- 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)
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26 changed files with 874 additions and 1064 deletions
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@ -599,8 +599,6 @@ void F_StartCast (void)
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//
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void F_CastTicker (void)
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{
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int atten;
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if (--casttics > 0 && caststate != NULL)
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return; // not time to change state yet
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@ -615,11 +613,7 @@ void F_CastTicker (void)
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castnum = 0;
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if (castorder[castnum].info->SeeSound)
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{
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if (castorder[castnum].info->flags2 & MF2_BOSS)
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atten = ATTN_SURROUND;
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else
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atten = ATTN_NONE;
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S_SoundID (CHAN_VOICE, castorder[castnum].info->SeeSound, 1, atten);
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S_SoundID (CHAN_VOICE, castorder[castnum].info->SeeSound, 1, ATTN_NONE);
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}
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caststate = castorder[castnum].info->SeeState;
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// [RH] Skip monsters that have been hacked to no longer have attack states
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@ -736,8 +730,7 @@ bool F_CastResponder (event_t* ev)
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}
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else if (castorder[castnum].info->DeathSound)
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{
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S_SoundID (CHAN_VOICE, castorder[castnum].info->DeathSound, 1,
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castnum == 15 || castnum == 14 ? ATTN_SURROUND : ATTN_NONE);
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S_SoundID (CHAN_VOICE, castorder[castnum].info->DeathSound, 1, ATTN_NONE);
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}
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}
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