3d sound sources may have custom audio attenuators attached to them. Sometimes the default options provided by SoLoud are not enough.
Custom attenuators are used by creating the object and passing it to an audio source via set3dAttenuator call:
MyCustomAttenuator ca; gSound.set3dAttenuator(&ca); gSoloud.play(gSound);
The attenuator pointer is copied to audio instances, so if you wish to launch several instances of a sound source with different attenuator, simply call the set3dAttenuator() before any play() calls. Disabling the attenuator can be done by giving the call a NULL pointer.
To create a custom attenuator, extend the AudioAttenuator class. The class defines only one function:
virtual float attenuate(float aDistance, float aMinDistance, float aMaxDistance, float aRolloffFactor)
The return value is expected to be in the 0..1 range, and gives the general volume level.
The custom attenuators are called while processing the 3d audio in the update3dAudio() call, before any panning is calculated.
Note that calling any SoLoud functions (even to set the position of a 3d audio source) from the attenuate function will most likely cause the application - or at least the audio thread - to freeze due to mutex locks.
Copyright©2013-2015 Jari Komppa