Remove unused SOUND_3D_THRESHHOLD
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7153ec69a9
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@ -353,13 +353,6 @@ static void digi_link_sound_common(cobjptr_t viewer, sound_object &so, const vms
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}
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}
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//sounds longer than this get their 3d aspects updated
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#if defined(DXX_BUILD_DESCENT_I)
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#define SOUND_3D_THRESHHOLD (digi_sample_rate * 3 / 2) //1.5 seconds
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#elif defined(DXX_BUILD_DESCENT_II)
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#define SOUND_3D_THRESHHOLD (GameArg.SndDigiSampleRate * 3 / 2) //1.5 seconds
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#endif
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void digi_link_sound_to_object3( int org_soundnum, const vcobjptridx_t objnum, int forever, fix max_volume, const vm_distance max_distance, int loop_start, int loop_end )
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{
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const vcobjptr_t viewer{Viewer};
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@ -378,7 +371,8 @@ void digi_link_sound_to_object3( int org_soundnum, const vcobjptridx_t objnum, i
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Int3();
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return;
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}
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if ( !forever ) { // && GameSounds[soundnum - SOUND_OFFSET].length < SOUND_3D_THRESHHOLD) {
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if (!forever)
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{
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// Hack to keep sounds from building up...
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digi_get_sound_loc( viewer->orient, viewer->pos, viewer->segnum, objnum->pos, objnum->segnum, max_volume,&volume, &pan, max_distance );
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digi_play_sample_3d( org_soundnum, pan, volume, 0 );
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@ -429,7 +423,8 @@ static void digi_link_sound_to_pos2(int org_soundnum, const vcsegptridx_t segnum
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Int3();
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return;
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}
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if ( !forever ) { //&& GameSounds[soundnum - SOUND_OFFSET].length < SOUND_3D_THRESHHOLD) {
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if (!forever)
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{
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// Hack to keep sounds from building up...
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digi_get_sound_loc( viewer->orient, viewer->pos, viewer->segnum, pos, segnum, max_volume, &volume, &pan, max_distance );
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digi_play_sample_3d( org_soundnum, pan, volume, 0 );
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