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Positional sound: Limit volume when closer than 1 node

Change OpenAL distance model from AL_INVERSE_DISTANCE to
AL_INVERSE_DISTANCE_CLAMPED to avoid excessive volume when very close
to the sound location, for example MTG doors, and MTG fire sounds which
are combined at an average position and often located in air nodes.

Because AL_REFERENCE_DISTANCE has been reduced to 1 node (the distance
under which gain is clamped), multiply volume by the same factor to keep
sound gains the same as before, since the gain is calculated as:

gain = (AL_REFERENCE_DISTANCE / distance)
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paramat committed Sep 23, 2017
1 parent d5a97e0 commit a455297d297c0819a7eff89e51e5f01a5ac731c3
Showing with 10 additions and 4 deletions.
  1. +10 −4 src/sound_openal.cpp
@@ -36,6 +36,7 @@ with this program; ifnot, write to the Free Software Foundation, Inc.,
#include <AL/alc.h>
#include <AL/alext.h>
#endif
#include <cmath>
#include <vorbis/vorbisfile.h>
#include <cassert>
#include "log.h"
@@ -332,7 +333,7 @@ class OpenALSoundManager: public ISoundManager
return;
}

alDistanceModel(AL_INVERSE_DISTANCE);
alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED);

infostream<<"Audio: Initialized: OpenAL "<<alGetString(AL_VERSION)
<<", using "<<alcGetString(m_device, ALC_DEVICE_SPECIFIER)
@@ -405,7 +406,7 @@ class OpenALSoundManager: public ISoundManager
alSource3f(sound->source_id, AL_POSITION, 0, 0, 0);
alSource3f(sound->source_id, AL_VELOCITY, 0, 0, 0);
alSourcei(sound->source_id, AL_LOOPING, loop ? AL_TRUE : AL_FALSE);
volume = MYMAX(0.0, volume);
volume = std::max(0.0f, volume);
alSourcef(sound->source_id, AL_GAIN, volume);
alSourcef(sound->source_id, AL_PITCH, pitch);
alSourcePlay(sound->source_id);
@@ -427,9 +428,14 @@ class OpenALSoundManager: public ISoundManager
alSourcei(sound->source_id, AL_SOURCE_RELATIVE, false);
alSource3f(sound->source_id, AL_POSITION, pos.X, pos.Y, pos.Z);
alSource3f(sound->source_id, AL_VELOCITY, 0, 0, 0);
alSourcef(sound->source_id, AL_REFERENCE_DISTANCE, 30.0);
// Use alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED) and set reference
// distance to clamp gain at <1 node distance, to avoid excessive
// volume when closer
alSourcef(sound->source_id, AL_REFERENCE_DISTANCE, 10.0f);
alSourcei(sound->source_id, AL_LOOPING, loop ? AL_TRUE : AL_FALSE);
volume = MYMAX(0.0, volume);
// Multiply by 3 to compensate for reducing AL_REFERENCE_DISTANCE from
// the previous value of 30 to the new value of 10
volume = std::max(0.0f, volume * 3.0f);
alSourcef(sound->source_id, AL_GAIN, volume);
alSourcef(sound->source_id, AL_PITCH, pitch);
alSourcePlay(sound->source_id);

5 comments on commit a455297

@HybridDog

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replied Sep 27, 2017

Shouldn't the gain be calculated following way because it's a 3d wave?
gain = AL_REFERENCE_DISTANCE * AL_REFERENCE_DISTANCE / (distance * distance)

@jastevenson303

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replied Sep 27, 2017

How do you get the distance?

@HybridDog

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replied Sep 27, 2017

It looks like openal gets the positions and calculated the distance itself

@paramat

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replied Sep 28, 2017

Shouldn't the gain be calculated following way because it's a 3d wave?

Page 87 here https://www.openal.org/documentation/OpenAL_Programmers_Guide.pdf
There is an AL_EXPONENT_DISTANCE_CLAMPED distance model that could do inverse-square.

@HybridDog

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replied Sep 28, 2017

Human volume perception is not linear (therefore the dB unit), the exponent distance model with rollback factor 2 may work better but it doesn't matter as long as media (e.g. walls and water) have no effect on the sound in minetest.

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