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- Fixed: The listener used a different coordinate system than sounds, which meant that sounds
were never made head-relative, so stereo effects would disappear if they were played by the listener. SVN r2231 (trunk)
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2 changed files with 6 additions and 6 deletions
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@ -1922,8 +1922,8 @@ static void S_SetListener(SoundListener &listener, AActor *listenactor)
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*/
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listener.velocity.Zero();
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listener.position.X = FIXED2FLOAT(listenactor->x);
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listener.position.Y = FIXED2FLOAT(listenactor->y);
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listener.position.Z = FIXED2FLOAT(listenactor->z);
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listener.position.Y = FIXED2FLOAT(listenactor->z);
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listener.position.Z = FIXED2FLOAT(listenactor->y);
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listener.underwater = listenactor->waterlevel == 3;
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assert(zones != NULL);
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listener.Environment = zones[listenactor->Sector->ZoneNumber].Environment;
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@ -1994,11 +1994,11 @@ void FMODSoundRenderer::UpdateListener(SoundListener *listener)
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// Set velocity to 0 to prevent crazy doppler shifts just from running.
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vel.x = listener->velocity.X;
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vel.z = listener->velocity.Y;
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vel.y = listener->velocity.Z;
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vel.y = listener->velocity.Y;
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vel.z = listener->velocity.Z;
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pos.x = listener->position.X;
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pos.z = listener->position.Y;
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pos.y = listener->position.Z;
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pos.y = listener->position.Y;
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pos.z = listener->position.Z;
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float angle = listener->angle;
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forward.x = cos(angle);
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