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Experiments with new headphone volume scale
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@ -30,13 +30,21 @@ namespace DS4Windows.DS4Library
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public void RefreshVolume()
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public void RefreshVolume()
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{
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{
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const float HALFPI = (float)Math.PI / 2.0f;
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float pfLevel = 0;
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float pfLevel = 0;
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if (endpointVolume != null)
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if (endpointVolume != null)
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endpointVolume.GetMasterVolumeLevelScalar(out pfLevel);
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endpointVolume.GetMasterVolumeLevelScalar(out pfLevel);
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if (instAudioFlags == DataFlow.Render)
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if (instAudioFlags == DataFlow.Render)
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vol = Convert.ToUInt32((75 - 20) * (--pfLevel * pfLevel * pfLevel + 1) + 20);
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// Use QuadraticEaseOut curve for headphone volume level
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//vol = pfLevel != 0.0 ? Convert.ToUInt32((80 - 30) * -(pfLevel * (pfLevel - 2.0)) + 30) : 0;
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// Use SineEaseOut curve for headphone volume level
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vol = pfLevel != 0.0 ? Convert.ToUInt32((80 - 30) * Math.Sin(pfLevel * HALFPI) + 30) : 0;
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// Use CubicEaseOut curve for headphone volume level
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//vol = pfLevel != 0.0 ? Convert.ToUInt32((80 - 30) * (--pfLevel * pfLevel * pfLevel + 1) + 30) : 0;
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// Use Linear curve for headphone volume level
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//vol = pfLevel != 0.0 ? Convert.ToUInt32((80 - 30) * pfLevel + 30) : 0;
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else if (instAudioFlags == DataFlow.Capture)
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else if (instAudioFlags == DataFlow.Capture)
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vol = Convert.ToUInt32((60 - 0) * pfLevel + 0);
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vol = Convert.ToUInt32((60 - 0) * pfLevel + 0);
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}
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}
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