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Normalize directions in symmetric renderer
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VoidXH committed May 10, 2018
1 parent 5205429 commit 5223ef3
Showing 1 changed file with 6 additions and 3 deletions.
9 changes: 6 additions & 3 deletions CavernUnity DLL/AudioSource3D.cs
Original file line number Diff line number Diff line change
Expand Up @@ -340,9 +340,12 @@ internal unsafe float[] Collect() {
float ClosestTop = 1.1f, ClosestBottom = -1.1f, ClosestTF = 1.1f, ClosestTR = -1.1f,
ClosestBF = 1.1f, ClosestBR = -1.1f; // Closest layers on y/z
Vector3 Position = Direction;
Position.x /= AudioListener3D.EnvironmentSize.x;
Position.y /= AudioListener3D.EnvironmentSize.y;
Position.z /= AudioListener3D.EnvironmentSize.z;
if (CavernUtilities.Abs(Position.x) > AudioListener3D.EnvironmentSize.x)
Position /= AudioListener3D.EnvironmentSize.x;
if (CavernUtilities.Abs(Position.y) > AudioListener3D.EnvironmentSize.y)
Position /= AudioListener3D.EnvironmentSize.y;
if (CavernUtilities.Abs(Position.z) > AudioListener3D.EnvironmentSize.z)
Position /= AudioListener3D.EnvironmentSize.z;
for (int Channel = 0; Channel < Channels; ++Channel) { // Find closest horizontal layers
if (!AudioListener3D.Channels[Channel].LFE) {
float ChannelY = AudioListener3D.Channels[Channel].CubicalPos.y;
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