[not a bug] No Z-axis sound-distance calculaton
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- David Ferstat
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Are you sure it was deliberately designed that way? Might it not be an oversight?randy wrote:I've known about this for years but have not changed it because Doom does it sound attenuation in 2D. Although it's not technically correct, it's not a bug either, because it was obviously designed to be that way.
- Graf Zahl
- Lead GZDoom+Raze Developer
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David Ferstat wrote:Are you sure it was deliberately designed that way? Might it not be an oversight?randy wrote:I've known about this for years but have not changed it because Doom does it sound attenuation in 2D. Although it's not technically correct, it's not a bug either, because it was obviously designed to be that way.
Definitely. Doom did absolutely no z-calculations in its sound code. It hardly did them anywhere else which is the main reason for all the problems with the physics code in Doom.
What do you expect from an engine that has infinitely tall actors?
Personally, I wouldn't change it. Although it's not perfect changing it might cause some problems with sounds that are assumed not to be height sensitive.