- Removed some debug output from SBarInfo::ParseSBarInfo().

- Fixed: Heretic linetype translations included the wrong file.
- Removed all 2D sound positioning code from s_sound.cpp. Everything uses
  FMOD's 3D engine now.
- Removed all the channel selection code from s_sound.cpp. FMOD has code to
  handle this sort of thing, so let's use it.
- Replaced S_StopSoundID() with S_CheckSingular(). There is no longer a limit
  on the number of copies of a particular sound that can be playing at once,
  aside from Strife's special singular sounds. (Sorry, Heretic and Hexen.)
  Consequently, the SNDINFO $limit command is now ignored.
- Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it
  only worked as intended on stereo speakers anyway.
- Cleaned out ancient crud from i_sound.cpp.


SVN r826 (trunk)
This commit is contained in:
Randy Heit 2008-03-21 05:13:59 +00:00
commit 10920ffe75
26 changed files with 874 additions and 1064 deletions

View file

@ -599,8 +599,6 @@ void F_StartCast (void)
//
void F_CastTicker (void)
{
int atten;
if (--casttics > 0 && caststate != NULL)
return; // not time to change state yet
@ -615,11 +613,7 @@ void F_CastTicker (void)
castnum = 0;
if (castorder[castnum].info->SeeSound)
{
if (castorder[castnum].info->flags2 & MF2_BOSS)
atten = ATTN_SURROUND;
else
atten = ATTN_NONE;
S_SoundID (CHAN_VOICE, castorder[castnum].info->SeeSound, 1, atten);
S_SoundID (CHAN_VOICE, castorder[castnum].info->SeeSound, 1, ATTN_NONE);
}
caststate = castorder[castnum].info->SeeState;
// [RH] Skip monsters that have been hacked to no longer have attack states
@ -736,8 +730,7 @@ bool F_CastResponder (event_t* ev)
}
else if (castorder[castnum].info->DeathSound)
{
S_SoundID (CHAN_VOICE, castorder[castnum].info->DeathSound, 1,
castnum == 15 || castnum == 14 ? ATTN_SURROUND : ATTN_NONE);
S_SoundID (CHAN_VOICE, castorder[castnum].info->DeathSound, 1, ATTN_NONE);
}
}