Implemented (temporary) hack to enable reverb to be audible when audio sources are far away, until audio culling is fixed.
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@@ -1508,7 +1508,7 @@ void KRAudioManager::startFrame(float deltaTime)
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// apply minimum-cutoff so that we don't waste cycles processing very quiet / distant sound sources
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// apply minimum-cutoff so that we don't waste cycles processing very quiet / distant sound sources
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gain = KRMAX(gain - KRENGINE_AUDIO_CUTOFF, 0.0f) / (1.0f - KRENGINE_AUDIO_CUTOFF);
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gain = KRMAX(gain - KRENGINE_AUDIO_CUTOFF, 0.0f) / (1.0f - KRENGINE_AUDIO_CUTOFF);
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if(gain > 0.0f) {
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if(gain > 0.0f || true) { // FINDME, HACK! "true" added to prevent squelching of audio sources that are contributing to reverb
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KRVector3 source_listener_space = KRVector3(
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KRVector3 source_listener_space = KRVector3(
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KRVector3::Dot(listener_right, diff),
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KRVector3::Dot(listener_right, diff),
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