From da257b15bcc98dc59ccb29b7aed2b3b7538ebaf6 Mon Sep 17 00:00:00 2001 From: havoc Date: Mon, 8 Dec 2003 08:03:24 +0000 Subject: [PATCH] todo item done: sounds spawn even if out of hearing range (because the player might teleport to them) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3710 d7cf8633-e32d-0410-b094-e92efae38249 --- snd_dma.c | 5 +++-- todo | 2 +- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/snd_dma.c b/snd_dma.c index 188dad8e..de8b482b 100644 --- a/snd_dma.c +++ b/snd_dma.c @@ -488,8 +488,9 @@ void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float f target_chan->entchannel = entchannel; SND_Spatialize(target_chan, false); - if (!target_chan->leftvol && !target_chan->rightvol) - return; // not audible at all + // LordHavoc: spawn the sound anyway because the player might teleport to it + //if (!target_chan->leftvol && !target_chan->rightvol) + // return; // not audible at all // new channel sc = S_LoadSound (sfx, true); diff --git a/todo b/todo index d3cf5469..5e44bc89 100644 --- a/todo +++ b/todo @@ -107,7 +107,7 @@ d darkplaces: fix key based turning being affected by slowmo - it should not be 0 darkplaces: make sure QuakeDoneQuick works (Chris Kemp) 0 darkplaces: make sure r_fullbright works 0 darkplaces: make sure that sky works without a valid size (just treat it as single layer clouds or non-animated) (tell Vermeulen) -0 darkplaces: make sure that sound engine does not remove sounds when volume drops to 0 due to going out of range (SeienAbunae) +-n darkplaces: make sure that sound engine does not remove sounds when volume drops to 0 due to going out of range - now spawns sounds even if out of range (SeienAbunae) 0 darkplaces: make v_cshift affect view even if in a liquid, by adding another cshift slot for it 0 darkplaces: mod_q3bsp_optimizedtraceline bug: shooting through brushes? (Vermeulen) 0 darkplaces: model interpolation off crashes? (SeienAbunae) -- 2.39.2