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use obj snds for start and end too
1 parent c47e082 commit 42e85df

1 file changed

Lines changed: 5 additions & 9 deletions

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code/ship/ship.cpp

Lines changed: 5 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -10791,13 +10791,11 @@ void update_firing_sounds(object* objp, ship* shipp)
1079110791

1079210792
if (swp->firing_loop_sounds[i] == -1 && trigger_down && !primaries_locked && selected && has_resources && burst_only_allowed && !dying) {
1079310793
auto* pm = model_get(Ship_info[shipp->ship_info_index].model_num);
10794-
vec3d snd_pos, world_snd_pos;
10794+
vec3d snd_pos;
1079510795
vm_vec_avg_n(&snd_pos, pm->gun_banks[i].num_slots, pm->gun_banks[i].pnt);
10796-
vm_vec_unrotate(&world_snd_pos, &snd_pos, &objp->orient);
10797-
world_snd_pos += objp->pos;
1079810796

1079910797
if (wip->start_firing_snd.isValid() && start_snd_played != wip->start_firing_snd) {
10800-
snd_play_3d(gamesnd_get_game_sound(wip->start_firing_snd), &objp->pos, &world_snd_pos);
10798+
obj_snd_assign(shipp->objnum, wip->start_firing_snd, &snd_pos, OS_PLAY_ON_PLAYER | OS_LOOPING_DISABLED);
1080110799

1080210800
start_snd_played = wip->start_firing_snd;
1080310801
}
@@ -10812,13 +10810,11 @@ void update_firing_sounds(object* objp, ship* shipp)
1081210810

1081310811
if (swp->firing_loop_sounds[i] != -1 && (!trigger_down || primaries_locked || !selected || !has_resources || !burst_only_allowed || dying)) {
1081410812
auto* pm = model_get(Ship_info[shipp->ship_info_index].model_num);
10815-
vec3d world_snd_pos;
10816-
vm_vec_avg_n(&world_snd_pos, pm->gun_banks[i].num_slots, pm->gun_banks[i].pnt);
10817-
vm_vec_unrotate(&world_snd_pos, &world_snd_pos, &objp->orient);
10818-
world_snd_pos += objp->pos;
10813+
vec3d snd_pos;
10814+
vm_vec_avg_n(&snd_pos, pm->gun_banks[i].num_slots, pm->gun_banks[i].pnt);
1081910815

1082010816
if (wip->end_firing_snd.isValid() && end_snd_played != wip->end_firing_snd) {
10821-
snd_play_3d(gamesnd_get_game_sound(wip->end_firing_snd), &objp->pos, &world_snd_pos);
10817+
obj_snd_assign(shipp->objnum, wip->start_firing_snd, &snd_pos, OS_PLAY_ON_PLAYER | OS_LOOPING_DISABLED);
1082210818

1082310819
end_snd_played = wip->end_firing_snd;
1082410820
}

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