- fixed: The pitch shifting info for sounds needs to be taken from the sfxinfo currently being played, not the one it links to.

This commit is contained in:
Christoph Oelckers 2016-12-26 21:07:21 +01:00
parent 5327055495
commit 58316c821d

View file

@ -917,6 +917,7 @@ static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyO
// the referenced sound so some additional checks are required // the referenced sound so some additional checks are required
int near_limit = sfx->NearLimit; int near_limit = sfx->NearLimit;
float limit_range = sfx->LimitRange; float limit_range = sfx->LimitRange;
auto pitchmask = sfx->PitchMask;
rolloff = &sfx->Rolloff; rolloff = &sfx->Rolloff;
// Resolve player sounds, random sounds, and aliases // Resolve player sounds, random sounds, and aliases
@ -1081,9 +1082,9 @@ static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyO
} }
// Vary the sfx pitches. // Vary the sfx pitches.
if (sfx->PitchMask != 0) if (pitchmask != 0)
{ {
pitch = NORM_PITCH - (M_Random() & sfx->PitchMask) + (M_Random() & sfx->PitchMask); pitch = NORM_PITCH - (M_Random() & pitchmask) + (M_Random() & pitchmask);
} }
else else
{ {