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- fixed some initialization problems with sound.
* a position-less sound did not get the listener's position attached. * an unattached sound mixed up y and z coordinates.
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fadc7d650d
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1 changed files with 3 additions and 1 deletions
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@ -665,6 +665,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
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if (listener != NULL)
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if (listener != NULL)
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{
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{
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listenpos = listener->Pos();
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listenpos = listener->Pos();
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*pos = listener->SoundPos();
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pgroup = listener->Sector->PortalGroup;
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pgroup = listener->Sector->PortalGroup;
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}
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}
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else
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else
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@ -1276,7 +1277,8 @@ void S_Sound (const FPolyObj *poly, int channel, FSoundID sound_id, float volume
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void S_Sound(const DVector3 &pos, int channel, FSoundID sound_id, float volume, float attenuation)
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void S_Sound(const DVector3 &pos, int channel, FSoundID sound_id, float volume, float attenuation)
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{
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{
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FVector3 p((float)pos.X, (float)pos.Y, (float)pos.Z);
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// The sound system switches Y and Z around.
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FVector3 p((float)pos.X, (float)pos.Z, (float)pos.Y);
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S_StartSound (NULL, NULL, NULL, &p, channel, sound_id, volume, attenuation);
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S_StartSound (NULL, NULL, NULL, &p, channel, sound_id, volume, attenuation);
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}
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}
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