- Removed snd_3dspread, because it totally does not do what I want. I was using it to preserve

some of the stereoness of stereo sounds played in 3D. My testing was done only with stereo
  speakers, however, and I did not realize that it was moving the perceived physical location
  of the sound itself (because it sounded fine with my two speakers). So when 3D spread started
  working with mono sounds as well in FMOD 4.28, sound positioning was completely broken for
  everything when outputting to more than two speakers, because sounds were being spread
  across a 180 degree arc.

  Whoops!

  Stereo sounds are now completely mono when not played by you, the listener.

SVN r3357 (trunk)
This commit is contained in:
Randy Heit 2012-02-14 03:15:13 +00:00
parent 5a95c997d1
commit ebd115e7ca

View file

@ -1725,8 +1725,6 @@ FISoundChannel *FMODSoundRenderer::StartSound(SoundHandle sfx, float vol, int pi
//
//==========================================================================
CVAR(Float, snd_3dspread, 180, 0)
FISoundChannel *FMODSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener *listener, float vol,
FRolloffInfo *rolloff, float distscale,
int pitch, int priority, const FVector3 &pos, const FVector3 &vel,
@ -1811,7 +1809,6 @@ FISoundChannel *FMODSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener *
if (mode & FMOD_3D)
{
chan->set3DAttributes((FMOD_VECTOR *)&pos[0], (FMOD_VECTOR *)&vel[0]);
chan->set3DSpread(snd_3dspread);
}
if (!HandleChannelDelay(chan, reuse_chan, flags & (SNDF_ABSTIME | SNDF_LOOP), freq))
{