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Fix bug in FlxSound.proximity #101
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FlxSound.proximity was inverted: the closer the object was, the lower was the volume. Fix FlixelCommunity#4, AdamAtomic#228 .
I think |
Ok, I will fix that. |
I've tested the code and the original version According to the
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Sorry, I meant to say that if the FlxSound is to the left of the target object, the sound should becoming from the left speaker. |
I was just wondering if the sound source is to the left of the target, the target will hear the sound source using its right ear, isn't it? This is the current behavior of Do you disagree about that, @moly ? |
Ok, now I got it! :) I couldn't agree more. I will change that line according to your suggestion. |
If FlxSound is to the left of the target object, the sound comes from the left speaker.
var d:Number = (x-_target.x)/_radius; Sorry, correct me if I'm wrong, but the way you had it was right, correct? If we use the above example, the location of Mario would be |
In the above example Mario is the |
Ah, yes, I see now. Perfect, then I'll go ahead and merge this one. |
Fix bug in FlxSound.proximity
FlxSound.proximity was inverted: the closer the object was, the lower was the volume.
Fix #4, AdamAtomic#228 .