From ee2d3f6b3ff3d28097b36a9930cddb87b59613d6 Mon Sep 17 00:00:00 2001 From: Marco Hladik Date: Wed, 2 Mar 2022 09:14:02 -0800 Subject: [PATCH] SoundDef: add 'pitch' support to Sound_PlayAt(), the pointsound builtin does support pitch on FTEQW but it's not advertised in the extensions .qc --- src/shared/sound.qc | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/shared/sound.qc b/src/shared/sound.qc index 289b8b73..c85080d6 100644 --- a/src/shared/sound.qc +++ b/src/shared/sound.qc @@ -511,6 +511,7 @@ Sound_Play(entity target, int chan, string shader) } } +void(vector origin, string sample, float volume, float attenuation, float pitch) pointsound_proper = #483; void Sound_PlayAt(vector pos, string shader) { @@ -562,7 +563,7 @@ Sound_PlayAt(vector pos, string shader) #endif /* really? this doesn't do any more? */ - pointsound(pos, argv(r), g_sounds[sample].volume, Sound_GetAttenuation(sample)); + pointsound_proper(pos, argv(r), g_sounds[sample].volume, Sound_GetAttenuation(sample), pitch); } #ifdef CLIENT