With the roll off factor, the higher the value, the steeper the volume drop over a shorter distance. The lower the value, the more gradual, and longer the distance from the listener. You could try adjusting the sounds volume, but there are also other factors involved with the roll off distance models not currently implemented in the player handler class, though the bindings are in place. For example:
// The distance that the source will be the loudest (if the listener is
// closer, it won't be any louder than if they were at this distance)
alSourcei(source, AL_REFERENCE_DISTANCE, 1.0);
// The distance that the source will be the quietest (if the listener is
// farther, it won't be any quieter than if they were at this distance)
alSourcei(source, AL_MAX_DISTANCE, FLT_MAX);
There are also settings for different distance models, such as AL_INVERSE_DISTANCE, AL_INVERSE_DISTANCE_CLAMPED, AL_LINEAR_DISTANCE, AL_LINEAR_DISTANCE_CLAMPED, AL_EXPONENT_DISTANCE, AL_EXPONENT_DISTANCE_CLAMPED, or AL_NONE. For the AL_INVERSE_DISTANCE model the formula works like this:
gain = AL_REFERENCE_DISTANCE / (AL_REFERENCE_DISTANCE + AL_ROLLOFF_FACTOR * (distance – AL_REFERENCE_DISTANCE))
These settings help adjust the effects of volume distance attenuation and drop off. If you like I can try adding them in and you can playing around with them. Or also you could also checkout the [Openal Programmers Guide], which covers some of the nitty gritty of source functions and calls.
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