also apply sound-entity volume for non-ambient sounds
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2962 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -1085,11 +1085,12 @@ struct location : sourceowner
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}
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case worldobjreference::WR_ENTITY:
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{
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entityreference &eref = *(entityreference *)ref;
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const float vol = eref.ent->attr4<=0.0f ? 1.0f : eref.ent->attr4/255.0f;
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if(ref->nodistance())
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{
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// own distance model for entities/mapsounds: linear & clamping
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entityreference &eref = *(entityreference *)ref;
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const float vol = eref.ent->attr4<=0.0f ? 1.0f : eref.ent->attr4/255.0f;
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float dist = camera1->o.dist(pos);
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if(dist <= eref.ent->attr3) src->gain(1.0f*vol);
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else if(dist <= eref.ent->attr2) src->gain((1.0f - dist/(float)eref.ent->attr2)*vol);
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@@ -1099,6 +1100,7 @@ struct location : sourceowner
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{
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// use openal distance model to make the sound appear from a certain direction (non-ambient)
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src->position(pos);
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src->gain(vol);
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}
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break;
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}
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