- migrate a large part of the sound code to FSoundIDs.
This has always been a wild mixture of IDs and ints.
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160633a4a2
35 changed files with 224 additions and 205 deletions
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@ -395,12 +395,12 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
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}
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// [Nash] Play voice clip from the actor so that positional audio can be heard by all players
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if (CurNode->SpeakerVoice != 0) S_Sound(npc, CHAN_VOICE, CHANF_NOPAUSE, CurNode->SpeakerVoice, 1, ATTN_NORM);
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if (CurNode->SpeakerVoice != NO_SOUND) S_Sound(npc, CHAN_VOICE, CHANF_NOPAUSE, CurNode->SpeakerVoice, 1, ATTN_NORM);
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// The rest is only done when the conversation is actually displayed.
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if (pc->player == Level->GetConsolePlayer())
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{
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if (CurNode->SpeakerVoice != 0)
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if (CurNode->SpeakerVoice != NO_SOUND)
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{
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I_SetMusicVolume (dlg_musicvolume);
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}
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