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Use vertical sound position with full_sounds
(#1144)
3D sound requires `source->info->actualheight` to calculate vertical position.
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@ -49,7 +49,7 @@ typedef struct channel_s
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// the set of channels available
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// the set of channels available
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static channel_t channels[MAX_CHANNELS];
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static channel_t channels[MAX_CHANNELS];
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// [FG] removed map objects may finish their sounds
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// [FG] removed map objects may finish their sounds
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static degenmobj_t sobjs[MAX_CHANNELS];
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static mobj_t sobjs[MAX_CHANNELS];
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// These are not used, but should be (menu).
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// These are not used, but should be (menu).
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// Maximum volume of a sound effect.
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// Maximum volume of a sound effect.
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@ -332,11 +332,12 @@ void S_UnlinkSound(mobj_t *origin)
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{
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{
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if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
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if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
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{
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{
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degenmobj_t *const sobj = &sobjs[cnum];
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mobj_t *const sobj = &sobjs[cnum];
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sobj->x = origin->x;
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sobj->x = origin->x;
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sobj->y = origin->y;
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sobj->y = origin->y;
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sobj->z = origin->z;
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sobj->z = origin->z;
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channels[cnum].origin = (mobj_t *) sobj;
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sobj->info = origin->info;
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channels[cnum].origin = sobj;
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break;
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break;
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}
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}
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}
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}
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