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authorChris Robinson <[email protected]>2023-12-06 20:27:01 -0800
committerChris Robinson <[email protected]>2023-12-06 20:27:01 -0800
commit98e7cf3b169a7f8b4bd6210242247b67645856ab (patch)
treefdde6b80cfbcec30dbd547ab0fb3ba09589c4fbd
parenta7fdf196ac182680ef4a613571d8f0a7844cfc15 (diff)
Don't apply the reverb room rolloff with a 0 ref distance
-rw-r--r--alc/alu.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/alc/alu.cpp b/alc/alu.cpp
index 2bc648bf..a3083b7f 100644
--- a/alc/alu.cpp
+++ b/alc/alu.cpp
@@ -1621,8 +1621,9 @@ void CalcAttnSourceParams(Voice *voice, const VoiceProps *props, const ContextBa
/* The reverb effect's room rolloff factor always applies to an
* inverse distance rolloff model.
*/
- WetGain[i].Base *= calc_attenuation(Distance, props->RefDistance,
- SendSlots[i]->RoomRolloff);
+ if(props->RefDistance > 0.0f)
+ WetGain[i].Base *= calc_attenuation(Distance, props->RefDistance,
+ SendSlots[i]->RoomRolloff);
if(distance_meters > std::numeric_limits<float>::epsilon())
WetGain[i].HF *= std::pow(SendSlots[i]->AirAbsorptionGainHF, distance_meters);