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fix the sound spatialisation bug. cl.playernum-1 doesn't work :)
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1 changed files with 4 additions and 4 deletions
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@ -396,7 +396,7 @@ channel_t *SND_PickChannel(int entnum, int entchannel)
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}
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// don't let monster sounds override player sounds
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if (channels[ch_idx].entnum == cl.playernum -1 && entnum != cl.playernum -1 && channels[ch_idx].sfx)
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if (channels[ch_idx].entnum == cl.playernum && entnum != cl.playernum && channels[ch_idx].sfx)
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continue;
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if (channels[ch_idx].end - paintedtime < life_left)
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@ -430,13 +430,13 @@ void SND_Spatialize(channel_t *ch)
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sfx_t *sndfx;
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// anything coming from the view entity will allways be full volume
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if (ch->entnum == cl.playernum -1)
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if (ch->entnum == cl.playernum)
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{
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ch->leftvol = ch->master_vol;
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ch->rightvol = ch->master_vol;
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return;
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}
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printf("%d %d\n",ch->entnum,cl.playernum);
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// calculate stereo seperation and distance attenuation
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sndfx = ch->sfx;
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@ -1024,7 +1024,7 @@ void S_LocalSound (char *sound)
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Con_Printf ("S_LocalSound: can't cache %s\n", sound);
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return;
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}
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S_StartSound (cl.playernum -1, -1, sfx, vec3_origin, 1, 1);
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S_StartSound (cl.playernum, -1, sfx, vec3_origin, 1, 1);
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}
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