From c7f6565654d12911e5778d307ed6304c2a97a088 Mon Sep 17 00:00:00 2001 From: Bill Currie Date: Tue, 11 Apr 2000 09:33:03 +0000 Subject: [PATCH] fix the sound spatialisation bug. cl.playernum-1 doesn't work :) --- common/snd_dma.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/common/snd_dma.c b/common/snd_dma.c index dc13008..299dc88 100644 --- a/common/snd_dma.c +++ b/common/snd_dma.c @@ -396,7 +396,7 @@ channel_t *SND_PickChannel(int entnum, int entchannel) } // don't let monster sounds override player sounds - if (channels[ch_idx].entnum == cl.playernum -1 && entnum != cl.playernum -1 && channels[ch_idx].sfx) + if (channels[ch_idx].entnum == cl.playernum && entnum != cl.playernum && channels[ch_idx].sfx) continue; if (channels[ch_idx].end - paintedtime < life_left) @@ -430,13 +430,13 @@ void SND_Spatialize(channel_t *ch) sfx_t *sndfx; // anything coming from the view entity will allways be full volume - if (ch->entnum == cl.playernum -1) + if (ch->entnum == cl.playernum) { ch->leftvol = ch->master_vol; ch->rightvol = ch->master_vol; return; } - + printf("%d %d\n",ch->entnum,cl.playernum); // calculate stereo seperation and distance attenuation sndfx = ch->sfx; @@ -1024,7 +1024,7 @@ void S_LocalSound (char *sound) Con_Printf ("S_LocalSound: can't cache %s\n", sound); return; } - S_StartSound (cl.playernum -1, -1, sfx, vec3_origin, 1, 1); + S_StartSound (cl.playernum, -1, sfx, vec3_origin, 1, 1); }