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