate lenght of ds3db.vVelocity component which causes Doppler Effect
NOTE: if buffer moves TOWARDS the listener, it's velocity component is NEGATIVE
if buffer moves AWAY from listener, it's velocity component is POSITIVE */
flBufferVel = ProjectVector(&ds3db->ds3db.vVelocity, &vDistance);
/* calculate lenght of ds3dl.vVelocity component which causes Doppler Effect
NOTE: if listener moves TOWARDS the buffer, it's velocity component is POSITIVE
if listener moves AWAY from buffer, it's velocity component is NEGATIVE */
flListenerVel = ProjectVector(&dsl->ds3dl.vVelocity, &vDistance);
/* formula taken from Gianicoli D.: Physics, 4th edition: */
/* FIXME: replace ds3db->dsb->freq with appropriate frequency ! */
flFreq = ds3db->dsb->freq * ((DEFAULT_VELOCITY + flListenerVel)/(DEFAULT_VELOCITY + flBufferVel));
TRACE("doppler: Buffer velocity (component) = %lf, Listener velocity (component) = %lf => Doppler shift: %ld Hz -> %lf Hz\n", flBufferVel, flListenerVel, \
ds3db->dsb->freq, flFreq);
/* FIXME: replace following line with correct frequency setting ! */
ds3db->dsb->freq = flFreq;
}
#endif
/* at last, we got the desired volume */
ds3db
->
dsb
->
volpan
.
lVolume
=
lVolume
;
ds3db
->
dsb
->
dsound
->
volpan
.
lVolume
=
lVolume
;
/* time for remix */
DSOUND_RecalcVolPan
(
&
ds3db
->
dsb
->
volpan
);
DSOUND_ForceRemix
(
ds3db
->
dsb
);
}
...
...
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