| 796 | // identify what's the source of the producing effect. |
| 797 | |
| 798 | int Sound_EffectIsPlaying(int effectID, Pose *position) |
| 799 | { |
| 800 | for (int i = 0; i < SOUND_MAX_CHANNELS; i++) |
| 801 | { |
| 802 | if (SoundSlot[i].EffectID == effectID) |
| 803 | { |
| 804 | // Free channel. |
| 805 | if (SoundSlot[i].Channel == NULL) |
| 806 | continue; |
| 807 | |
| 808 | if (BASS_ChannelIsActive(SoundSlot[i].Channel)) |
| 809 | { |
| 810 | // Only check position on 3D samples. 2D samples stop immediately. |
| 811 | |
| 812 | BASS_CHANNELINFO info; |
| 813 | BASS_ChannelGetInfo(SoundSlot[i].Channel, &info); |
| 814 | if (!(info.flags & BASS_SAMPLE_3D) || !position) |
| 815 | return i; |
| 816 | |
| 817 | // Check if effect origin is equal OR in nearest possible hearing range. |
| 818 | |
| 819 | auto origin = Vector3(position->Position.x, position->Position.y, position->Position.z); |
| 820 | if (Vector3::Distance(origin, SoundSlot[i].Origin) < SOUND_MAXVOL_RADIUS) |
| 821 | return i; |
| 822 | } |
| 823 | else |
| 824 | { |
| 825 | SoundSlot[i].Channel = NULL; // WTF, let's clean this up |
| 826 | } |
| 827 | } |
| 828 | } |
| 829 | |
| 830 | return SOUND_NO_CHANNEL; |
| 831 | } |
| 832 | |
| 833 | // Gets the distance to the source. |
| 834 | float Sound_DistanceToListener(Pose *position) |
no test coverage detected