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authorerihel <erihel@gmail.com>2013-04-08 01:42:12 +0200
committererihel <erihel@gmail.com>2013-04-08 01:42:12 +0200
commit846e7b6578058cf6d52bf2bf0b2133f84220d670 (patch)
tree1c9c103d08a83b2a0039c6cf584c414bbccb378b /src/sound/oalsound/alsound.h
parent7513bc5864efce2d6366f8836f1cb178adff6965 (diff)
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* Adjusted pan computing function from original game (2D sound should work correctly)
* Set max sound distance to 110.0f to match original colobot (for issue #123)
Diffstat (limited to 'src/sound/oalsound/alsound.h')
-rw-r--r--src/sound/oalsound/alsound.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/sound/oalsound/alsound.h b/src/sound/oalsound/alsound.h
index bdf06b1..725aa2a 100644
--- a/src/sound/oalsound/alsound.h
+++ b/src/sound/oalsound/alsound.h
@@ -81,6 +81,7 @@ class ALSound : public CSoundInterface
void CleanUp();
int GetPriority(Sound);
bool SearchFreeBuffer(Sound sound, int &channel, bool &bAlreadyLoaded);
+ void ComputeVolumePan2D(int channel, Math::Vector &pos);
bool mEnabled;
bool m3D;
@@ -93,4 +94,6 @@ class ALSound : public CSoundInterface
std::map<int, Channel*> mChannels;
std::deque<Buffer*> mMusicCache;
Channel *mCurrentMusic;
+ Math::Vector mEye;
+ Math::Vector mLookat;
};