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Added patch to fix calculation of 3D sound source.
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From a0b63f4c0c9695606fe8466cb9574ebfb9230d7b Mon Sep 17 00:00:00 2001
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From: Stas Cymbalov <dummyunit@gmail.com>
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Date: Sun, 22 Mar 2015 18:22:49 +0300
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Subject: dsound: Fix angle to sound source calculation.
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This patch fixes incorrect sound positioning in dsound.
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As of now, angle to sound source is calculated as angle between
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vDistance and vOrientFront.
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This leads to incorrect results for all sources that are not in the
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same plane as speakers.
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In extreme case: for sources directly above or below origin, angle is
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calculated to -90 degrees, and they are played in the left speaker.
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This patch changes angle calculation: angle to sound source is
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calculated as angle between vDistance and plane given by vectors
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vOrientFront and vOrientTop.
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---
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dlls/dsound/sound3d.c | 25 ++++++++++++++-----------
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1 file changed, 14 insertions(+), 11 deletions(-)
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diff --git a/dlls/dsound/sound3d.c b/dlls/dsound/sound3d.c
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index 9a0226a..ffd4d45 100644
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--- a/dlls/dsound/sound3d.c
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+++ b/dlls/dsound/sound3d.c
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@@ -112,7 +112,6 @@ static inline D3DVALUE AngleBetweenVectorsRad (const D3DVECTOR *a, const D3DVECT
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cos = product/(la*lb);
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angle = acos(cos);
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- if (cos < 0.0f) { angle -= M_PI; }
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TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f radians (%f degrees)\n", a->x, a->y, a->z, b->x,
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b->y, b->z, angle, RadToDeg(angle));
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return angle;
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@@ -264,16 +263,20 @@ void DSOUND_Calc3DBuffer(IDirectSoundBufferImpl *dsb)
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else
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{
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vLeft = VectorProduct(&dsb->device->ds3dl.vOrientFront, &dsb->device->ds3dl.vOrientTop);
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- flAngle = AngleBetweenVectorsRad(&dsb->device->ds3dl.vOrientFront, &vDistance);
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- flAngle2 = AngleBetweenVectorsRad(&vLeft, &vDistance);
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-
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- /* AngleBetweenVectorsRad performs a dot product, which gives us the cosine of the angle
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- * between two vectors. Unfortunately, because cos(theta) = cos(-theta), we've no idea from
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- * this whether the sound is to our left or to our right. We have to perform another dot
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- * product, with a vector at right angles to the initial one, to get the correct angle.
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- * The angle should be between -180 degrees and 180 degrees. */
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- if (flAngle < 0.0f) { flAngle += M_PI; }
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- if (flAngle2 > 0.0f) { flAngle = -flAngle; }
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+ /* To calculate angle to sound source we need to:
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+ * 1) Get angle between vDistance and a plane on which angle to sound source should be 0.
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+ * Such a plane is given by vectors vOrientFront and vOrientTop, and angle between vector
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+ * and a plane equals to M_PI_2 - angle between vector and normal to this plane (vLeft in this case).
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+ * 2) Determine if the source is behind or in front of us by calculating angle between vDistance
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+ * and vOrientFront.
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+ */
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+ flAngle = AngleBetweenVectorsRad(&vLeft, &vDistance);
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+ flAngle2 = AngleBetweenVectorsRad(&dsb->device->ds3dl.vOrientFront, &vDistance);
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+ if (flAngle2 > M_PI_2)
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+ flAngle = -flAngle;
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+ flAngle -= M_PI_2;
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+ if (flAngle < -M_PI)
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+ flAngle += 2*M_PI;
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}
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TRACE("panning: Angle = %f rad, lPan = %d\n", flAngle, dsb->volpan.lPan);
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--
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2.3.3
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1
patches/dsound-3DSound/definition
Normal file
1
patches/dsound-3DSound/definition
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@@ -0,0 +1 @@
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Fixes: [38041] Fix calculation of 3D sound source
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