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- 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.
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1 changed files with 1 additions and 2 deletions
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@ -571,7 +571,6 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
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*pos = npos;
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}
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// Thanks to excessi
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if (pancheck && chanflags & CHANEXF_DONTPAN)
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{
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// For unpanned sounds the volume must be set directly and the position taken from the listener.
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@ -646,7 +645,7 @@ int _PlaySound(int num, DSWActor* actor, PLAYER* pp, vec3_t* ppos, int flags, in
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void* source = nullptr;
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// If the sound is not supposed to be positioned, it may not be linked to the launching actor.
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//if (!(flags & v3df_follow)) // use if this is so intermittent that using the flag would break 3D sound.
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if (!(flags & v3df_follow)) // use if this is so intermittent that using the flag would break 3D sound.
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{
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if (actor && !ppos)
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{
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