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author | Micky <micheledevita2@gmail.com> | 2022-08-13 17:45:42 +0200 |
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committer | Micky <micheledevita2@gmail.com> | 2022-08-26 14:58:22 +0200 |
commit | 59e11934d893cbcde70c10f9f861c710b19f3dfa (patch) | |
tree | edae8feaed897b098bd92af4574723192da2eb23 /scene/3d/audio_stream_player_3d.cpp | |
parent | 85ed9eac6f57b87b175fefee303845abf23ebc18 (diff) | |
download | redot-engine-59e11934d893cbcde70c10f9f861c710b19f3dfa.tar.gz |
Rename `str2var` to `str_to_var` and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.
- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`
- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
Diffstat (limited to 'scene/3d/audio_stream_player_3d.cpp')
-rw-r--r-- | scene/3d/audio_stream_player_3d.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp index 93e91f9b5b..0e7b71f74a 100644 --- a/scene/3d/audio_stream_player_3d.cpp +++ b/scene/3d/audio_stream_player_3d.cpp @@ -149,7 +149,7 @@ void AudioStreamPlayer3D::_calc_reverb_vol(Area3D *area, Vector3 listener_area_p if (uniformity > 0.0) { float distance = listener_area_pos.length(); - float attenuation = Math::db2linear(_get_attenuation_db(distance)); + float attenuation = Math::db_to_linear(_get_attenuation_db(distance)); // Determine the fraction of sound that would come from each speaker if they were all driven uniformly. float center_val[3] = { 0.5f, 0.25f, 0.16666f }; @@ -213,12 +213,12 @@ float AudioStreamPlayer3D::_get_attenuation_db(float p_distance) const { float att = 0; switch (attenuation_model) { case ATTENUATION_INVERSE_DISTANCE: { - att = Math::linear2db(1.0 / ((p_distance / unit_size) + CMP_EPSILON)); + att = Math::linear_to_db(1.0 / ((p_distance / unit_size) + CMP_EPSILON)); } break; case ATTENUATION_INVERSE_SQUARE_DISTANCE: { float d = (p_distance / unit_size); d *= d; - att = Math::linear2db(1.0 / (d + CMP_EPSILON)); + att = Math::linear_to_db(1.0 / (d + CMP_EPSILON)); } break; case ATTENUATION_LOGARITHMIC: { att = -20 * Math::log(p_distance / unit_size + CMP_EPSILON); @@ -443,7 +443,7 @@ Vector<AudioFrame> AudioStreamPlayer3D::_update_panning() { } } - float multiplier = Math::db2linear(_get_attenuation_db(dist)); + float multiplier = Math::db_to_linear(_get_attenuation_db(dist)); if (max_distance > 0) { multiplier *= MAX(0, 1.0 - (dist / max_distance)); } @@ -453,13 +453,13 @@ Vector<AudioFrame> AudioStreamPlayer3D::_update_panning() { if (emission_angle_enabled) { Vector3 listenertopos = global_pos - listener_node->get_global_transform().origin; float c = listenertopos.normalized().dot(get_global_transform().basis.get_column(2).normalized()); //it's z negative - float angle = Math::rad2deg(Math::acos(c)); + float angle = Math::rad_to_deg(Math::acos(c)); if (angle > emission_angle) { db_att -= -emission_angle_filter_attenuation_db; } } - linear_attenuation = Math::db2linear(db_att); + linear_attenuation = Math::db_to_linear(db_att); for (Ref<AudioStreamPlayback> &playback : stream_playbacks) { AudioServer::get_singleton()->set_playback_highshelf_params(playback, linear_attenuation, attenuation_filter_cutoff_hz); } |