Changed: Avoid some more sqrt calculations
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1709e7ed8a
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1eae7bc35b
1 changed files with 4 additions and 3 deletions
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@ -82,13 +82,13 @@ float ISource::computeManualRolloff(double alpha, float sqrdist, float distMin,
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}
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else
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{
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double dist = (double)sqrt(sqrdist);
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if (alpha < 0.0f)
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{
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double dist = (double)sqrt(sqrdist);
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// inverse distance rolloff
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float rolloff = distMin / dist;
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if (alpha <= -1.0f) return rolloff;
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double mb = mbMin * (dist - distMin) / (distMax - distMin);
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float mbrolloff = (float)pow(10.0, (double)mb / 2000.0);
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return ((1.0 + alpha) * mbrolloff - alpha * rolloff);
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@ -100,6 +100,7 @@ float ISource::computeManualRolloff(double alpha, float sqrdist, float distMin,
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// full attenuation
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return 0.0f;
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}
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double dist = (double)sqrt(sqrdist);
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if (alpha == 0.0f)
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{
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// linearly descending volume on a dB scale
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@ -111,7 +112,7 @@ float ISource::computeManualRolloff(double alpha, float sqrdist, float distMin,
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// linear distance rolloff
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float rolloff = (distMax - dist) / (distMax - distMin);
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if (alpha >= 1.0f) return rolloff;
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double mb = mbMin * (dist - distMin) / (distMax - distMin);
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float mbrolloff = (float)pow(10.0, (double)mb / 2000.0);
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return ((1.0 - alpha) * mbrolloff + alpha * rolloff);
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