- 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)
This commit is contained in:
Randy Heit 2010-03-18 21:54:24 +00:00
parent 5ec5d74267
commit 6c63ce51e4
2 changed files with 6 additions and 6 deletions

View file

@ -1922,8 +1922,8 @@ static void S_SetListener(SoundListener &listener, AActor *listenactor)
*/
listener.velocity.Zero();
listener.position.X = FIXED2FLOAT(listenactor->x);
listener.position.Y = FIXED2FLOAT(listenactor->y);
listener.position.Z = FIXED2FLOAT(listenactor->z);
listener.position.Y = FIXED2FLOAT(listenactor->z);
listener.position.Z = FIXED2FLOAT(listenactor->y);
listener.underwater = listenactor->waterlevel == 3;
assert(zones != NULL);
listener.Environment = zones[listenactor->Sector->ZoneNumber].Environment;

View file

@ -1994,11 +1994,11 @@ void FMODSoundRenderer::UpdateListener(SoundListener *listener)
// Set velocity to 0 to prevent crazy doppler shifts just from running.
vel.x = listener->velocity.X;
vel.z = listener->velocity.Y;
vel.y = listener->velocity.Z;
vel.y = listener->velocity.Y;
vel.z = listener->velocity.Z;
pos.x = listener->position.X;
pos.z = listener->position.Y;
pos.y = listener->position.Z;
pos.y = listener->position.Y;
pos.z = listener->position.Z;
float angle = listener->angle;
forward.x = cos(angle);