- v3df_follow cannot be disabled.

This caused the sound field to deteriorate. Fortunately the flag was already ignored for player sounds so hopefully it's ok like this.
This commit is contained in:
Christoph Oelckers 2022-10-01 16:09:53 +02:00
parent f1bdee015d
commit 631bea6a98

View file

@ -571,7 +571,6 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
*pos = npos;
}
// Thanks to excessi
if (pancheck && chanflags & CHANEXF_DONTPAN)
{
// For unpanned sounds the volume must be set directly and the position taken from the listener.
@ -646,7 +645,7 @@ int _PlaySound(int num, DSWActor* actor, PLAYER* pp, vec3_t* ppos, int flags, in
void* source = nullptr;
// If the sound is not supposed to be positioned, it may not be linked to the launching actor.
//if (!(flags & v3df_follow)) // use if this is so intermittent that using the flag would break 3D sound.
if (!(flags & v3df_follow)) // use if this is so intermittent that using the flag would break 3D sound.
{
if (actor && !ppos)
{