From 978e522fb4b009fff4e6c2dd456a6b38b06c283f Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 1 Jun 2016 11:14:25 +0200 Subject: [PATCH] - fixed: portal-related sound calculations offset the sound in the wrong direction. --- src/s_sound.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/src/s_sound.cpp b/src/s_sound.cpp index 7915fdccc..321cbce1b 100644 --- a/src/s_sound.cpp +++ b/src/s_sound.cpp @@ -684,9 +684,9 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, { sector_t *sec = P_PointInSector(pt[0], pt[2]); DVector2 disp = Displacements.getOffset(pgroup, sec->PortalGroup); - pos->X = pt[0] + (float)disp.X; + pos->X = pt[0] - (float)disp.X; pos->Y = !(chanflags & CHAN_LISTENERZ) ? pt[1] : (float)listenpos.Z; - pos->Z = pt[2] + (float)disp.Y; + pos->Z = pt[2] - (float)disp.Y; } else { @@ -701,7 +701,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, if (actor != NULL) { DVector2 disp = Displacements.getOffset(pgroup, actor->Sector->PortalGroup); - DVector3 posi = actor->Pos() + disp; + DVector3 posi = actor->Pos() - disp; *pos = { (float)posi.X, (float)posi.Z, (float)posi.Y }; } break; @@ -714,15 +714,15 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, if (chanflags & CHAN_AREA) { // listener must be reversely offset to calculate the proper sound origin. - CalcSectorSoundOrg(listenpos-disp, sector, channum, *pos); + CalcSectorSoundOrg(listenpos + disp, sector, channum, *pos); pos->X += (float)disp.X; pos->Z += (float)disp.Y; } else { - pos->X = (float)(sector->centerspot.X + disp.X); - pos->Z = (float)(sector->centerspot.Y + disp.Y); + pos->X = (float)(sector->centerspot.X - disp.X); + pos->Z = (float)(sector->centerspot.Y - disp.Y); chanflags |= CHAN_LISTENERZ; } } @@ -733,7 +733,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, if (poly != NULL) { DVector2 disp = Displacements.getOffset(pgroup, poly->CenterSubsector->sector->PortalGroup); - CalcPolyobjSoundOrg(listenpos-disp, poly, *pos); + CalcPolyobjSoundOrg(listenpos + disp, poly, *pos); pos->X += (float)disp.X; pos->Z += (float)disp.Y; }