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- fixed: The pitch shifting info for sounds needs to be taken from the sfxinfo currently being played, not the one it links to.
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5327055495
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58316c821d
1 changed files with 3 additions and 2 deletions
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@ -917,6 +917,7 @@ static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyO
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// the referenced sound so some additional checks are required
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// the referenced sound so some additional checks are required
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int near_limit = sfx->NearLimit;
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int near_limit = sfx->NearLimit;
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float limit_range = sfx->LimitRange;
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float limit_range = sfx->LimitRange;
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auto pitchmask = sfx->PitchMask;
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rolloff = &sfx->Rolloff;
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rolloff = &sfx->Rolloff;
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// Resolve player sounds, random sounds, and aliases
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// Resolve player sounds, random sounds, and aliases
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@ -1081,9 +1082,9 @@ static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyO
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}
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}
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// Vary the sfx pitches.
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// Vary the sfx pitches.
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if (sfx->PitchMask != 0)
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if (pitchmask != 0)
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{
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{
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pitch = NORM_PITCH - (M_Random() & sfx->PitchMask) + (M_Random() & sfx->PitchMask);
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pitch = NORM_PITCH - (M_Random() & pitchmask) + (M_Random() & pitchmask);
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}
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}
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else
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else
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{
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{
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