colobot/src/sound
AbigailBuccaneer 4bca2b2243 Fix global sounds being positioned at camera
Certain sounds - such as those coming from the UI - aren't supposed to
sound as if they're coming from a given position. This is currently
accomplished by positioning the OpenAL source at the camera position.
This works, but if the camera position drastically moves during the
sound being played then it's possible to hear the sound fade out.

This pull request makes camera movement no longer affect global sounds,
by specifying their position as being (0, 0, 0) relative to the listener
position.

The easiest way to test this is to start a mission, press E to grab when
there's nothing in front of you, and scroll the mouse wheel quickly.
Pressing E will show the nothing-to-grab message which plays a beep
sound, and scrolling will quickly move the camera. Prior to this pull
request, the sound will fade, after this pull request it won't.

Fixes #1087.
2018-04-24 11:43:11 +01:00
..
oalsound Fix global sounds being positioned at camera 2018-04-24 11:43:11 +01:00
README.txt Refactored sound code 2013-05-27 10:19:16 +02:00
sound.cpp Update license headers 2018-04-20 02:08:50 +02:00
sound.h Update license headers 2018-04-20 02:08:50 +02:00
sound_type.cpp Update license headers 2018-04-20 02:08:50 +02:00
sound_type.h Update license headers 2018-04-20 02:08:50 +02:00

README.txt

/**
 * \dir src/sound
 * \brief Sound module - playing sounds and music
 */