- 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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@ -174,12 +174,12 @@ END_DEFAULTS
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void A_BrainAwake (AActor *self)
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{
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// killough 3/26/98: only generates sound now
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S_Sound (self, CHAN_VOICE, "brain/sight", 1, ATTN_SURROUND);
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S_Sound (self, CHAN_VOICE, "brain/sight", 1, ATTN_NONE);
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}
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void A_BrainPain (AActor *self)
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{
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S_Sound (self, CHAN_VOICE, "brain/pain", 1, ATTN_SURROUND);
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S_Sound (self, CHAN_VOICE, "brain/pain", 1, ATTN_NONE);
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}
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static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z)
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@ -206,7 +206,7 @@ void A_BrainScream (AActor *self)
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BrainishExplosion (x, self->y - 320*FRACUNIT,
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128 + (pr_brainscream() << (FRACBITS + 1)));
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}
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S_Sound (self, CHAN_VOICE, "brain/death", 1, ATTN_SURROUND);
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S_Sound (self, CHAN_VOICE, "brain/death", 1, ATTN_NONE);
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}
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void A_BrainExplode (AActor *self)
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@ -264,7 +264,7 @@ void A_BrainSpit (AActor *self)
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spit->reactiontime /= spit->state->GetTics();
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}
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S_Sound (self, CHAN_WEAPON, "brain/spit", 1, ATTN_SURROUND);
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S_Sound (self, CHAN_WEAPON, "brain/spit", 1, ATTN_NONE);
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}
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}
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