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Add a couple comments
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@ -445,12 +445,16 @@ namespace MWSound
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nDir = cam->getRealDirection();
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nUp = cam->getRealUp();
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// The output handler is expecting vectors oriented like the game
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// (that is, -Z goes down, +Y goes forward), but that's not what we
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// get from Ogre's camera, so we have to convert.
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float pos[3] = { nPos[0], -nPos[2], nPos[1] };
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float at[3] = { nDir[0], -nDir[2], nDir[1] };
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float up[3] = { nUp[0], -nUp[2], nUp[1] };
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Output->UpdateListener(pos, at, up);
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// Check if any "untracked" sounds are finished playing, and trash
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// them
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IDMap::iterator snditer = LooseSounds.begin();
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while(snditer != LooseSounds.end())
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{
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