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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.
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parent
ff195c6b16
commit
ac2091fb69
8 changed files with 91 additions and 105 deletions
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@ -2447,15 +2447,9 @@ void Entity::songNoteDone(int note, float len)
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{
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}
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void Entity::soundFreq(const std::string &sound, float freq, float fadeOut)
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{
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dsq->playPositionalSfx(sound, position, freq, fadeOut);
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}
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void Entity::sound(const std::string &sound, float freq, float fadeOut)
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{
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//core->sound->playPositionalSfx2D(sound, position, freq, fadeOut);
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dsq->playPositionalSfx(sound, position, 1, fadeOut);
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dsq->playPositionalSfx(sound, position, freq, fadeOut);
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}
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Vector Entity::getEnergyShotTargetPosition()
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