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@ -817,6 +817,8 @@ void SND_Spatialize( channel_t *ch ) |
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dist = VectorNormalizeLength( source_vec ); |
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dist = VectorNormalizeLength( source_vec ); |
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dot = DotProduct( s_listener.right, source_vec ); |
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dot = DotProduct( s_listener.right, source_vec ); |
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// a1ba: disabled for better multiplayer
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#if 0 |
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// for sounds with a radius, spatialize left/right evenly within the radius
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// for sounds with a radius, spatialize left/right evenly within the radius
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if( ch->radius > 0 && dist < ch->radius ) |
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if( ch->radius > 0 && dist < ch->radius ) |
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{ |
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{ |
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@ -831,6 +833,7 @@ void SND_Spatialize( channel_t *ch ) |
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// at radius dot == dot
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// at radius dot == dot
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dot *= blend; |
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dot *= blend; |
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} |
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} |
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#endif |
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if( s_cull->value ) |
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if( s_cull->value ) |
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{ |
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{ |
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