21 glm::vec3
up{0.0f, 1.0f, 0.0f};
39[[nodiscard]]
float dopplerRatio(
const glm::vec3& sourceToListener,
40 const glm::vec3& sourceVelocity,
41 const glm::vec3& listenerVelocity)
noexcept;
43 const glm::vec3& sourceVelocity,
Definition AudioMath.cpp:10
constexpr float k_fullGainDistance
Definition AudioMath.hpp:14
constexpr int k_mixerSampleRate
Definition AudioMath.hpp:11
constexpr int k_mixerChannels
Definition AudioMath.hpp:12
float distanceAttenuation(float distance, float fullGainDistance, float silentDistance) noexcept
Definition AudioMath.cpp:12
constexpr float k_silentDistance
Definition AudioMath.hpp:15
float dopplerRatio(const glm::vec3 &sourceToListener, const glm::vec3 &sourceVelocity, const glm::vec3 &listenerVelocity) noexcept
Definition AudioMath.cpp:26
SpatialParams evaluateSpatial(const glm::vec3 &sourcePosition, const glm::vec3 &sourceVelocity, const ListenerState &listener, bool occluded, float fullGainDistance, float silentDistance) noexcept
Definition AudioMath.cpp:43
constexpr float k_speedOfSoundUnitsPerSecond
Definition AudioMath.hpp:13
Definition AudioMath.hpp:18
glm::vec3 up
Definition AudioMath.hpp:21
glm::vec3 position
Definition AudioMath.hpp:19
glm::vec3 forward
Definition AudioMath.hpp:20
glm::vec3 velocity
Definition AudioMath.hpp:22
Definition AudioMath.hpp:26
float gain
Definition AudioMath.hpp:27
float reverbSend
Definition AudioMath.hpp:32
float dopplerRatio
Definition AudioMath.hpp:30
float right
Definition AudioMath.hpp:29
float left
Definition AudioMath.hpp:28
bool audible
Definition AudioMath.hpp:33
float lowPass
Definition AudioMath.hpp:31