Cube  Diff

Differences From Artifact [93eb0a5b3c]:

To Artifact [432ff899cb]:


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#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"

#include <SDL_mixer.h>

VARP(soundvol, 0, 255, 255);
VARP(musicvol, 0, 128, 255);
bool nosound = false;




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#include "cube.h"

#import "Command.h"
#import "Player.h"

#include <SDL_mixer.h>

VARP(soundvol, 0, 255, 255);
VARP(musicvol, 0, 128, 255);
bool nosound = false;

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static void
updatechanvol(int chan, const OFVector3D *loc)
{
	int vol = soundvol, pan = 255 / 2;

	if (loc) {
		OFVector3D origin = player1.origin;
		float dist = OFDistanceOfVectors3D(origin, *loc);
		OFVector3D v = OFSubtractVectors3D(origin, *loc);

		// simple mono distance attenuation
		vol -= (int)(dist * 3 * soundvol / 255);

		if (stereo && (v.x != 0 || v.y != 0)) {
			// relative angle of sound along X-Y axis
			float yaw =
			    -atan2(v.x, v.y) - player1.yaw * (PI / 180.0f);
			// range is from 0 (left) to 255 (right)
			pan = (int)(255.9f * (0.5 * sin(yaw) + 0.5f));
		}
	}

	vol = (vol * MAXVOL) / 255;
	Mix_Volume(chan, vol);







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static void
updatechanvol(int chan, const OFVector3D *loc)
{
	int vol = soundvol, pan = 255 / 2;

	if (loc) {
		OFVector3D origin = Player.player1.origin;
		float dist = OFDistanceOfVectors3D(origin, *loc);
		OFVector3D v = OFSubtractVectors3D(origin, *loc);

		// simple mono distance attenuation
		vol -= (int)(dist * 3 * soundvol / 255);

		if (stereo && (v.x != 0 || v.y != 0)) {
			// relative angle of sound along X-Y axis
			float yaw = -atan2(v.x, v.y) -
			    Player.player1.yaw * (PI / 180.0f);
			// range is from 0 (left) to 255 (right)
			pan = (int)(255.9f * (0.5 * sin(yaw) + 0.5f));
		}
	}

	vol = (vol * MAXVOL) / 255;
	Mix_Volume(chan, vol);