Fix an issue where looping sound effects would play at full volume for a tic after playback began, regardless of distance to the sound

git-svn-id: https://svn.eduke32.com/eduke32@7821 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2019-07-24 01:37:32 +00:00 committed by Christoph Oelckers
parent e6b700cf9b
commit 2bb93967e1
1 changed files with 1 additions and 6 deletions

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@ -724,12 +724,7 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t *pos)
return -1;
}
// XXX: why is 'right' 0?
// Ambient MUSICANDSFX always start playing using the 3D routines!
int const ambsfxp = S_IsAmbientSFX(spriteNum);
int const voice = (repeatp && !ambsfxp) ? FX_Play(snd.ptr, snd.siz, 0, -1, pitch, sndist >> 6, sndist >> 6, 0, snd.pr,
snd.volume, (sndNum * MAXSOUNDINSTANCES) + sndSlot)
: FX_Play3D(snd.ptr, snd.siz, repeatp ? FX_LOOP : FX_ONESHOT, pitch, sndang >> 4, sndist >> 6,
int const voice = FX_Play3D(snd.ptr, snd.siz, repeatp ? FX_LOOP : FX_ONESHOT, pitch, sndang >> 4, sndist >> 6,
snd.pr, snd.volume, (sndNum * MAXSOUNDINSTANCES) + sndSlot);
if (voice <= FX_Ok)