Fix AudioStreamPlayer3D still processing when out of range
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@ -401,10 +401,19 @@ Vector<AudioFrame> AudioStreamPlayer3D::_update_panning() {
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if (area && area->is_using_reverb_bus() && area->get_reverb_uniformity() > 0) {
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if (area && area->is_using_reverb_bus() && area->get_reverb_uniformity() > 0) {
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total_max = MAX(total_max, listener_area_pos.length());
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total_max = MAX(total_max, listener_area_pos.length());
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}
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}
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if (total_max > max_distance) {
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if (dist > total_max || total_max > max_distance) {
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if (!was_further_than_max_distance_last_frame) {
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HashMap<StringName, Vector<AudioFrame>> bus_volumes;
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for (Ref<AudioStreamPlayback> &playback : internal->stream_playbacks) {
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// So the player gets muted and mostly stops mixing when out of range.
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AudioServer::get_singleton()->set_playback_bus_volumes_linear(playback, bus_volumes);
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}
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was_further_than_max_distance_last_frame = true; // Cache so we don't set the volume over and over.
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}
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continue; //can't hear this sound in this listener
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continue; //can't hear this sound in this listener
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}
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}
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}
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}
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was_further_than_max_distance_last_frame = false;
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float multiplier = Math::db_to_linear(_get_attenuation_db(dist));
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float multiplier = Math::db_to_linear(_get_attenuation_db(dist));
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if (max_distance > 0) {
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if (max_distance > 0) {
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@ -105,6 +105,7 @@ private:
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float linear_attenuation = 0;
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float linear_attenuation = 0;
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float max_distance = 0.0;
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float max_distance = 0.0;
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bool was_further_than_max_distance_last_frame = false;
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Ref<VelocityTracker3D> velocity_tracker;
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Ref<VelocityTracker3D> velocity_tracker;
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