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Fixed positional audio & pitch shift.

Apparently this was half implemented but not fully finished.
Mono samples work fine, for stereo, L/R panning does not work (due to OpenAL's limitation)
Also fixed: entity sounds should not play if a cutscene is currently skipped.
This commit is contained in:
fgenesis 2011-11-26 21:00:24 +01:00
parent ff195c6b16
commit ac2091fb69
8 changed files with 91 additions and 105 deletions

View file

@ -2447,15 +2447,9 @@ void Entity::songNoteDone(int note, float len)
{
}
void Entity::soundFreq(const std::string &sound, float freq, float fadeOut)
{
dsq->playPositionalSfx(sound, position, freq, fadeOut);
}
void Entity::sound(const std::string &sound, float freq, float fadeOut)
{
//core->sound->playPositionalSfx2D(sound, position, freq, fadeOut);
dsq->playPositionalSfx(sound, position, 1, fadeOut);
dsq->playPositionalSfx(sound, position, freq, fadeOut);
}
Vector Entity::getEnergyShotTargetPosition()