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- Polyobject sounds now play from their lines, similar to the way sector
sounds are handled. - Why do polyobjects have a 3D start spot? Flattened it to 2D. - Moved the sector sound origin calculation out of fmodsound.cpp and into s_sound.cpp so that the near sound limiting will use the correct sound location for deciding on neighbors. SVN r1061 (trunk)
This commit is contained in:
parent
2fccefa995
commit
7ed0311221
8 changed files with 185 additions and 151 deletions
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@ -1,3 +1,11 @@
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July 1, 2008
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- Polyobject sounds now play from their lines, similar to the way sector
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sounds are handled.
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- Why do polyobjects have a 3D start spot? Flattened it to 2D.
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- Moved the sector sound origin calculation out of fmodsound.cpp and into
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s_sound.cpp so that the near sound limiting will use the correct sound
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location for deciding on neighbors.
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June 30, 2008
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- Removed the S_Sound() variant that allows for pointing the origin at an
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arbitrary point. It has been replaced with a variant that takes a polyobject
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@ -496,6 +496,7 @@ bool PO_MovePolyobj (int num, int x, int y, bool force=false);
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bool PO_RotatePolyobj (int num, angle_t angle);
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void PO_Init ();
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bool PO_Busy (int polyobj);
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void PO_ClosestPoint(const FPolyObj *poly, fixed_t ox, fixed_t oy, fixed_t &x, fixed_t &y, seg_t **seg);
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//
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// P_SPEC
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@ -474,14 +474,14 @@ void P_SerializePolyobjs (FArchive &arc)
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for(i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++)
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{
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arc << po->tag << po->angle << po->startSpot[0] <<
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po->startSpot[1] << po->startSpot[2] << po->interpolation;
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po->startSpot[1] << po->interpolation;
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}
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}
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else
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{
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int data;
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angle_t angle;
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fixed_t deltaX, deltaY, deltaZ;
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fixed_t deltaX, deltaY;
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arc << data;
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if (data != ASEG_POLYOBJS)
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@ -501,10 +501,9 @@ void P_SerializePolyobjs (FArchive &arc)
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}
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arc << angle;
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PO_RotatePolyobj (po->tag, angle);
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arc << deltaX << deltaY << deltaZ << po->interpolation;
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arc << deltaX << deltaY << po->interpolation;
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deltaX -= po->startSpot[0];
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deltaY -= po->startSpot[1];
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deltaZ -= po->startSpot[2];
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PO_MovePolyobj (po->tag, deltaX, deltaY, true);
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}
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}
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@ -1671,6 +1671,75 @@ bool PO_Busy (int polyobj)
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}
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}
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//===========================================================================
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//
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// PO_ClosestPoint
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//
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// Given a point (x,y), returns the point (ox,oy) on the polyobject's walls
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// that is nearest to (x,y). Also returns the seg this point came from.
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//
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//===========================================================================
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void PO_ClosestPoint(const FPolyObj *poly, fixed_t fx, fixed_t fy, fixed_t &ox, fixed_t &oy, seg_t **seg)
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{
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int i;
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double x = fx, y = fy;
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double bestdist = HUGE_VAL;
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double bestx = 0, besty = 0;
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seg_t *bestseg = NULL;
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for (i = 0; i < poly->numsegs; ++i)
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{
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vertex_t *v1 = poly->segs[i]->v1;
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vertex_t *v2 = poly->segs[i]->v2;
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double a = v2->x - v1->x;
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double b = v2->y - v1->y;
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double den = a*a + b*b;
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double ix, iy, dist;
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if (den == 0)
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{ // Line is actually a point!
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ix = v1->x;
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iy = v1->y;
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}
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else
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{
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double num = (x - v1->x) * a + (y - v1->y) * b;
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double u = num / den;
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if (u <= 0)
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{
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ix = v1->x;
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iy = v1->y;
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}
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else if (u >= 1)
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{
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ix = v2->x;
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iy = v2->y;
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}
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else
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{
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ix = v1->x + u * a;
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iy = v1->y + u * b;
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}
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}
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a = (ix - x);
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b = (iy - y);
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dist = a*a + b*b;
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if (dist < bestdist)
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{
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bestdist = dist;
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bestx = ix;
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besty = iy;
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bestseg = poly->segs[i];
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}
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}
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ox = fixed_t(bestx);
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oy = fixed_t(besty);
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if (seg != NULL)
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{
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*seg = bestseg;
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}
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}
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FPolyObj::~FPolyObj()
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{
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@ -769,7 +769,7 @@ struct FPolyObj
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line_t **lines;
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int numvertices;
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vertex_t **vertices;
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fixed_t startSpot[3];
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fixed_t startSpot[2];
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vertex_t *originalPts; // used as the base for the rotations
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vertex_t *prevPts; // use to restore the old point values
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angle_t angle;
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201
src/s_sound.cpp
201
src/s_sound.cpp
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@ -104,7 +104,9 @@ static bool S_CheckSoundLimit(sfxinfo_t *sfx, const FVector3 &pos, int near_limi
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static void S_ActivatePlayList(bool goBack);
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static void CalcPosVel(const FSoundChan *chan, FVector3 *pos, FVector3 *vel);
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static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, const FPolyObj *poly,
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const FVector3 *pt, int constz, FVector3 *pos, FVector3 *vel);
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const float pt[3], int channel, int chanflags, FVector3 *pos, FVector3 *vel);
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static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fixed_t *y, fixed_t *z);
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static void CalcPolyobjSoundOrg(const FPolyObj *poly, fixed_t *x, fixed_t *y, fixed_t *z);
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static FSoundChan *S_StartSound(AActor *mover, const sector_t *sec, const FPolyObj *poly,
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const FVector3 *pt, int channel, FSoundID sound_id, float volume, float attenuation);
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static sfxinfo_t *S_LoadSound(sfxinfo_t *sfx);
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@ -212,7 +214,6 @@ void S_NoiseDebug (void)
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// Distance
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if (chan->DistanceScale > 0)
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{
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origin /= FRACUNIT;
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sprintf (temp, "%.0f", (origin - listener).Length());
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screen->DrawText (color, 260, y, temp, TAG_DONE);
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}
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//
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//=========================================================================
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void CalcPosVel(const FSoundChan *chan, FVector3 *pos, FVector3 *vel)
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static void CalcPosVel(const FSoundChan *chan, FVector3 *pos, FVector3 *vel)
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{
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if (pos != NULL)
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{
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fixed_t x, y, z;
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switch (chan->SourceType)
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{
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case SOURCE_None:
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default:
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if (players[consoleplayer].camera != NULL)
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{
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x = players[consoleplayer].camera->x;
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y = players[consoleplayer].camera->z;
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z = players[consoleplayer].camera->y;
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}
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else
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{
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z = y = x = 0;
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}
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break;
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case SOURCE_Actor:
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x = chan->Actor->x;
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y = chan->Actor->z;
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z = chan->Actor->y;
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break;
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case SOURCE_Sector:
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x = chan->Sector->soundorg[0];
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y = players[consoleplayer].camera != NULL ? players[consoleplayer].camera->z : 0;
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z = chan->Sector->soundorg[1];
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break;
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case SOURCE_Polyobj:
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x = chan->Poly->startSpot[0];
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y = chan->Poly->startSpot[2];
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z = chan->Poly->startSpot[1];
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break;
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case SOURCE_Unattached:
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pos->X = chan->Point[0];
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pos->Y = !(chan->ChanFlags & CHAN_LISTENERZ) ? chan->Point[1]
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: FIXED2FLOAT(players[consoleplayer].camera->z);
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pos->Z = chan->Point[2];
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break;
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}
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if (chan->SourceType != SOURCE_Unattached)
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{
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if (chan->ChanFlags & CHAN_LISTENERZ)
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{
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y = players[consoleplayer].camera != NULL ? players[consoleplayer].camera->z : 0;
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}
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pos->X = FIXED2FLOAT(x);
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pos->Y = FIXED2FLOAT(y);
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pos->Z = FIXED2FLOAT(z);
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}
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}
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if (vel != NULL)
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{
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// Only actors maintain velocity information.
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if (chan->SourceType == SOURCE_Actor)
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{
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vel->X = FIXED2FLOAT(chan->Actor->momx) * TICRATE;
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vel->Y = FIXED2FLOAT(chan->Actor->momz) * TICRATE;
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vel->Z = FIXED2FLOAT(chan->Actor->momy) * TICRATE;
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}
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else
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{
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vel->Zero();
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}
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}
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CalcPosVel(chan->SourceType, chan->Actor, chan->Sector, chan->Poly, chan->Point,
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chan->EntChannel, chan->ChanFlags, pos, vel);
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}
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//=========================================================================
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//=========================================================================
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static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
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const FPolyObj *poly, const FVector3 *pt, int constz, FVector3 *pos, FVector3 *vel)
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const FPolyObj *poly, const float pt[3], int channum, int chanflags, FVector3 *pos, FVector3 *vel)
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{
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if (pos != NULL)
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{
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fixed_t x, y, z;
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if (players[consoleplayer].camera != NULL)
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{
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x = players[consoleplayer].camera->x;
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y = players[consoleplayer].camera->z;
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z = players[consoleplayer].camera->y;
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}
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else
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{
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z = y = x = 0;
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}
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switch (type)
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{
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case SOURCE_None:
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default:
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if (players[consoleplayer].camera != NULL)
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{
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x = players[consoleplayer].camera->x;
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y = players[consoleplayer].camera->z;
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z = players[consoleplayer].camera->y;
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}
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else
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{
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z = y = x = 0;
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}
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break;
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case SOURCE_Actor:
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@ -718,26 +652,31 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
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break;
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case SOURCE_Sector:
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x = sector->soundorg[0];
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y = players[consoleplayer].camera != NULL ? players[consoleplayer].camera->z : 0;
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z = sector->soundorg[1];
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if (chanflags & CHAN_AREA)
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{
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CalcSectorSoundOrg(sector, channum, &x, &z, &y);
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}
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else
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{
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x = sector->soundorg[0];
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z = sector->soundorg[1];
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chanflags |= CHAN_LISTENERZ;
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}
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break;
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case SOURCE_Polyobj:
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x = poly->startSpot[0];
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y = poly->startSpot[2];
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z = poly->startSpot[1];
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CalcPolyobjSoundOrg(poly, &x, &z, &y);
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break;
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case SOURCE_Unattached:
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pos->X = pt->X;
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pos->Y = !constz ? pt->Y : FIXED2FLOAT(players[consoleplayer].camera->z);
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pos->Z = pt->Z;
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pos->X = pt[0];
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pos->Y = !(chanflags & CHAN_LISTENERZ) ? pt[1] : FIXED2FLOAT(players[consoleplayer].camera->z);
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pos->Z = pt[2];
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break;
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}
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if (type != SOURCE_Unattached)
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{
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if (constz)
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if (chanflags & CHAN_LISTENERZ)
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{
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y = players[consoleplayer].camera != NULL ? players[consoleplayer].camera->z : 0;
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}
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@ -762,6 +701,67 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
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}
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}
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//==========================================================================
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//
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// CalcSectorSoundOrg
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//
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// Returns the perceived sound origin for a sector. If the listener is
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// inside the sector, then the origin is their location. Otherwise, the
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// origin is from the nearest wall on the sector.
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//
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//==========================================================================
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static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fixed_t *y, fixed_t *z)
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{
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// Are we inside the sector? If yes, the closest point is the one we're on.
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if (P_PointInSector(*x, *y) == sec)
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{
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*x = players[consoleplayer].camera->x;
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*y = players[consoleplayer].camera->y;
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}
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else
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{
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// Find the closest point on the sector's boundary lines and use
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// that as the perceived origin of the sound.
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sec->ClosestPoint(*x, *y, *x, *y);
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}
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// Set sound vertical position based on channel.
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if (channum == CHAN_FLOOR)
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{
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*z = MIN(sec->floorplane.ZatPoint(*x, *y), *z);
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}
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else if (channum == CHAN_CEILING)
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{
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*z = MAX(sec->ceilingplane.ZatPoint(*x, *y), *z);
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}
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else if (channum == CHAN_INTERIOR)
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{
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*z = clamp(*z, sec->floorplane.ZatPoint(*x, *y), sec->ceilingplane.ZatPoint(*x, *y));
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}
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}
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//==========================================================================
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//
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// CalcPolySoundOrg
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//
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// Returns the perceived sound origin for a polyobject. This is similar to
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// CalcSectorSoundOrg, except there is no special case for being "inside"
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// a polyobject, so the sound literally comes from the polyobject's walls.
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// Vertical position of the sound always comes from the visible wall.
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//
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//==========================================================================
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static void CalcPolyobjSoundOrg(const FPolyObj *poly, fixed_t *x, fixed_t *y, fixed_t *z)
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{
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seg_t *seg;
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sector_t *sec;
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PO_ClosestPoint(poly, *x, *y, *x, *y, &seg);
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sec = seg->frontsector;
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*z = clamp(*z, sec->floorplane.ZatPoint(*x, *y), sec->ceilingplane.ZatPoint(*x, *y));
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}
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//==========================================================================
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//
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// S_StartSound
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|
@ -811,23 +811,20 @@ static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyO
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org_id = sound_id;
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chanflags = channel & ~7;
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channel &= 7;
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CalcPosVel(type, actor, sec, poly, pt, chanflags & CHAN_LISTENERZ, &pos, &vel);
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CalcPosVel(type, actor, sec, poly, &pt->X, channel, chanflags, &pos, &vel);
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if (i_compatflags & COMPATF_MAGICSILENCE)
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{ // For people who just can't play without a silent BFG.
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channel = CHAN_WEAPON;
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}
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else
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else if ((chanflags & CHAN_MAYBE_LOCAL) && (i_compatflags & COMPATF_SILENTPICKUP))
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{
|
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if ((channel & CHAN_MAYBE_LOCAL) && (i_compatflags & COMPATF_SILENTPICKUP))
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if (actor != NULL && actor != players[consoleplayer].camera)
|
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{
|
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if (actor != NULL && actor != players[consoleplayer].camera)
|
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{
|
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return NULL;
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}
|
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return NULL;
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}
|
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channel &= 7;
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}
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|
||||
sfx = &S_sfx[sound_id];
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|
|
|
@ -1554,55 +1554,15 @@ FMOD_MODE FMODSoundRenderer::SetChanHeadSettings(FMOD::Channel *chan, sfxinfo_t
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cpos.X = FIXED2FLOAT(players[consoleplayer].camera->x);
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cpos.Y = FIXED2FLOAT(players[consoleplayer].camera->z);
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cpos.Z = FIXED2FLOAT(players[consoleplayer].camera->y);
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mpos = pos;
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if ((chanflags & CHAN_AREA) && sec != NULL)
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if (chanflags & CHAN_AREA)
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{
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fixed_t ox = fixed_t(pos[0] * 65536);
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fixed_t oy = fixed_t(pos[1] * 65536);
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fixed_t cx, cy, cz;
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float level, old_level;
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// Are we inside the sector? If yes, the closest point is the one we're on.
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if (P_PointInSector(players[consoleplayer].camera->x, players[consoleplayer].camera->y) == sec)
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{
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mpos[0] = cpos[0];
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mpos[2] = cpos[2];
|
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cx = players[consoleplayer].camera->x;
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cy = players[consoleplayer].camera->y;
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||||
}
|
||||
else
|
||||
{
|
||||
// Find the closest point on the sector's boundary lines and use
|
||||
// that as the perceived origin of the sound.
|
||||
sec->ClosestPoint(players[consoleplayer].camera->x, players[consoleplayer].camera->y, cx, cy);
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mpos[0] = FIXED2FLOAT(cx);
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mpos[2] = FIXED2FLOAT(cy);
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}
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// Set sound height based on channel.
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if (channum == CHAN_FLOOR)
|
||||
{
|
||||
cz = MIN(sec->floorplane.ZatPoint(cx, cy), players[consoleplayer].camera->z);
|
||||
}
|
||||
else if (channum == CHAN_CEILING)
|
||||
{
|
||||
cz = MAX(sec->ceilingplane.ZatPoint(cx, cy), players[consoleplayer].camera->z);
|
||||
}
|
||||
else if (channum == CHAN_INTERIOR)
|
||||
{
|
||||
cz = clamp(players[consoleplayer].camera->z, sec->floorplane.ZatPoint(cx, cy),
|
||||
sec->ceilingplane.ZatPoint(cx, cy));
|
||||
}
|
||||
else
|
||||
{
|
||||
cz = players[consoleplayer].camera->z;
|
||||
}
|
||||
mpos[1] = FIXED2FLOAT(cz);
|
||||
|
||||
// How far are we from the perceived sound origin? Within a certain
|
||||
// short distance, we interpolate between 2D panning and full 3D panning.
|
||||
const double interp_range = 32.0;
|
||||
double dist_sqr = (cpos - mpos).LengthSquared();
|
||||
double dist_sqr = (cpos - pos).LengthSquared();
|
||||
|
||||
if (dist_sqr == 0)
|
||||
{
|
||||
|
@ -1628,7 +1588,7 @@ FMOD_MODE FMODSoundRenderer::SetChanHeadSettings(FMOD::Channel *chan, sfxinfo_t
|
|||
}
|
||||
return oldmode;
|
||||
}
|
||||
else if (cpos == mpos)
|
||||
else if (cpos == pos)
|
||||
{ // Head relative
|
||||
return (oldmode & ~FMOD_3D) | FMOD_2D;
|
||||
}
|
||||
|
|
|
@ -75,7 +75,7 @@
|
|||
// SAVESIG should match SAVEVER.
|
||||
|
||||
// MINSAVEVER is the minimum level snapshot version that can be loaded.
|
||||
#define MINSAVEVER 1059
|
||||
#define MINSAVEVER 1061
|
||||
|
||||
#if SVN_REVISION_NUMBER < MINSAVEVER
|
||||
// Never write a savegame with a version lower than what we need
|
||||
|
|
Loading…
Reference in a new issue