SL-11445 Fix fmod studio position and orientation attributes
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8cb9bcf1d6
commit
c0ce256591
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@ -725,8 +725,6 @@ FMOD_RESULT F_CALLBACK windCallback(FMOD_DSP_STATE *dsp_state, float *inbuffer,
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FMOD::DSP *thisdsp = (FMOD::DSP *)dsp_state->instance;
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thisdsp->getUserData((void **)&windgen);
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S32 channels, configwidth, configheight;
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thisdsp->getInfo(0, 0, &channels, &configwidth, &configheight);
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windgen->windGenerate((LLAudioEngine_FMODSTUDIO::MIXBUFFERFORMAT *)outbuffer, length);
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@ -82,11 +82,8 @@ void LLListener_FMODSTUDIO::orient(LLVector3 up, LLVector3 at)
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{
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LLListener::orient(up, at);
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// Welcome to the transition between right and left
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// (coordinate systems, that is)
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// Leaving the at vector alone results in a L/R reversal
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// since DX is left-handed and we (LL, OpenGL, OpenAL) are right-handed
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at = -at;
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// at = -at; by default Fmod studio is 'left-handed' but we are providing
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// flag FMOD_INIT_3D_RIGHTHANDED so no correction are needed
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mSystem->set3DListenerAttributes(0, NULL, NULL, (FMOD_VECTOR*)at.mV, (FMOD_VECTOR*)up.mV);
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}
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@ -106,14 +103,14 @@ void LLListener_FMODSTUDIO::commitDeferredChanges()
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void LLListener_FMODSTUDIO::setRolloffFactor(F32 factor)
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{
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//An internal FMOD optimization skips 3D updates if there have not been changes to the 3D sound environment.
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// (this was true for FMODex, looks to be still true for FMOD STUDIO)
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// (this was true for FMODex, looks to be still true for FMOD STUDIO, but needs a recheck)
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//Sadly, a change in rolloff is not accounted for, thus we must touch the listener properties as well.
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//In short: Changing the position ticks a dirtyflag inside fmod, which makes it not skip 3D processing next update call.
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if (mRolloffFactor != factor)
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{
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LLVector3 pos = mVelocity - LLVector3(0.f, 0.f, .1f);
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LLVector3 pos = mPosition - LLVector3(0.f, 0.f, .1f);
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mSystem->set3DListenerAttributes(0, (FMOD_VECTOR*)pos.mV, NULL, NULL, NULL);
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mSystem->set3DListenerAttributes(0, (FMOD_VECTOR*)mVelocity.mV, NULL, NULL, NULL);
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mSystem->set3DListenerAttributes(0, (FMOD_VECTOR*)mPosition.mV, NULL, NULL, NULL);
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}
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mRolloffFactor = factor;
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mSystem->set3DSettings(mDopplerFactor, 1.f, mRolloffFactor);
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