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Take sound listener y rotation (roll) into account, though currently unused for actors
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@ -1575,7 +1575,8 @@ namespace MWWorld
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const OEngine::Physic::PhysicActor *actor = mPhysEngine->getCharacter(getPlayerPtr().getRefData().getHandle());
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if(actor) playerPos.z += 1.85*actor->getHalfExtents().z;
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Ogre::Quaternion playerOrient = Ogre::Quaternion(Ogre::Radian(getPlayerPtr().getRefData().getPosition().rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) *
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Ogre::Quaternion(Ogre::Radian(getPlayerPtr().getRefData().getPosition().rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X);
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Ogre::Quaternion(Ogre::Radian(getPlayerPtr().getRefData().getPosition().rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X) *
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Ogre::Quaternion(Ogre::Radian(getPlayerPtr().getRefData().getPosition().rot[1]), Ogre::Vector3::NEGATIVE_UNIT_Y);
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MWBase::Environment::get().getSoundManager()->setListenerPosDir(playerPos, playerOrient.yAxis(),
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playerOrient.zAxis());
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}
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