Make the switch from positional -> not positional sfx actually work w/o having sfx channels permanently stuck somewhere in 3D world; there is no reason to use different distance models, and that eliminates the need to change models when switching positional <-> not

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@3639 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
avolkov
2011-07-09 03:49:12 +00:00
parent 82a7cf0520
commit fda0c409e5
3 changed files with 3 additions and 7 deletions
+1 -4
View File
@@ -193,10 +193,7 @@ openAL_Init (audio_Driver *driver, sint32 flags)
return -1;
}
if (optStereoSFX)
alDistanceModel (AL_INVERSE_DISTANCE);
else
alDistanceModel (AL_NONE);
alDistanceModel (AL_INVERSE_DISTANCE);
(void) driver; // eat compiler warning
@@ -22,7 +22,6 @@
#include "config.h"
#include "libs/sound/sound.h"
#include "options.h"
#include "endian_uqm.h"
#if defined (__APPLE__)
+2 -2
View File
@@ -29,6 +29,7 @@
static void CheckFinishedChannels (void);
static const SoundPosition notPositional = {FALSE};
void
PlayChannel (COUNT channel, SOUND snd, SoundPosition pos,
@@ -50,8 +51,7 @@ PlayChannel (COUNT channel, SOUND snd, SoundPosition pos,
soundSource[channel].sample = sample;
soundSource[channel].positional_object = positional_object;
if (optStereoSFX)
UpdateSoundPosition (channel, pos);
UpdateSoundPosition (channel, optStereoSFX ? pos : notPositional);
audio_Sourcei (soundSource[channel].handle, audio_BUFFER,
sample->buffer[0]);