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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.
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5 changed files with 51 additions and 14 deletions
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@ -1158,9 +1158,9 @@ void *SoundManager::playSfx(const PlaySfx &play)
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// distance gain attenuation: stereo separation + silence at further away than maxdist
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float maxdist = play.maxdist;
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if (!maxdist)
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maxdist = 1300;
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maxdist = 1800;
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if(maxdist > 0)
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if(maxdist > 0 && play.positional)
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channel->set3DMinMaxDistance(maxdist * 0.3, maxdist); // HACK: this works reasonably well
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else
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channel->set3DMinMaxDistance(0, 0); // no attenuation
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