- 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)
This commit is contained in:
Randy Heit 2008-04-19 22:47:54 +00:00
commit 03b4f71edf
8 changed files with 168 additions and 145 deletions

View file

@ -827,7 +827,7 @@ static void S_StartSound (fixed_t *pt, AActor *mover, int channel,
chan->X = x;
chan->Y = y;
chan->Z = z;
chan->ChanFlags = chanflags;
chan->ChanFlags |= chanflags;
if (mover != NULL)
{
mover->SoundChans |= 1 << channel;