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Clean up some old matrix code.
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@@ -11661,21 +11661,11 @@ MA_API ma_result ma_spatializer_process_pcm_frames(ma_spatializer* pSpatializer,
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axisX = ma_vec3f_neg(axisX);
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axisX = ma_vec3f_neg(axisX);
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}
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}
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#if 0
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/* Lookat. */
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{
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m[0][0] = axisX.x; m[0][1] = axisY.x; m[0][2] = axisZ.x; m[0][3] = 0;
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m[1][0] = axisX.y; m[1][1] = axisY.y; m[1][2] = axisZ.y; m[1][3] = 0;
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m[2][0] = axisX.z; m[2][1] = axisY.z; m[2][2] = axisZ.z; m[2][3] = 0;
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m[3][0] = -ma_vec3f_dot(axisX, pListener->position); m[3][1] = -ma_vec3f_dot(axisY, pListener->position); m[3][2] = -ma_vec3f_dot(axisZ, pListener->position); m[3][3] = 1;
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}
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#else
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{
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m[0][0] = axisX.x; m[1][0] = axisX.y; m[2][0] = axisX.z; m[3][0] = -ma_vec3f_dot(axisX, pListener->position);
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m[0][0] = axisX.x; m[1][0] = axisX.y; m[2][0] = axisX.z; m[3][0] = -ma_vec3f_dot(axisX, pListener->position);
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m[0][1] = axisY.x; m[1][1] = axisY.y; m[2][1] = axisY.z; m[3][1] = -ma_vec3f_dot(axisY, pListener->position);
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m[0][1] = axisY.x; m[1][1] = axisY.y; m[2][1] = axisY.z; m[3][1] = -ma_vec3f_dot(axisY, pListener->position);
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m[0][2] = -axisZ.x; m[1][2] = -axisZ.y; m[2][2] = -axisZ.z; m[3][2] = -ma_vec3f_dot(ma_vec3f_neg(axisZ), pListener->position);
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m[0][2] = -axisZ.x; m[1][2] = -axisZ.y; m[2][2] = -axisZ.z; m[3][2] = -ma_vec3f_dot(ma_vec3f_neg(axisZ), pListener->position);
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m[0][3] = 0; m[1][3] = 0; m[2][3] = 0; m[3][3] = 1;
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m[0][3] = 0; m[1][3] = 0; m[2][3] = 0; m[3][3] = 1;
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}
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#endif
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/*
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/*
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Multiply the lookat matrix by the spatializer position to transform it to listener
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Multiply the lookat matrix by the spatializer position to transform it to listener
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@@ -11683,45 +11673,19 @@ MA_API ma_result ma_spatializer_process_pcm_frames(ma_spatializer* pSpatializer,
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origin which makes things simpler.
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origin which makes things simpler.
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*/
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*/
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v = pSpatializer->position;
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v = pSpatializer->position;
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#if 0
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{
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relativePos.x = m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3] * 1;
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relativePos.y = m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3] * 1;
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relativePos.z = m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3] * 1;
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}
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#else
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{
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relativePos.x = m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z + m[3][0] * 1;
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relativePos.x = m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z + m[3][0] * 1;
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relativePos.y = m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z + m[3][1] * 1;
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relativePos.y = m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z + m[3][1] * 1;
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relativePos.z = m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z + m[3][2] * 1;
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relativePos.z = m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z + m[3][2] * 1;
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}
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#endif
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/*
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/*
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The direction of the sound needs to also be transformed so that it's relative to the
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The direction of the sound needs to also be transformed so that it's relative to the
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rotation of the listener.
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rotation of the listener.
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*/
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*/
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v = pSpatializer->direction;
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v = pSpatializer->direction;
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#if 0
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{
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relativeDir.x = m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z;
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relativeDir.y = m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z;
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relativeDir.z = m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z;
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}
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#else
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{
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relativeDir.x = m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z;
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relativeDir.x = m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z;
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relativeDir.y = m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z;
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relativeDir.y = m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z;
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relativeDir.z = m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z;
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relativeDir.z = m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z;
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}
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}
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#endif
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#if defined(MA_DEBUG_OUTPUT)
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{
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/*printf("dir.x = {%f, %f, %f}\n", relativeDir.x, relativeDir.y, relativeDir.z);*/
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}
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#endif
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}
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distance = ma_vec3f_len(relativePos);
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distance = ma_vec3f_len(relativePos);
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@@ -11933,12 +11897,6 @@ MA_API ma_result ma_spatializer_process_pcm_frames(ma_spatializer* pSpatializer,
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} else {
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} else {
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pSpatializer->dopplerPitch = 1;
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pSpatializer->dopplerPitch = 1;
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}
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}
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#if defined(MA_DEBUG_OUTPUT)
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{
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/*printf("dopplerPitch = %f; relativePos = {%f %f %f}\n", pSpatializer->dopplerPitch, relativePos.x, relativePos.y, relativePos.z);*/
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}
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#endif
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}
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}
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return MA_SUCCESS;
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return MA_SUCCESS;
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