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- fixed: Global sounds were started as 3D if anything but ATTN_NONE was used, regarding in them not playing.
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1 changed files with 1 additions and 1 deletions
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@ -577,7 +577,7 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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if (chanflags & (CHANF_UI|CHANF_NOPAUSE)) startflags |= SNDF_NOPAUSE;
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if (chanflags & (CHANF_UI|CHANF_NOPAUSE)) startflags |= SNDF_NOPAUSE;
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if (chanflags & CHANF_UI) startflags |= SNDF_NOREVERB;
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if (chanflags & CHANF_UI) startflags |= SNDF_NOREVERB;
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if (attenuation > 0)
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if (attenuation > 0 && type != SOURCE_None)
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{
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{
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LoadSound3D(sfx, &SoundBuffer);
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LoadSound3D(sfx, &SoundBuffer);
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chan = (FSoundChan*)GSnd->StartSound3D (sfx->data3d, &listener, float(volume), rolloff, float(attenuation), pitch, basepriority, pos, vel, channel, startflags, NULL);
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chan = (FSoundChan*)GSnd->StartSound3D (sfx->data3d, &listener, float(volume), rolloff, float(attenuation), pitch, basepriority, pos, vel, channel, startflags, NULL);
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