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Implement stereo to mono mixing for proper L/R separation even for stereo samples.

This mixes only those sounds that are supposed to be played positional.
All centered (default) sounds are played in stereo, as usual.
This commit is contained in:
fgenesis 2013-07-24 19:57:13 +02:00
commit cf6556b94d
5 changed files with 51 additions and 14 deletions

View file

@ -2299,6 +2299,7 @@ void DSQ::playPositionalSfx(const std::string &name, const Vector &position, flo
sfx.freq = f;
sfx.name = name;
sfx.relative = false;
sfx.positional = true;
sfx.x = position.x;
sfx.y = position.y;

View file

@ -2774,6 +2774,7 @@ luaFunc(entity_playSfx)
float fadeOut = lua_tonumber(L, 6);
sfx.maxdist = lua_tonumber(L, 7);
sfx.relative = false;
sfx.positional = true;
h = core->sound->playSfx(sfx);
if (fadeOut != 0)
@ -5944,8 +5945,12 @@ luaFunc(playSfx)
if (sfx.vol <= 0)
sfx.vol = 1;
sfx.loops = lua_tointeger(L, 4);
sfx.x = lua_tonumber(L, 5);
sfx.y = lua_tonumber(L, 6);
if(lua_isnumber(L, 6) && lua_isnumber(L, 7))
{
sfx.x = lua_tonumber(L, 5);
sfx.y = lua_tonumber(L, 6);
sfx.positional = true;
}
sfx.maxdist = lua_tonumber(L, 7);
if(lua_isnoneornil(L, 8))
sfx.relative = (sfx.x == 0 && sfx.y == 0);