Use the position from the model placement.
Modified Files: src/Sound/fg_fx.cxx
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1 changed files with 4 additions and 4 deletions
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@ -251,7 +251,7 @@ FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt)
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// get the location data for the primary FDM (now hardcoded to ac model)...
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// EMH: to add multiple sound sources this should be replaced
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SGLocation *acmodel_loc = (SGLocation *)model->getSGLocation();
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SGVec3d absolute_view_pos = SGVec3d::fromGeod(model->getPosition());
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// calculate speed of visitor and model
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sgVec3 listener_vel, model_vel;
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@ -271,8 +271,8 @@ FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt)
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));
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sgSetVec3(listener_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
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sgdSubVec3(sgdv3_help, last_model_pos,acmodel_loc->get_absolute_view_pos());
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sgdAddVec3(last_model_pos, sgdv3_null,acmodel_loc->get_absolute_view_pos());
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sgdSubVec3(sgdv3_help, last_model_pos, absolute_view_pos.sg());
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sgdAddVec3(last_model_pos, sgdv3_null, absolute_view_pos.sg());
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SGV3d_help = model_or.rotateBack(
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surf_or.rotateBack(
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@ -304,7 +304,7 @@ FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt)
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sgdVec3 dsource_pos_offset;
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sgdSubVec3( dsource_pos_offset,
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(double*) &observer->get_view_pos(),
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acmodel_loc->get_absolute_view_pos() );
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absolute_view_pos.sg() );
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SGVec3d sgv_dsource_pos_offset;
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sgv_dsource_pos_offset = model_or.rotateBack(
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surf_or.rotateBack(
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