diff --git a/src/actor.h b/src/actor.h
index d46ee7523a..0c7d34d500 100644
--- a/src/actor.h
+++ b/src/actor.h
@@ -931,13 +931,10 @@ public:
 	{
 		SetOrigin(Pos() + vel, true);
 	}
-	void SetOrigin(double x, double y, double z, bool moving)
-	{
-		SetOrigin(FLOAT2FIXED(x), FLOAT2FIXED(y), FLOAT2FIXED(z), moving);
-	}
+	void SetOrigin(double x, double y, double z, bool moving);
 	void SetOrigin(const DVector3 & npos, bool moving)
 	{
-		SetOrigin(FLOAT2FIXED(npos.X), FLOAT2FIXED(npos.Y), FLOAT2FIXED(npos.Z), moving);
+		SetOrigin(npos.X, npos.Y, npos.Z, moving);
 	}
 
 	inline void SetFriendPlayer(player_t *player);
@@ -1167,7 +1164,7 @@ public:
 	void LinkToWorld (bool spawningmapthing=false, sector_t *sector = NULL);
 	void UnlinkFromWorld ();
 	void AdjustFloorClip ();
-	void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving = false);
+	void SetOrigin(fixed_t x, fixed_t y, fixed_t z, bool moving = false) = delete;
 	bool InStateSequence(FState * newstate, FState * basestate);
 	int GetTics(FState * newstate);
 	bool SetState (FState *newstate, bool nofunction=false);
@@ -1244,8 +1241,9 @@ public:
 
 	FVector3 SoundPos() const
 	{
+		// the sound system switches y and z axes so this function must, too.
 		// fixme: This still needs portal handling
-		return{ float(X()), float(Y()), float(Z()) };
+		return{ float(X()), float(Z()), float(Y()) };
 	}
 	DVector3 InterpolatedPosition(double ticFrac) const
 	{
diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp
index 57b2200d29..784c70fd54 100644
--- a/src/p_enemy.cpp
+++ b/src/p_enemy.cpp
@@ -162,12 +162,12 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
 		// I wish there was a better method to do this than randomly looking through the portal at a few places...
 		if (checkabove)
 		{
-			sector_t *upper = P_PointInSector(check->V1() + check->Delta() / 2 + sec->SkyBoxes[sector_t::ceiling]->Scale);
+			sector_t *upper = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->SkyBoxes[sector_t::ceiling]->Scale);
 			P_RecursiveSound(upper, soundtarget, splash, soundblocks, emitter, maxdist);
 		}
 		if (checkbelow)
 		{
-			sector_t *lower = P_PointInSector(check->V1() + check->Delta() / 2 + sec->SkyBoxes[sector_t::floor]->Scale);
+			sector_t *lower = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->SkyBoxes[sector_t::floor]->Scale);
 			P_RecursiveSound(lower, soundtarget, splash, soundblocks, emitter, maxdist);
 		}
 		FLinePortal *port = check->getPortal();
@@ -195,18 +195,18 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
 			other = check->sidedef[0]->sector;
 
 		// check for closed door
-		if ((sec->floorplane.ZatPoint (check->V1()) >=
-			 other->ceilingplane.ZatPoint (check->V1()) &&
-			 sec->floorplane.ZatPoint (check->V2()) >=
-			 other->ceilingplane.ZatPoint (check->V2()))
-		 || (other->floorplane.ZatPoint (check->V1()) >=
-			 sec->ceilingplane.ZatPoint (check->V1()) &&
-			 other->floorplane.ZatPoint (check->V2()) >=
-			 sec->ceilingplane.ZatPoint (check->V2()))
-		 || (other->floorplane.ZatPoint (check->V1()) >=
-			 other->ceilingplane.ZatPoint (check->V1()) &&
-			 other->floorplane.ZatPoint (check->V2()) >=
-			 other->ceilingplane.ZatPoint (check->V2())))
+		if ((sec->floorplane.ZatPoint (check->v1->fPos()) >=
+			 other->ceilingplane.ZatPoint (check->v1->fPos()) &&
+			 sec->floorplane.ZatPoint (check->v2->fPos()) >=
+			 other->ceilingplane.ZatPoint (check->v2->fPos()))
+		 || (other->floorplane.ZatPoint (check->v1->fPos()) >=
+			 sec->ceilingplane.ZatPoint (check->v1->fPos()) &&
+			 other->floorplane.ZatPoint (check->v2->fPos()) >=
+			 sec->ceilingplane.ZatPoint (check->v2->fPos()))
+		 || (other->floorplane.ZatPoint (check->v1->fPos()) >=
+			 other->ceilingplane.ZatPoint (check->v1->fPos()) &&
+			 other->floorplane.ZatPoint (check->v2->fPos()) >=
+			 other->ceilingplane.ZatPoint (check->v2->fPos())))
 		{
 			continue;
 		}
diff --git a/src/p_glnodes.cpp b/src/p_glnodes.cpp
index 480e76a532..becd1f3bea 100644
--- a/src/p_glnodes.cpp
+++ b/src/p_glnodes.cpp
@@ -81,7 +81,7 @@ static void CreateCachedNodes(MapData *map);
 // fixed 32 bit gl_vert format v2.0+ (glBsp 1.91)
 struct mapglvertex_t
 {
-  fixed_t x,y;
+	SDWORD x,y;
 };
 
 struct gl3_mapsubsector_t
diff --git a/src/p_map.cpp b/src/p_map.cpp
index 7934078f10..e6b189d7b3 100644
--- a/src/p_map.cpp
+++ b/src/p_map.cpp
@@ -109,7 +109,7 @@ static DVector2 FindRefPoint(line_t *ld, const DVector2 &pos)
 			!ld->frontsector->PortalBlocksMovement(sector_t::floor))
 	{
 
-		DVector2 v1 = ld->V1();
+		DVector2 v1 = ld->v1->fPos();
 		DVector2 d = ld->Delta();
 		double r = clamp(((pos.X - v1.X) * d.X + (pos.Y - v1.Y) * d.Y) / (d.X*d.X + d.Y*d.Y), 0., 1.);
 		return v1 + d*r;
diff --git a/src/p_maputl.cpp b/src/p_maputl.cpp
index a7ec7c042f..8c03674afa 100644
--- a/src/p_maputl.cpp
+++ b/src/p_maputl.cpp
@@ -516,10 +516,10 @@ void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
 	}
 }
 
-void AActor::SetOrigin (fixed_t ix, fixed_t iy, fixed_t iz, bool moving)
+void AActor::SetOrigin(double x, double y, double z, bool moving)
 {
 	UnlinkFromWorld ();
-	SetXYZ(ix, iy, iz);
+	SetXYZ(x, y, z);
 	LinkToWorld ();
 	P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
 	if (!moving) ClearInterpolation();
@@ -1387,7 +1387,7 @@ intercept_t *FPathTraverse::Next()
 {
 	intercept_t *in = NULL;
 
-	double dist = FIXED_MAX;
+	double dist = FLT_MAX;
 	for (unsigned scanpos = intercept_index; scanpos < intercepts.Size (); scanpos++)
 	{
 		intercept_t *scan = &intercepts[scanpos];
@@ -1795,10 +1795,8 @@ static int R_PointOnSideSlow(double xx, double yy, node_t *node)
 {
 	// [RH] This might have been faster than two multiplies and an
 	// add on a 386/486, but it certainly isn't on anything newer than that.
-	fixed_t	dx;
-	fixed_t	dy;
-	fixed_t x = FloatToFixed(xx);
-	fixed_t y = FloatToFixed(yy);
+	auto x = FloatToFixed(xx);
+	auto y = FloatToFixed(yy);
 	double	left;
 	double	right;
 
@@ -1817,8 +1815,8 @@ static int R_PointOnSideSlow(double xx, double yy, node_t *node)
 		return node->dx > 0;
 	}
 
-	dx = (x - node->x);
-	dy = (y - node->y);
+	auto dx = (x - node->x);
+	auto dy = (y - node->y);
 
 	// Try to quickly decide by looking at sign bits.
 	if ((node->dy ^ node->dx ^ dx ^ dy) & 0x80000000)
@@ -1832,6 +1830,7 @@ static int R_PointOnSideSlow(double xx, double yy, node_t *node)
 	}
 
 	// we must use doubles here because the fixed point code will produce errors due to loss of precision for extremely short linedefs.
+	// Note that this function is used for all map spawned actors and not just a compatibility fallback!
 	left = (double)node->dy * (double)dx;
 	right = (double)dy * (double)node->dx;
 
@@ -1852,24 +1851,20 @@ static int R_PointOnSideSlow(double xx, double yy, node_t *node)
 //
 //===========================================================================
 
-int P_VanillaPointOnLineSide(fixed_t x, fixed_t y, const line_t* line)
+int P_VanillaPointOnLineSide(double x, double y, const line_t* line)
 {
-	fixed_t	dx;
-	fixed_t	dy;
-	fixed_t	left;
-	fixed_t	right;
 	DVector2 delta = line->Delta();
 
 	if (delta.X == 0)
 	{
-		if (x <= line->v1->fixX())
+		if (x <= line->v1->fX())
 			return delta.Y > 0;
 
 		return delta.Y < 0;
 	}
 	if (delta.Y == 0)
 	{
-		if (y <= line->v1->fixY())
+		if (y <= line->v1->fY())
 			return delta.X < 0;
 
 		return delta.X > 0;
@@ -1877,13 +1872,13 @@ int P_VanillaPointOnLineSide(fixed_t x, fixed_t y, const line_t* line)
 
 	// Note: This cannot really be converted to floating point 
 	// without breaking the intended use of this function
-	// (i.e. to emulate the horrible imprecision of the entire methpd)
+	// (i.e. to emulate the horrible imprecision of the entire method)
 
-	dx = (x - line->v1->fixX());
-	dy = (y - line->v1->fixY());
+	auto dx = FloatToFixed(x - line->v1->fX());
+	auto dy = FloatToFixed(y - line->v1->fY());
 
-	left = FixedMul ( int(delta.Y * 256) , dx );
-	right = FixedMul ( dy , int(delta.X * 256) );
+	auto left = MulScale16( int(delta.Y * 256) , dx );
+	auto right = MulScale16( dy , int(delta.X * 256) );
 
 	if (right < left)
 		return 0;		// front side
diff --git a/src/p_maputl.h b/src/p_maputl.h
index 352b4a9583..d53ab49a77 100644
--- a/src/p_maputl.h
+++ b/src/p_maputl.h
@@ -36,40 +36,31 @@ struct intercept_t
 //
 //==========================================================================
 
-inline int P_PointOnLineSide (fixed_t x, fixed_t y, const line_t *line)
-{
-	extern int P_VanillaPointOnLineSide(fixed_t x, fixed_t y, const line_t* line);
-
-	return i_compatflags2 & COMPATF2_POINTONLINE
-		? P_VanillaPointOnLineSide(x, y, line)
-		: DMulScale32 (y-line->v1->fixY(), line->fixDx(), line->v1->fixX()-x, line->fixDy()) > 0;
-}
-
-inline int P_PointOnLineSidePrecise (fixed_t x, fixed_t y, const line_t *line)
-{
-	return DMulScale32 (y-line->v1->fixY(), line->fixDx(), line->v1->fixX()-x, line->fixDy()) > 0;
-}
-
-inline int P_PointOnLineSide(double x, double y, const line_t *line)
-{
-	return P_PointOnLineSide(FLOAT2FIXED(x), FLOAT2FIXED(y), line);
-}
-
-inline int P_PointOnLineSide(const DVector2 & p, const line_t *line)
-{
-	return P_PointOnLineSide(FLOAT2FIXED(p.X), FLOAT2FIXED(p.Y), line);
-}
-
 inline int P_PointOnLineSidePrecise(double x, double y, const line_t *line)
 {
-	return (y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - x) * line->Delta().Y > EQUAL_EPSILON ;
+	return (y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - x) * line->Delta().Y > -EQUAL_EPSILON;
 }
 
 inline int P_PointOnLineSidePrecise(const DVector2 &pt, const line_t *line)
 {
-	return (pt.Y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - pt.X) * line->Delta().Y > EQUAL_EPSILON;
+	return (pt.Y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - pt.X) * line->Delta().Y > -EQUAL_EPSILON;
 }
 
+inline int P_PointOnLineSide (double x, double y, const line_t *line)
+{
+	extern int P_VanillaPointOnLineSide(double x, double y, const line_t* line);
+
+	return i_compatflags2 & COMPATF2_POINTONLINE
+		? P_VanillaPointOnLineSide(x, y, line) : P_PointOnLineSidePrecise(x, y, line);
+}
+
+inline int P_PointOnLineSide(const DVector2 & p, const line_t *line)
+{
+	return P_PointOnLineSide(p.X, p.Y, line);
+}
+
+
+
 
 //==========================================================================
 //
@@ -82,12 +73,12 @@ inline int P_PointOnLineSidePrecise(const DVector2 &pt, const line_t *line)
 
 inline int P_PointOnDivlineSide(double x, double y, const divline_t *line)
 {
-	return (y - line->y) * line->dx + (line->x - x) * line->dy > EQUAL_EPSILON;
+	return (y - line->y) * line->dx + (line->x - x) * line->dy > -EQUAL_EPSILON;
 }
 
 inline int P_PointOnDivlineSide(const DVector2 &pos, const divline_t *line)
 {
-	return (pos.Y - line->y) * line->dx + (line->x - pos.X) * line->dy > EQUAL_EPSILON;
+	return (pos.Y - line->y) * line->dx + (line->x - pos.X) * line->dy > -EQUAL_EPSILON;
 }
 
 //==========================================================================
diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp
index a96194426e..a05c7ca6dd 100644
--- a/src/p_mobj.cpp
+++ b/src/p_mobj.cpp
@@ -1401,9 +1401,9 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
 				den = line->Delta().LengthSquared();
 				if (den != 0)
 				{
-					frac = clamp<double>((mo->Pos() - line->V1()) | line->Delta(), 0, den) / den;
+					frac = clamp<double>((mo->Pos().XY() - line->v1->fPos()) | line->Delta(), 0, den) / den;
 
-					linepos = DVector3(line->V1() + line->Delta() * frac, pos.Z);
+					linepos = DVector3(line->v1->fPos() + line->Delta() * frac, pos.Z);
 
 					F3DFloor * ffloor=NULL;
 					if (line->sidedef[side^1] != NULL)
diff --git a/src/p_sectors.cpp b/src/p_sectors.cpp
index a636f585cd..e5f837ad3c 100644
--- a/src/p_sectors.cpp
+++ b/src/p_sectors.cpp
@@ -714,10 +714,10 @@ void sector_t::SetFade(int r, int g, int b)
 //
 //===========================================================================
 
-void sector_t::ClosestPoint(fixed_t fx, fixed_t fy, fixed_t &ox, fixed_t &oy) const
+void sector_t::ClosestPoint(const DVector2 &in, DVector2 &out) const
 {
 	int i;
-	double x = fx, y = fy;
+	double x = in.X, y = in.Y;
 	double bestdist = HUGE_VAL;
 	double bestx = 0, besty = 0;
 
@@ -725,34 +725,34 @@ void sector_t::ClosestPoint(fixed_t fx, fixed_t fy, fixed_t &ox, fixed_t &oy) co
 	{
 		vertex_t *v1 = lines[i]->v1;
 		vertex_t *v2 = lines[i]->v2;
-		double a = v2->fixX() - v1->fixX();
-		double b = v2->fixY() - v1->fixY();
+		double a = v2->fX() - v1->fX();
+		double b = v2->fY() - v1->fY();
 		double den = a*a + b*b;
 		double ix, iy, dist;
 
 		if (den == 0)
 		{ // Line is actually a point!
-			ix = v1->fixX();
-			iy = v1->fixY();
+			ix = v1->fX();
+			iy = v1->fY();
 		}
 		else
 		{
-			double num = (x - v1->fixX()) * a + (y - v1->fixY()) * b;
+			double num = (x - v1->fX()) * a + (y - v1->fY()) * b;
 			double u = num / den;
 			if (u <= 0)
 			{
-				ix = v1->fixX();
-				iy = v1->fixY();
+				ix = v1->fX();
+				iy = v1->fY();
 			}
 			else if (u >= 1)
 			{
-				ix = v2->fixX();
-				iy = v2->fixY();
+				ix = v2->fX();
+				iy = v2->fY();
 			}
 			else
 			{
-				ix = v1->fixX() + u * a;
-				iy = v1->fixY() + u * b;
+				ix = v1->fX() + u * a;
+				iy = v1->fY() + u * b;
 			}
 		}
 		a = (ix - x);
@@ -765,8 +765,7 @@ void sector_t::ClosestPoint(fixed_t fx, fixed_t fy, fixed_t &ox, fixed_t &oy) co
 			besty = iy;
 		}
 	}
-	ox = fixed_t(bestx);
-	oy = fixed_t(besty);
+	out = { bestx, besty };
 }
 
 
diff --git a/src/p_sight.cpp b/src/p_sight.cpp
index bee2628dc8..2e6531d898 100644
--- a/src/p_sight.cpp
+++ b/src/p_sight.cpp
@@ -375,8 +375,8 @@ bool SightCheck::P_SightCheckLine (line_t *ld)
 		return true;
 	}
 	ld->validcount = validcount;
-	if (P_PointOnDivlineSide (ld->V1(), &Trace) ==
-		P_PointOnDivlineSide (ld->V2(), &Trace))
+	if (P_PointOnDivlineSide (ld->v1->fPos(), &Trace) ==
+		P_PointOnDivlineSide (ld->v2->fPos(), &Trace))
 	{
 		return true;		// line isn't crossed
 	}
diff --git a/src/p_switch.cpp b/src/p_switch.cpp
index 9add918503..fdea7747ba 100644
--- a/src/p_switch.cpp
+++ b/src/p_switch.cpp
@@ -291,7 +291,7 @@ bool P_ChangeSwitchTexture (side_t *side, int useAgain, BYTE special, bool *ques
 	//		which wasn't necessarily anywhere near the switch if it was
 	//		facing a big sector (and which wasn't necessarily for the
 	//		button just activated, either).
-	DVector2 pt(side->linedef->V1() + side->linedef->Delta() / 2);
+	DVector2 pt(side->linedef->v1->fPos() + side->linedef->Delta() / 2);
 	bool playsound;
 
 	side->SetTexture(texture, Switch->frames[0].Texture);
diff --git a/src/p_teleport.cpp b/src/p_teleport.cpp
index 8dba3a7727..40ae4efedb 100644
--- a/src/p_teleport.cpp
+++ b/src/p_teleport.cpp
@@ -438,7 +438,7 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO
 			}
 			else
 			{
-				double num = (thing->Pos().XY() - line->V1()) | line->Delta();
+				double num = (thing->Pos().XY() - line->v1->fPos()) | line->Delta();
 				if (num <= 0)
 				{
 					pos = 0;
@@ -451,7 +451,7 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO
 				{
 					pos = num / den;
 				}
-				npos = thing->Pos().XY() - line->V1() - line->Delta() * pos;
+				npos = thing->Pos().XY() - line->v1->fPos() - line->Delta() * pos;
 			}
 
 			// Get the angle between the two linedefs, for rotating
@@ -476,7 +476,7 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO
 			p.Y = npos.Y*c + npos.X*s;
 
 			// Interpolate position across the exit linedef
-			p += l->V1() + pos*l->Delta();
+			p += l->v1->fPos() + pos*l->Delta();
 
 			// Whether this is a player, and if so, a pointer to its player_t.
 			// Voodoo dolls are excluded by making sure thing->player->mo==thing.
diff --git a/src/r_defs.h b/src/r_defs.h
index 3df88f1950..dba6d3c5d0 100644
--- a/src/r_defs.h
+++ b/src/r_defs.h
@@ -660,7 +660,7 @@ struct sector_t
 	void AdjustFloorClip () const;
 	void SetColor(int r, int g, int b, int desat);
 	void SetFade(int r, int g, int b);
-	void ClosestPoint(fixed_t x, fixed_t y, fixed_t &ox, fixed_t &oy) const;
+	void ClosestPoint(const DVector2 &pos, DVector2 &out) const;
 	int GetFloorLight () const;
 	int GetCeilingLight () const;
 	sector_t *GetHeightSec() const;
@@ -1367,31 +1367,11 @@ public:
 	int			locknumber;	// [Dusk] lock number for special
 	unsigned	portalindex;
 
-	DVector2 V1() const
-	{
-		return v1->fPos();
-	}
-
-	DVector2 V2() const
-	{
-		return v1->fPos();
-	}
-
 	DVector2 Delta() const
 	{
 		return{ FIXED2DBL(dx), FIXED2DBL(dy) };
 	}
 
-	fixed_t fixDx() const
-	{
-		return dx;
-	}
-
-	fixed_t fixDy() const
-	{
-		return dy;
-	}
-
 	void setDelta(fixed_t x, fixed_t y)
 	{
 		dx = x;
diff --git a/src/r_things.cpp b/src/r_things.cpp
index 96d38e54d8..0e4e717f6e 100644
--- a/src/r_things.cpp
+++ b/src/r_things.cpp
@@ -374,7 +374,7 @@ static inline bool R_ClipSpriteColumnWithPortals(fixed_t x, fixed_t y, vissprite
 		line_t* line = seg->curline->linedef;
 
 		// don't clip if the sprite is in front of the portal
-		if (!P_PointOnLineSidePrecise(x, y, line))
+		if (!P_PointOnLineSidePrecise(FIXED2DBL(x), FIXED2DBL(y), line))
 			continue;
 
 		// now if current column is covered by this drawseg, we clip it away
diff --git a/src/s_sound.cpp b/src/s_sound.cpp
index f884b4be7b..c7ac7cebc5 100644
--- a/src/s_sound.cpp
+++ b/src/s_sound.cpp
@@ -104,8 +104,8 @@ static void S_ActivatePlayList(bool goBack);
 static void CalcPosVel(FSoundChan *chan, FVector3 *pos, FVector3 *vel);
 static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, const FPolyObj *poly,
 	const float pt[3], int channel, int chanflags, FVector3 *pos, FVector3 *vel);
-static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fixed_t *y, fixed_t *z);
-static void CalcPolyobjSoundOrg(const FPolyObj *poly, fixed_t *x, fixed_t *y, fixed_t *z);
+static void CalcSectorSoundOrg(const DVector3 &listenpos, const sector_t *sec, int channum, FVector3 &res);
+static void CalcPolyobjSoundOrg(const DVector3 &listenpos, const FPolyObj *poly, FVector3 &res);
 static FSoundChan *S_StartSound(AActor *mover, const sector_t *sec, const FPolyObj *poly,
 	const FVector3 *pt, int channel, FSoundID sound_id, float volume, float attenuation, FRolloffInfo *rolloff);
 static void S_SetListener(SoundListener &listener, AActor *listenactor);
@@ -658,27 +658,30 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
 {
 	if (pos != NULL)
 	{
-		fixed_t x, y, z;
+		DVector3 listenpos;
+		int pgroup;
+		AActor *listener = players[consoleplayer].camera;
 
-		if (players[consoleplayer].camera != NULL)
+		if (listener != NULL)
 		{
-			FVector3 v = players[consoleplayer].camera->SoundPos();
-			x = FLOAT2FIXED(v.X);
-			y = FLOAT2FIXED(v.Y);
-			z = FLOAT2FIXED(v.Z);
+			listenpos = listener->Pos();
+			pgroup = listener->Sector->PortalGroup;
 		}
 		else
 		{
-			z = y = x = 0;
+			listenpos.Zero();
+			pgroup = 0;
 		}
 
 		// [BL] Moved this case out of the switch statement to make code easier
 		//      on static analysis.
 		if(type == SOURCE_Unattached)
-		{
-			pos->X = pt[0];
-			pos->Y = !(chanflags & CHAN_LISTENERZ) ? pt[1] : FIXED2FLOAT(y);
-			pos->Z = pt[2];
+		{		
+			sector_t *sec = P_PointInSector(pt[0], pt[2]);
+			DVector2 disp = Displacements.getOffset(pgroup, sec->PortalGroup);
+			pos->X = pt[0] + (float)disp.X;
+			pos->Y = !(chanflags & CHAN_LISTENERZ) ? pt[1] : (float)listenpos.Z;
+			pos->Z = pt[2] + (float)disp.Y;
 		}
 		else
 		{
@@ -692,10 +695,9 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
 				//assert(actor != NULL);
 				if (actor != NULL)
 				{
-					FVector3 v = actor->SoundPos();
-					x = FLOAT2FIXED(v.X);
-					y = FLOAT2FIXED(v.Y);
-					z = FLOAT2FIXED(v.Z);
+					DVector2 disp = Displacements.getOffset(pgroup, actor->Sector->PortalGroup);
+					DVector3 posi = actor->Pos() + disp;
+					*pos = { (float)posi.X, (float)posi.Z, (float)posi.Y };
 				}
 				break;
 
@@ -703,15 +705,19 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
 				assert(sector != NULL);
 				if (sector != NULL)
 				{
+					DVector2 disp = Displacements.getOffset(pgroup, sector->PortalGroup);
 					if (chanflags & CHAN_AREA)
 					{
-						CalcSectorSoundOrg(sector, channum, &x, &z, &y);
+						// listener must be reversely offset to calculate the proper sound origin.
+						CalcSectorSoundOrg(listenpos-disp, sector, channum, *pos);
+						pos->X += (float)disp.X;
+						pos->Z += (float)disp.Y;
 					}
 					else
 					{
 						
-						x = FLOAT2FIXED(sector->centerspot.X);
-						z = FLOAT2FIXED(sector->centerspot.Y);
+						pos->X = (float)(sector->centerspot.X + disp.X);
+						pos->Z = (float)(sector->centerspot.Y + disp.Y);
 						chanflags |= CHAN_LISTENERZ;
 					}
 				}
@@ -719,17 +725,20 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
 
 			case SOURCE_Polyobj:
 				assert(poly != NULL);
-				CalcPolyobjSoundOrg(poly, &x, &z, &y);
+				if (poly != NULL)
+				{
+					DVector2 disp = Displacements.getOffset(pgroup, poly->CenterSubsector->sector->PortalGroup);
+					CalcPolyobjSoundOrg(listenpos-disp, poly, *pos);
+					pos->X += (float)disp.X;
+					pos->Z += (float)disp.Y;
+				}
 				break;
 			}
 
 			if ((chanflags & CHAN_LISTENERZ) && players[consoleplayer].camera != NULL)
 			{
-				y = players[consoleplayer].camera != NULL ? FLOAT2FIXED(players[consoleplayer].camera->SoundPos().Z) : 0;
+				pos->Y = (float)listenpos.Z;
 			}
-			pos->X = FIXED2FLOAT(x);
-			pos->Y = FIXED2FLOAT(y);
-			pos->Z = FIXED2FLOAT(z);
 		}
 	}
 	if (vel != NULL)
@@ -758,42 +767,44 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
 //
 //==========================================================================
 
-static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fixed_t *y, fixed_t *z)
+static void CalcSectorSoundOrg(const DVector3 &listenpos, const sector_t *sec, int channum, FVector3 &pos)
 {
 	if (!(i_compatflags & COMPATF_SECTORSOUNDS))
 	{
 		// Are we inside the sector? If yes, the closest point is the one we're on.
-		if (P_PointInSector(FIXED2DBL(*x), FIXED2DBL(*y)) == sec)
+		if (P_PointInSector(pos.X, pos.Y) == sec)
 		{
-			FVector3 p = players[consoleplayer].camera->SoundPos();
-			*x = FLOAT2FIXED(p.X);
-			*y = FLOAT2FIXED(p.Y);
+			pos.X = (float)listenpos.X;
+			pos.Z = (float)listenpos.Y;
 		}
 		else
 		{
 			// Find the closest point on the sector's boundary lines and use
 			// that as the perceived origin of the sound.
-			sec->ClosestPoint(*x, *y, *x, *y);
+			DVector2 xy;
+			sec->ClosestPoint(listenpos, xy);
+			pos.X = (float)xy.X;
+			pos.Z = (float)xy.Y;
 		}
 	}
 	else
 	{
-		*x = FLOAT2FIXED(sec->centerspot.X);
-		*y = FLOAT2FIXED(sec->centerspot.Y);
+		pos.X = float(sec->centerspot.X);
+		pos.Z = float(sec->centerspot.Y);
 	}
 
 	// Set sound vertical position based on channel.
 	if (channum == CHAN_FLOOR)
 	{
-		*z = MIN(sec->floorplane.ZatPoint(*x, *y), *z);
+		pos.Y = (float)MIN<double>(sec->floorplane.ZatPoint(listenpos), listenpos.Z);
 	}
 	else if (channum == CHAN_CEILING)
 	{
-		*z = MAX(sec->ceilingplane.ZatPoint(*x, *y), *z);
+		pos.Y = (float)MAX<double>(sec->ceilingplane.ZatPoint(listenpos), listenpos.Z);
 	}
 	else if (channum == CHAN_INTERIOR)
 	{
-		*z = clamp(*z, sec->floorplane.ZatPoint(*x, *y), sec->ceilingplane.ZatPoint(*x, *y));
+		pos.Y = (float)clamp<double>(listenpos.Z, sec->floorplane.ZatPoint(listenpos), sec->ceilingplane.ZatPoint(listenpos));
 	}
 }
 
@@ -808,17 +819,17 @@ static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fix
 //
 //==========================================================================
 
-static void CalcPolyobjSoundOrg(const FPolyObj *poly, fixed_t *x, fixed_t *y, fixed_t *z)
+static void CalcPolyobjSoundOrg(const DVector3 &listenpos, const FPolyObj *poly, FVector3 &pos)
 {
 	side_t *side;
 	sector_t *sec;
 
-	DVector2 pos(FIXED2DBL(*x), FIXED2DBL(*y));
-	poly->ClosestPoint(pos, pos, &side);
-	*x = FLOAT2FIXED(pos.X);
-	*y = FLOAT2FIXED(pos.Y);
+	DVector2 ppos;
+	poly->ClosestPoint(listenpos, ppos, &side);
+	pos.X = (float)ppos.X;
+	pos.Z = (float)ppos.Y;
 	sec = side->sector;
-	*z = clamp(*z, sec->floorplane.ZatPoint(*x, *y), sec->ceilingplane.ZatPoint(*x, *y));
+	pos.Y = (float)clamp<double>(listenpos.Z, sec->floorplane.ZatPoint(listenpos), sec->ceilingplane.ZatPoint(listenpos));
 }
 
 //==========================================================================
diff --git a/src/vectors.h b/src/vectors.h
index 79108c7ae8..91cf1e9629 100644
--- a/src/vectors.h
+++ b/src/vectors.h
@@ -493,6 +493,11 @@ struct TVector3
 		return TVector3(v3.X + v2.X, v3.Y + v2.Y, v3.Z);
 	}
 
+	friend TVector3 operator- (const TVector3 &v3, const Vector2 &v2)
+	{
+		return TVector3(v3.X - v2.X, v3.Y - v2.Y, v3.Z);
+	}
+
 	friend Vector2 operator+ (const Vector2 &v2, const TVector3 &v3)
 	{
 		return Vector2(v2.X + v3.X, v2.Y + v3.Y);
@@ -500,11 +505,6 @@ struct TVector3
 
 	// Subtract a 3D vector and a 2D vector.
 	// Discards the Z component of the 3D vector and returns a 2D vector.
-	friend Vector2 operator- (const TVector3 &v3, const Vector2 &v2)
-	{
-		return Vector2(v3.X - v2.X, v3.Y - v2.Y);
-	}
-
 	friend Vector2 operator- (const TVector2<vec_t> &v2, const TVector3 &v3)
 	{
 		return Vector2(v2.X - v3.X, v2.Y - v3.Y);