Change mixer panning to make sense (for SDL12)

This makes positional audio in sdl work correctly (things to the left
    play sounds in the left speaker)
This commit is contained in:
Alam Ed Arias 2014-08-04 11:57:29 -04:00
parent 39c018ec1c
commit d066a7a6d1
1 changed files with 2 additions and 2 deletions

View File

@ -381,7 +381,7 @@ INT32 I_StartSound(sfxenum_t id, UINT8 vol, UINT8 sep, UINT8 pitch, UINT8 priori
UINT8 volume = (((UINT16)vol + 1) * (UINT16)sfx_volume) / 62; // (256 * 31) / 62 == 127
INT32 handle = Mix_PlayChannel(-1, S_sfx[id].data, 0);
Mix_Volume(handle, volume);
Mix_SetPanning(handle, min((UINT16)sep<<1, 0xff), min((UINT16)(0xff-sep)<<1, 0xff));
Mix_SetPanning(handle, min((UINT16)(0xff-sep)<<1, 0xff), min((UINT16)(sep)<<1, 0xff));
(void)pitch; // Mixer can't handle pitch
(void)priority; // priority and channel management is handled by SRB2...
return handle;
@ -401,7 +401,7 @@ void I_UpdateSoundParams(INT32 handle, UINT8 vol, UINT8 sep, UINT8 pitch)
{
UINT8 volume = (((UINT16)vol + 1) * (UINT16)sfx_volume) / 62; // (256 * 31) / 62 == 127
Mix_Volume(handle, volume);
Mix_SetPanning(handle, min((UINT16)sep<<1, 0xff), min((UINT16)(0xff-sep)<<1, 0xff));
Mix_SetPanning(handle, min((UINT16)(0xff-sep)<<1, 0xff), min((UINT16)(sep)<<1, 0xff));
(void)pitch;
}