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Diffstat (limited to 'engine/sound_shared.cpp')
| -rw-r--r-- | engine/sound_shared.cpp | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/engine/sound_shared.cpp b/engine/sound_shared.cpp new file mode 100644 index 0000000..659eb17 --- /dev/null +++ b/engine/sound_shared.cpp @@ -0,0 +1,108 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Sound code shared between server and client +// +//=============================================================================// + + +#include <math.h> + +#include "convar.h" +#include "sound.h" + +ConVar snd_refdist( "snd_refdist", "36", FCVAR_CHEAT); +ConVar snd_refdb( "snd_refdb", "60", FCVAR_CHEAT ); +ConVar snd_foliage_db_loss( "snd_foliage_db_loss", "4", FCVAR_CHEAT ); +ConVar snd_gain( "snd_gain", "1", FCVAR_CHEAT ); +ConVar snd_gain_max( "snd_gain_max", "1", FCVAR_CHEAT ); +ConVar snd_gain_min( "snd_gain_min", "0.01", FCVAR_CHEAT ); + +// calculate gain based on atmospheric attenuation. +// as gain excedes threshold, round off (compress) towards 1.0 using spline +#define SND_GAIN_COMP_EXP_MAX 2.5f // Increasing SND_GAIN_COMP_EXP_MAX fits compression curve more closely + // to original gain curve as it approaches 1.0. +#define SND_GAIN_COMP_EXP_MIN 0.8f + +#define SND_GAIN_COMP_THRESH 0.5f // gain value above which gain curve is rounded to approach 1.0 + +#define SND_DB_MAX 140.0f // max db of any sound source +#define SND_DB_MED 90.0f // db at which compression curve changes + +#define SNDLVL_TO_DIST_MULT( sndlvl ) ( sndlvl ? ((pow( 10.0f, snd_refdb.GetFloat() / 20 ) / pow( 10.0f, (float)sndlvl / 20 )) / snd_refdist.GetFloat()) : 0 ) +#define DIST_MULT_TO_SNDLVL( dist_mult ) (soundlevel_t)(int)( dist_mult ? ( 20 * log10( pow( 10.0f, snd_refdb.GetFloat() / 20 ) / (dist_mult * snd_refdist.GetFloat()) ) ) : 0 ) + + + +float SND_GetGainFromMult( float gain, float dist_mult, vec_t dist ) +{ + // test additional attenuation + // at 30c, 14.7psi, 60% humidity, 1000Hz == 0.22dB / 100ft. + // dense foliage is roughly 2dB / 100ft + + float additional_dB_loss = snd_foliage_db_loss.GetFloat() * (dist / 1200); + float additional_dist_mult = pow( 10.0f, additional_dB_loss / 20); + + float relative_dist = dist * dist_mult * additional_dist_mult; + + // hard code clamp gain to 10x normal (assumes volume and external clipping) + + if (relative_dist > 0.1) + { + gain *= (1/relative_dist); + } + else + gain *= 10.0; + + // if gain passess threshold, compress gain curve such that gain smoothly approaches 1.0 + + if ( gain > SND_GAIN_COMP_THRESH ) + { + float snd_gain_comp_power = SND_GAIN_COMP_EXP_MAX; + soundlevel_t sndlvl = DIST_MULT_TO_SNDLVL( dist_mult ); + float Y; + + // decrease compression curve fit for higher sndlvl values + + if ( sndlvl > SND_DB_MED ) + { + // snd_gain_power varies from max to min as sndlvl varies from 90 to 140 + + snd_gain_comp_power = RemapVal ((float)sndlvl, SND_DB_MED, SND_DB_MAX, SND_GAIN_COMP_EXP_MAX, SND_GAIN_COMP_EXP_MIN); + } + + // calculate crossover point + + Y = -1.0 / ( pow(SND_GAIN_COMP_THRESH, snd_gain_comp_power) * (SND_GAIN_COMP_THRESH - 1) ); + + // calculate compressed gain + + gain = 1.0 - 1.0 / (Y * pow( gain, snd_gain_comp_power ) ); + + gain = gain * snd_gain_max.GetFloat(); + } + + if ( gain < snd_gain_min.GetFloat() ) + { + // sounds less than snd_gain_min fall off to 0 in distance it took them to fall to snd_gain_min + + gain = snd_gain_min.GetFloat() * (2.0 - relative_dist * snd_gain_min.GetFloat()); + + if (gain <= 0.0) + gain = 0.001; // don't propagate 0 gain + } + + return gain; +} + +float S_GetGainFromSoundLevel( soundlevel_t soundlevel, vec_t dist ) +{ + float gain = snd_gain.GetFloat(); + + float dist_mult = SNDLVL_TO_DIST_MULT( soundlevel ); + if ( dist_mult ) + { + gain = SND_GetGainFromMult( gain, dist_mult, dist ); + } + + return gain; +} |