![]() 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. |
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.. | ||
oalsound | ||
README.txt | ||
sound.cpp | ||
sound.h | ||
sound_type.cpp | ||
sound_type.h |
README.txt
/** * \dir src/sound * \brief Sound module - playing sounds and music */