osgAL::OccludeCallback Class Reference
Class to calculate occlusion between the listener and the soundsource.
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List of all members.
Detailed Description
Class to calculate occlusion between the listener and the soundsource.
OccludeCallback is executed from a SoundNode during traversal of the scene containing the soundnode. By analyzing if the sight is free by shooting a ray from the listener towards the soundnode, a damping factor is applied to the gain of the soundstate for the current sound node.
Currently only one ray is shot from the center of the listener to the center of the soundsource, instead of one per ear.
The operator() method is executed both when the source is occluded as well as it is not. operator() implements the actually occlusion functionality.
The default one, interpolates the damping over a short timeperiod trying to avoid clicks...
Constructor & Destructor Documentation
osgAL::OccludeCallback::OccludeCallback |
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osg::Node * |
root |
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Constructor. - Parameters:
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| root | - The intersection ray will be shot at root:s all childrens. |
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Member Function Documentation
float osgAL::OccludeCallback::getEarDistance |
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const [inline] |
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Returns the specified distance between the ears.
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float osgAL::OccludeCallback::getNearThreshold |
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const [inline] |
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SoundNode* osgAL::OccludeCallback::getSoundNode |
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[inline, protected] |
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virtual void osgAL::OccludeCallback::operator() |
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double |
distance, |
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osg::Node * |
occluder, |
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bool |
left_occluded, |
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bool |
right_occluded |
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[protected, virtual] |
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void osgAL::OccludeCallback::setNearThreshold |
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float |
t |
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[inline] |
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If the ray hit an object outstide this distance from the sound node, it is culled.
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Friends And Related Function Documentation
The documentation for this class was generated from the following file:
Generated on Tue Jun 28 10:22:57 2005 for osgAL by
1.4.3-20050530