fix: audio positioning when non-base camera active
This commit is contained in:
@@ -38,7 +38,7 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> level)
|
||||
menu->reset();
|
||||
|
||||
controller = std::make_unique<LevelController>(settings, std::move(level));
|
||||
frontend = std::make_unique<LevelFrontend>(controller.get(), assets);
|
||||
frontend = std::make_unique<LevelFrontend>(controller->getPlayer(), controller.get(), assets);
|
||||
|
||||
worldRenderer = std::make_unique<WorldRenderer>(engine, frontend.get(), controller->getPlayer());
|
||||
hud = std::make_unique<Hud>(engine, frontend.get(), controller->getPlayer());
|
||||
@@ -132,7 +132,7 @@ void LevelScreen::update(float delta) {
|
||||
}
|
||||
|
||||
auto player = controller->getPlayer();
|
||||
auto camera = player->camera;
|
||||
auto camera = player->currentCamera;
|
||||
|
||||
bool paused = hud->isPause();
|
||||
audio::get_channel("regular")->setPaused(paused);
|
||||
@@ -142,7 +142,7 @@ void LevelScreen::update(float delta) {
|
||||
velocity = hitbox->velocity;
|
||||
}
|
||||
audio::set_listener(
|
||||
camera->position-camera->dir,
|
||||
camera->position,
|
||||
velocity,
|
||||
camera->dir,
|
||||
glm::vec3(0, 1, 0)
|
||||
|
||||
Reference in New Issue
Block a user