Index: source/soundmanager/scripting/SoundGroup.h =================================================================== --- source/soundmanager/scripting/SoundGroup.h +++ source/soundmanager/scripting/SoundGroup.h @@ -55,8 +55,6 @@ // (ignored if the eOmnipresent flag is set) void PlayNext(const CVector3D& position, entity_id_t source); - float RadiansOffCenter(const CVector3D& position, bool& onScreen, float& itemRollOff); - // Load a group bool LoadSoundGroup(const VfsPath& pathnameXML); @@ -83,6 +81,8 @@ #if CONFIG2_AUDIO // We store the handles so we can load now and play later std::vector m_SoundGroups; + + float RadiansOffCenter(const CVector3D& position, bool& onScreen, float& itemRollOff); #endif u32 m_Seed; // We need the filenames so we can reload when necessary. Index: source/soundmanager/scripting/SoundGroup.cpp =================================================================== --- source/soundmanager/scripting/SoundGroup.cpp +++ source/soundmanager/scripting/SoundGroup.cpp @@ -121,6 +121,7 @@ ReleaseGroup(); } +#if CONFIG2_AUDIO float CSoundGroup::RadiansOffCenter(const CVector3D& position, bool& onScreen, float& itemRollOff) { const int screenWidth = g_Game->GetView()->GetCamera()->GetViewPort().m_Width; @@ -167,6 +168,7 @@ return answer; } +#endif // CONFIG2_AUDIO void CSoundGroup::UploadPropertiesAndPlay(size_t index, const CVector3D& position, entity_id_t source) {