Make the playcenter hack not screw up sound spatialization.

This commit is contained in:
Brian Koropoff 2003-05-28 04:49:09 +00:00
parent 00abd17dd4
commit 9e57425f4f

View file

@ -277,7 +277,7 @@ SND_Spatialize (channel_t *ch)
vec3_t source_vec; vec3_t source_vec;
// anything coming from the view entity will always be full volume // anything coming from the view entity will always be full volume
if (ch->entnum == *render_data.viewentity || ch->entnum == -1) { if (ch->entnum == *render_data.viewentity) {
ch->leftvol = ch->master_vol; ch->leftvol = ch->master_vol;
ch->rightvol = ch->master_vol; ch->rightvol = ch->master_vol;
ch->phase = 0; ch->phase = 0;
@ -736,7 +736,7 @@ SND_PlayCenter (void)
dsprintf (name, "%s", Cmd_Argv (i)); dsprintf (name, "%s", Cmd_Argv (i));
} }
sfx = SND_PrecacheSound (name->str); sfx = SND_PrecacheSound (name->str);
SND_StartSound (-1, 0, sfx, listener_origin, 1.0, 1.0); SND_StartSound (*render_data.viewentity, 0, sfx, listener_origin, 1.0, 1.0);
i++; i++;
} }
dstring_delete (name); dstring_delete (name);