- Reduced the range that area sounds require to interpolate between 2D and
3D panning. - The listener's velocity is now set at 0 for the sound engine. The player moves so fast that you can hear the doppler shift just by running around, otherwise. - Changed the sound code so that all sounds that start playing on a single tic actually start playing at the exact same sample position. SVN r927 (trunk)
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8 changed files with 168 additions and 145 deletions
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@ -827,7 +827,7 @@ static void S_StartSound (fixed_t *pt, AActor *mover, int channel,
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chan->X = x;
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chan->Y = y;
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chan->Z = z;
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chan->ChanFlags = chanflags;
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chan->ChanFlags |= chanflags;
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if (mover != NULL)
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{
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mover->SoundChans |= 1 << channel;
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