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Change mixer panning to make sense (for SDL12)
This makes positional audio in sdl work correctly (things to the left play sounds in the left speaker)
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d066a7a6d1
1 changed files with 2 additions and 2 deletions
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@ -381,7 +381,7 @@ INT32 I_StartSound(sfxenum_t id, UINT8 vol, UINT8 sep, UINT8 pitch, UINT8 priori
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UINT8 volume = (((UINT16)vol + 1) * (UINT16)sfx_volume) / 62; // (256 * 31) / 62 == 127
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UINT8 volume = (((UINT16)vol + 1) * (UINT16)sfx_volume) / 62; // (256 * 31) / 62 == 127
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INT32 handle = Mix_PlayChannel(-1, S_sfx[id].data, 0);
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INT32 handle = Mix_PlayChannel(-1, S_sfx[id].data, 0);
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Mix_Volume(handle, volume);
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Mix_Volume(handle, volume);
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Mix_SetPanning(handle, min((UINT16)sep<<1, 0xff), min((UINT16)(0xff-sep)<<1, 0xff));
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Mix_SetPanning(handle, min((UINT16)(0xff-sep)<<1, 0xff), min((UINT16)(sep)<<1, 0xff));
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(void)pitch; // Mixer can't handle pitch
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(void)pitch; // Mixer can't handle pitch
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(void)priority; // priority and channel management is handled by SRB2...
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(void)priority; // priority and channel management is handled by SRB2...
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return handle;
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return handle;
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@ -401,7 +401,7 @@ void I_UpdateSoundParams(INT32 handle, UINT8 vol, UINT8 sep, UINT8 pitch)
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{
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{
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UINT8 volume = (((UINT16)vol + 1) * (UINT16)sfx_volume) / 62; // (256 * 31) / 62 == 127
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UINT8 volume = (((UINT16)vol + 1) * (UINT16)sfx_volume) / 62; // (256 * 31) / 62 == 127
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Mix_Volume(handle, volume);
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Mix_Volume(handle, volume);
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Mix_SetPanning(handle, min((UINT16)sep<<1, 0xff), min((UINT16)(0xff-sep)<<1, 0xff));
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Mix_SetPanning(handle, min((UINT16)(0xff-sep)<<1, 0xff), min((UINT16)(sep)<<1, 0xff));
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(void)pitch;
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(void)pitch;
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}
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}
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