mirror of
https://github.com/antopilo/Nuake.git
synced 2026-01-03 14:09:46 +03:00
Fixed inverted spatialized audio direction in play mode
This commit is contained in:
@@ -28,7 +28,7 @@ namespace Nuake {
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// TODO: Sample rate, back end, buffer size, flags.
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#ifdef NK_WIN
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m_Soloud->init();
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m_Soloud->init(SoLoud::Soloud::LEFT_HANDED_3D);
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#else
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m_Soloud->init(SoLoud::Soloud::CLIP_ROUNDOFF, SoLoud::Soloud::ALSA);
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#endif
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@@ -55,6 +55,7 @@ namespace Nuake {
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m_ListenerUp.x, m_ListenerUp.y, m_ListenerUp.z
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);
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m_Soloud->update3dAudio();
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}
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}
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@@ -275640,9 +275640,10 @@ namespace Nuake {
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@@ -275696,11 +275697,9 @@ namespace Nuake {
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0x20, 0x20, 0x20, 0x20, 0x20, 0x20, 0x20, 0x20, 0x20, 0x20, 0x72, 0x65,
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};
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unsigned int Resources_Shaders_ui_panel_shader_len = sizeof(Resources_Shaders_ui_panel_shader);
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@@ -31,12 +31,14 @@ namespace Nuake
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auto currentCamera = m_Scene->GetCurrentCamera();
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Vector3 direction = currentCamera->GetDirection();
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if (Engine::IsPlayMode())
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Vector3 position = currentCamera->GetTranslation();
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if (!Engine::IsPlayMode())
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{
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direction *= -1.0f;
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direction.x *= -1.0f;
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direction.z *= -1.0f;
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}
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audioManager.SetListenerPosition(currentCamera->GetTranslation(), std::move(direction), currentCamera->GetUp());
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audioManager.SetListenerPosition(position, std::move(direction), currentCamera->GetUp());
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auto view = m_Scene->m_Registry.view<TransformComponent, AudioEmitterComponent>();
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for (auto& e : view)
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@@ -582,6 +582,15 @@ namespace NuakeUI
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SetLengthBorderNoAuto(Padding, Right);
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SetLengthBorderNoAuto(Padding, Bottom);
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if (ComputedStyle.Visibility == VisibilityType::Hidden)
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{
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YGNodeStyleSetDisplay(mNode, YGDisplayNone);
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}
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else
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{
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YGNodeStyleSetDisplay(mNode, YGDisplayFlex);
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}
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if (ComputedStyle.FlexGrow > 0.f)
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YGNodeStyleSetFlexGrow(mNode, ComputedStyle.FlexGrow);
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if (ComputedStyle.FlexShrink > 0.f)
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@@ -86,7 +86,7 @@ void main() {
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if(a == 1.f)
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{
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finalColor = mix(u_BorderColor, finalColor, borderAlpha);
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finalColor.rgb = mix(u_BorderColor.rgb, finalColor.rgb, borderAlpha);
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if(coords.x < u_Border || coords.x > u_Size.x - u_Border ||
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coords.y < u_Border || coords.y > u_Size.y - u_Border)
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{
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@@ -111,6 +111,5 @@ void main() {
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}
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}
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finalColor.a = a;
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FragColor = finalColor;
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}
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