Lines Matching refs:actorDistance
70 const f32 actorDistance = nw::math::VEC3Len( &pos ); in CalcVolumeAndPriority() local
73 actorDistance, in CalcVolumeAndPriority()
112 const f32 actorDistance = nw::math::VEC3Len( &pos ); in CalcPan() local
117 actorDistance, in CalcPan()
220 const f32 actorDistance = nw::math::VEC3Len( &pos ); in CalcBiquadFilterValue() local
227 if( actorDistance > maxVolumeDistance ) in CalcBiquadFilterValue()
230 ( actorDistance - maxVolumeDistance ) / in CalcBiquadFilterValue()
244 f32 actorDistance, in CalcVolumeAndPriorityImpl() argument
260 if ( actorDistance > maxVolumeDistance ) in CalcVolumeAndPriorityImpl()
265 volume = std::powf( decayRatio, ( actorDistance - maxVolumeDistance ) / unitDistance ); in CalcVolumeAndPriorityImpl()
268 … volume = 1.0f - ( actorDistance - maxVolumeDistance ) / unitDistance * ( 1.0f - decayRatio ); in CalcVolumeAndPriorityImpl()
281 f32 actorDistance, in CalcPanImpl() argument
300 actorDistance, in CalcPanImpl()
314 actorDistance, in CalcPanImpl()
330 CalcPanSurround( pos, interiorSize, actorDistance, panRange, in CalcPanImpl()
339 f32 actorDistance, in CalcPanSurround() argument
356 actorDistance, in CalcPanSurround()
428 f32 actorDistance,
444 actorDistance,
489 f32 actorDistance, in CalcAngleAndDistance() argument
500 if ( actorDistance == 0.0f ) in CalcAngleAndDistance()
516 interiorPos.x = pos.x * yPlaneDistance / actorDistance; in CalcAngleAndDistance()
518 interiorPos.z = pos.z * yPlaneDistance / actorDistance; in CalcAngleAndDistance()