fix: audio positioning when non-base camera active

This commit is contained in:
MihailRis
2024-07-30 12:02:32 +03:00
parent c50f564b80
commit 63d0c8b01a
3 changed files with 24 additions and 10 deletions
+3 -3
View File
@@ -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)