Changed: Avoid some more sqrt calculations

--HG--
branch : sound_dev
hg/feature/gsoc2012-fabien
kaetemi 13 years ago
parent 19d2d91f86
commit 2fc601c556

@ -82,13 +82,13 @@ float ISource::computeManualRolloff(double alpha, float sqrdist, float distMin,
}
else
{
double dist = (double)sqrt(sqrdist);
if (alpha < 0.0f)
{
double dist = (double)sqrt(sqrdist);
// inverse distance rolloff
float rolloff = distMin / dist;
if (alpha <= -1.0f) return rolloff;
double mb = mbMin * (dist - distMin) / (distMax - distMin);
float mbrolloff = (float)pow(10.0, (double)mb / 2000.0);
return ((1.0 + alpha) * mbrolloff - alpha * rolloff);
@ -100,6 +100,7 @@ float ISource::computeManualRolloff(double alpha, float sqrdist, float distMin,
// full attenuation
return 0.0f;
}
double dist = (double)sqrt(sqrdist);
if (alpha == 0.0f)
{
// linearly descending volume on a dB scale
@ -111,7 +112,7 @@ float ISource::computeManualRolloff(double alpha, float sqrdist, float distMin,
// linear distance rolloff
float rolloff = (distMax - dist) / (distMax - distMin);
if (alpha >= 1.0f) return rolloff;
double mb = mbMin * (dist - distMin) / (distMax - distMin);
float mbrolloff = (float)pow(10.0, (double)mb / 2000.0);
return ((1.0 - alpha) * mbrolloff + alpha * rolloff);

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