[PATCH] dsound: Apply rolloff factor to distance attenuation

Andrew Eikum aeikum at codeweavers.com
Tue Apr 28 10:21:04 CDT 2015


---

This fixes bug 28905.

 dlls/dsound/sound3d.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/dlls/dsound/sound3d.c b/dlls/dsound/sound3d.c
index 5eb02a6..e428053 100644
--- a/dlls/dsound/sound3d.c
+++ b/dlls/dsound/sound3d.c
@@ -207,7 +207,7 @@ void DSOUND_Calc3DBuffer(IDirectSoundBufferImpl *dsb)
 		flDistance = dsb->ds3db_ds3db.flMinDistance;
 	
 	/* attenuation proportional to the distance squared, converted to millibels as in lVolume*/
-	lVolume -= log10(flDistance/dsb->ds3db_ds3db.flMinDistance * flDistance/dsb->ds3db_ds3db.flMinDistance)*1000;
+	lVolume -= log10(flDistance/dsb->ds3db_ds3db.flMinDistance * flDistance/dsb->ds3db_ds3db.flMinDistance)*1000 * dsb->device->ds3dl.flRolloffFactor;
 	TRACE("dist. att: Distance = %f, MinDistance = %f => adjusting volume %d to %f\n", flDistance, dsb->ds3db_ds3db.flMinDistance, dsb->ds3db_lVolume, lVolume);
 
 	/* conning */
-- 
2.3.6




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