|
|
|
@ -817,6 +817,8 @@ void SND_Spatialize( channel_t *ch )
@@ -817,6 +817,8 @@ void SND_Spatialize( channel_t *ch )
|
|
|
|
|
dist = VectorNormalizeLength( source_vec ); |
|
|
|
|
dot = DotProduct( s_listener.right, source_vec ); |
|
|
|
|
|
|
|
|
|
// a1ba: disabled for better multiplayer
|
|
|
|
|
#if 0 |
|
|
|
|
// for sounds with a radius, spatialize left/right evenly within the radius
|
|
|
|
|
if( ch->radius > 0 && dist < ch->radius ) |
|
|
|
|
{ |
|
|
|
@ -824,13 +826,14 @@ void SND_Spatialize( channel_t *ch )
@@ -824,13 +826,14 @@ void SND_Spatialize( channel_t *ch )
|
|
|
|
|
float blend = dist - interval; |
|
|
|
|
|
|
|
|
|
if( blend < 0 ) blend = 0; |
|
|
|
|
blend /= interval; |
|
|
|
|
blend /= interval; |
|
|
|
|
|
|
|
|
|
// blend is 0.0 - 1.0, from 50% radius -> 100% radius
|
|
|
|
|
// at radius * 0.5, dot is 0 (ie: sound centered left/right)
|
|
|
|
|
// at radius dot == dot
|
|
|
|
|
dot *= blend; |
|
|
|
|
} |
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
if( s_cull->value ) |
|
|
|
|
{ |
|
|
|
|