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https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-08-20 09:57:09 +00:00
Fix spatial audio being incorrect
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parent
6e888df699
commit
8807ee8a47
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@ -209,7 +209,7 @@ void SoundEngine::updateMiniAudio()
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{
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if (m_validListenerCount == 1)
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{
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for (int i = 0; i < MAX_LOCAL_PLAYERS; i++)
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for (size_t i = 0; i < MAX_LOCAL_PLAYERS; i++)
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{
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if (m_ListenerA[i].bValid)
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{
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@ -273,7 +273,7 @@ void SoundEngine::updateMiniAudio()
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float fClosest=10000.0f;
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int iClosestListener=0;
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float fClosestX=0.0f,fClosestY=0.0f,fClosestZ=0.0f,fDist;
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for( int i = 0; i < MAX_LOCAL_PLAYERS; i++ )
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for( size_t i = 0; i < MAX_LOCAL_PLAYERS; i++ )
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{
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if( m_ListenerA[i].bValid )
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{
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@ -331,7 +331,7 @@ void SoundEngine::tick(shared_ptr<Mob> *players, float a)
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if( players )
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{
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bool bListenerPostionSet = false;
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for( int i = 0; i < MAX_LOCAL_PLAYERS; i++ )
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for( size_t i = 0; i < MAX_LOCAL_PLAYERS; i++ )
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{
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if( players[i] != NULL )
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{
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@ -342,15 +342,15 @@ void SoundEngine::tick(shared_ptr<Mob> *players, float a)
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z=players[i]->zo + (players[i]->z - players[i]->zo) * a;
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float yRot = players[i]->yRotO + (players[i]->yRot - players[i]->yRotO) * a;
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float yCos = (float)cos(-yRot * Mth::RAD_TO_GRAD - PI);
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float ySin = (float)sin(-yRot * Mth::RAD_TO_GRAD - PI);
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float yCos = (float)cos(yRot * Mth::RAD_TO_GRAD);
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float ySin = (float)sin(yRot * Mth::RAD_TO_GRAD);
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// store the listener positions for splitscreen
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m_ListenerA[i].vPosition.x = x;
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m_ListenerA[i].vPosition.y = y;
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m_ListenerA[i].vPosition.z = z;
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m_ListenerA[i].vOrientFront.x = ySin;
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m_ListenerA[i].vOrientFront.x = -ySin;
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m_ListenerA[i].vOrientFront.y = 0;
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m_ListenerA[i].vOrientFront.z = yCos;
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@ -473,7 +473,7 @@ void SoundEngine::play(int iSound, float x, float y, float z, float volume, floa
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{
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int count = 0;
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for (int i = 1; i < 32; i++)
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for (size_t i = 1; i < 32; i++)
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{
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char numberedFolder[256];
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sprintf_s(numberedFolder, "%s%d", basePath, i);
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@ -732,7 +732,7 @@ int SoundEngine::GetRandomishTrack(int iStart,int iEnd)
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// if all tracks have been heard, clear the flags
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bool bAllTracksHeard=true;
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int iVal=iStart;
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for(int i=iStart;i<=iEnd;i++)
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for(size_t i=iStart;i<=iEnd;i++)
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{
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if(m_bHeardTrackA[i]==false)
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{
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@ -746,14 +746,14 @@ int SoundEngine::GetRandomishTrack(int iStart,int iEnd)
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{
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app.DebugPrintf("Heard all tracks - resetting the tracking array\n");
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for(int i=iStart;i<=iEnd;i++)
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for(size_t i=iStart;i<=iEnd;i++)
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{
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m_bHeardTrackA[i]=false;
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}
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}
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// trying to get a track we haven't heard, but not too hard
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for(int i=0;i<=((iEnd-iStart)/2);i++)
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for(size_t i=0;i<=((iEnd-iStart)/2);i++)
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{
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// random->nextInt(1) will always return 0
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iVal=random->nextInt((iEnd-iStart)+1)+iStart;
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@ -834,7 +834,7 @@ int SoundEngine::getMusicID(const wstring& name)
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char *SoundName = (char *)ConvertSoundPathToName(name,true);
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// 4J-PB - these will always be the game cds, so use the m_szStreamFileA for this
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for(int i=0;i<12;i++)
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for(size_t i=0;i<12;i++)
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{
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if(strcmp(SoundName,m_szStreamFileA[i+eStream_CD_1])==0)
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{
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@ -1369,7 +1369,7 @@ void SoundEngine::playMusicUpdate()
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int iClosestListener = 0;
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float fClosestDist = 1e6f;
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for (int i = 0; i < MAX_LOCAL_PLAYERS; i++)
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for (size_t i = 0; i < MAX_LOCAL_PLAYERS; i++)
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{
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if (m_ListenerA[i].bValid)
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{
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