Fix AudioStreamPlayer3D still processing when out of range

This commit is contained in:
Wierdox 2024-09-07 02:13:54 -07:00
parent 0a4aedb360
commit a3158d89bb
2 changed files with 11 additions and 1 deletions

View file

@ -401,10 +401,19 @@ Vector<AudioFrame> AudioStreamPlayer3D::_update_panning() {
if (area && area->is_using_reverb_bus() && area->get_reverb_uniformity() > 0) {
total_max = MAX(total_max, listener_area_pos.length());
}
if (total_max > max_distance) {
if (dist > total_max || total_max > max_distance) {
if (!was_further_than_max_distance_last_frame) {
HashMap<StringName, Vector<AudioFrame>> bus_volumes;
for (Ref<AudioStreamPlayback> &playback : internal->stream_playbacks) {
// So the player gets muted and mostly stops mixing when out of range.
AudioServer::get_singleton()->set_playback_bus_volumes_linear(playback, bus_volumes);
}
was_further_than_max_distance_last_frame = true; // Cache so we don't set the volume over and over.
}
continue; //can't hear this sound in this listener
}
}
was_further_than_max_distance_last_frame = false;
float multiplier = Math::db_to_linear(_get_attenuation_db(dist));
if (max_distance > 0) {

View file

@ -105,6 +105,7 @@ private:
float linear_attenuation = 0;
float max_distance = 0.0;
bool was_further_than_max_distance_last_frame = false;
Ref<VelocityTracker3D> velocity_tracker;