especially annoying when you chase a tyrrant, he goes arround the corner, you go after him and you hear charge taunt "hanging in the air" instead of the sound from the direction where the tyrr went.
Created attachment 1114[details]
svn933 openal not using position tracking for other player's sounds
S_AL_SrcSetup() always resets the isTracking bit to qfalse. isTracking was set prior to the S_AL_SrcSetup() call in S_AL_StartSound() so tracking was never used for one-shot sound effects.
Setting a QA contact on all ioquake3 bugs, even resolved ones. Sorry if you get a flood of email from this, it should only happen once. Apologies for the incovenience.
--ryan.
Created attachment 1114 [details] svn933 openal not using position tracking for other player's sounds S_AL_SrcSetup() always resets the isTracking bit to qfalse. isTracking was set prior to the S_AL_SrcSetup() call in S_AL_StartSound() so tracking was never used for one-shot sound effects.