Implemented (temporary) hack to enable reverb to be audible when audio sources are far away, until audio culling is fixed.

This commit is contained in:
2013-04-11 20:33:45 -07:00
parent 1bdcf0223f
commit 1b77dff53a

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