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-rw-r--r--src/GameInitDispose.cpp72
1 files changed, 34 insertions, 38 deletions
diff --git a/src/GameInitDispose.cpp b/src/GameInitDispose.cpp
index 8a56e73..b791183 100644
--- a/src/GameInitDispose.cpp
+++ b/src/GameInitDispose.cpp
@@ -226,113 +226,109 @@ void LoadSounds(bool musictoggle)
 		FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 	}
 
-	float gLoc[3];
-	gLoc[0]=0;
-	gLoc[1]=0;
-	gLoc[2]=0;
-
-	alSourcefv(gSourceID[visionsound], AL_POSITION, gLoc);
+	alListenerfv(AL_POSITION, {});
+	alSourcefv(gSourceID[visionsound], AL_POSITION, {});
 	alSourcei(gSourceID[visionsound], AL_LOOPING, 1);
 	alSourcef(gSourceID[visionsound], AL_MIN_GAIN, 1);
-	alSourcefv(gSourceID[soulinsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[soulinsound], AL_POSITION, {});
 	alSourcei(gSourceID[soulinsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[soulinsound], AL_MIN_GAIN, 1);
-	alSourcefv(gSourceID[souloutsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[souloutsound], AL_POSITION, {});
 	alSourcei(gSourceID[souloutsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[souloutsound], AL_MIN_GAIN, 1);
 
 	for(int i=0;i<5;i++){
-		alSourcefv(gSourceID[footstepsound+i], AL_POSITION, gLoc);
+		alSourcefv(gSourceID[footstepsound+i], AL_POSITION, {});
 		alSourcei(gSourceID[footstepsound+i], AL_LOOPING, 0);
 		alSourcef(gSourceID[footstepsound+i], AL_MIN_GAIN, 0);
 	}
 
-	alSourcefv(gSourceID[bodylandsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[bodylandsound], AL_POSITION, {});
 	alSourcei(gSourceID[bodylandsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[bodylandsound], AL_MIN_GAIN, 0);
-	alSourcefv(gSourceID[headlandsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[headlandsound], AL_POSITION, {});
 	alSourcei(gSourceID[headlandsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[headlandsound], AL_MIN_GAIN, 0);
-	alSourcefv(gSourceID[riflesound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[riflesound], AL_POSITION, {});
 	alSourcei(gSourceID[riflesound], AL_LOOPING, 0);
 	alSourcef(gSourceID[riflesound], AL_MIN_GAIN, 0);
-	alSourcefv(gSourceID[bodyhitsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[bodyhitsound], AL_POSITION, {});
 	alSourcei(gSourceID[bodyhitsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[bodyhitsound], AL_MIN_GAIN, .1);
-	alSourcefv(gSourceID[wallhitsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[wallhitsound], AL_POSITION, {});
 	alSourcei(gSourceID[wallhitsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[wallhitsound], AL_MIN_GAIN, 0);
 	alSourcef(gSourceID[wallhitsound], AL_MAX_GAIN, .6);
-	alSourcefv(gSourceID[machinegunsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[machinegunsound], AL_POSITION, {});
 	alSourcei(gSourceID[machinegunsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[machinegunsound], AL_MIN_GAIN,0);
-	alSourcefv(gSourceID[nearbulletsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[nearbulletsound], AL_POSITION, {});
 	alSourcei(gSourceID[nearbulletsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[nearbulletsound], AL_MIN_GAIN,0);
-	alSourcefv(gSourceID[headwhacksound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[headwhacksound], AL_POSITION, {});
 	alSourcei(gSourceID[headwhacksound], AL_LOOPING, 0);
 	alSourcef(gSourceID[headwhacksound], AL_MIN_GAIN,0);
-	alSourcefv(gSourceID[headshotsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[headshotsound], AL_POSITION, {});
 	alSourcei(gSourceID[headshotsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[headshotsound], AL_MIN_GAIN, 0);
-	alSourcefv(gSourceID[reloadsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[reloadsound], AL_POSITION, {});
 	alSourcei(gSourceID[reloadsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[reloadsound], AL_MIN_GAIN, 0);
-	alSourcefv(gSourceID[clicksound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[clicksound], AL_POSITION, {});
 	alSourcei(gSourceID[clicksound], AL_LOOPING, 0);
 	alSourcef(gSourceID[clicksound], AL_MIN_GAIN, 0);
-	alSourcefv(gSourceID[pistol1sound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[pistol1sound], AL_POSITION, {});
 	alSourcei(gSourceID[pistol1sound], AL_LOOPING, 0);
 	alSourcef(gSourceID[pistol1sound], AL_MIN_GAIN, 0);
-	alSourcefv(gSourceID[pistol2sound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[pistol2sound], AL_POSITION, {});
 	alSourcei(gSourceID[pistol2sound], AL_LOOPING, 0);
 	alSourcef(gSourceID[pistol2sound], AL_MIN_GAIN, 0);
-	alSourcefv(gSourceID[pinpullsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[pinpullsound], AL_POSITION, {});
 	alSourcei(gSourceID[pinpullsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[pinpullsound], AL_MIN_GAIN,0);
-	alSourcefv(gSourceID[pinreplacesound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[pinreplacesound], AL_POSITION, {});
 	alSourcei(gSourceID[pinreplacesound], AL_LOOPING, 0);
 	alSourcef(gSourceID[pinreplacesound], AL_MIN_GAIN,0);
-	alSourcefv(gSourceID[grenadethrowsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[grenadethrowsound], AL_POSITION, {});
 	alSourcei(gSourceID[grenadethrowsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[grenadethrowsound], AL_MIN_GAIN,0);
-	alSourcefv(gSourceID[bouncesound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[bouncesound], AL_POSITION, {});
 	alSourcei(gSourceID[bouncesound], AL_LOOPING, 0);
 	alSourcef(gSourceID[bouncesound], AL_MIN_GAIN,0);
-	alSourcefv(gSourceID[bounce2sound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[bounce2sound], AL_POSITION, {});
 	alSourcei(gSourceID[bounce2sound], AL_LOOPING, 0);
 	alSourcef(gSourceID[bounce2sound], AL_MIN_GAIN,0);
-	alSourcefv(gSourceID[explosionsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[explosionsound], AL_POSITION, {});
 	alSourcei(gSourceID[explosionsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[explosionsound], AL_MIN_GAIN,0);
-	alSourcefv(gSourceID[bodywhacksound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[bodywhacksound], AL_POSITION, {});
 	alSourcei(gSourceID[bodywhacksound], AL_LOOPING, 0);
 	alSourcef(gSourceID[bodywhacksound], AL_MIN_GAIN, 0);
-	alSourcefv(gSourceID[rainsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[rainsound], AL_POSITION, {});
 	alSourcei(gSourceID[rainsound], AL_LOOPING, 1);
 	alSourcef(gSourceID[rainsound], AL_MIN_GAIN, .3);
-	alSourcefv(gSourceID[losesound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[losesound], AL_POSITION, {});
 	alSourcei(gSourceID[losesound], AL_LOOPING, 0);
 	alSourcef(gSourceID[losesound], AL_MIN_GAIN, 1);
-	alSourcefv(gSourceID[disguisekillsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[disguisekillsound], AL_POSITION, {});
 	alSourcei(gSourceID[disguisekillsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[disguisekillsound], AL_MIN_GAIN, 1);
-	alSourcefv(gSourceID[knifeslashsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[knifeslashsound], AL_POSITION, {});
 	alSourcei(gSourceID[knifeslashsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[knifeslashsound], AL_MIN_GAIN,0);
-	alSourcefv(gSourceID[shotgunsound], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[shotgunsound], AL_POSITION, {});
 	alSourcei(gSourceID[shotgunsound], AL_LOOPING, 0);
 	alSourcef(gSourceID[shotgunsound], AL_MIN_GAIN, 0);
-	alSourcefv(gSourceID[knifesong], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[knifesong], AL_POSITION, {});
 	alSourcei(gSourceID[knifesong], AL_LOOPING, 1);
 	alSourcef(gSourceID[knifesong], AL_MIN_GAIN, 1);
-	alSourcefv(gSourceID[mainmenusong], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[mainmenusong], AL_POSITION, {});
 	alSourcei(gSourceID[mainmenusong], AL_LOOPING, 1);
 	alSourcef(gSourceID[mainmenusong], AL_MIN_GAIN, 1);
-	alSourcefv(gSourceID[zombiesong], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[zombiesong], AL_POSITION, {});
 	alSourcei(gSourceID[zombiesong], AL_LOOPING, 1);
 	alSourcef(gSourceID[zombiesong], AL_MIN_GAIN, 1);
-	alSourcefv(gSourceID[shootsong], AL_POSITION, gLoc);
+	alSourcefv(gSourceID[shootsong], AL_POSITION, {});
 	alSourcei(gSourceID[shootsong], AL_LOOPING, 1);
 	alSourcef(gSourceID[shootsong], AL_MIN_GAIN, 1);
 }