- migrate a large part of the sound code to FSoundIDs.

This has always been a wild mixture of IDs and ints.
This commit is contained in:
Christoph Oelckers 2022-11-24 15:22:07 +01:00
commit 160633a4a2
35 changed files with 224 additions and 205 deletions

View file

@ -395,12 +395,12 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
}
// [Nash] Play voice clip from the actor so that positional audio can be heard by all players
if (CurNode->SpeakerVoice != 0) S_Sound(npc, CHAN_VOICE, CHANF_NOPAUSE, CurNode->SpeakerVoice, 1, ATTN_NORM);
if (CurNode->SpeakerVoice != NO_SOUND) S_Sound(npc, CHAN_VOICE, CHANF_NOPAUSE, CurNode->SpeakerVoice, 1, ATTN_NORM);
// The rest is only done when the conversation is actually displayed.
if (pc->player == Level->GetConsolePlayer())
{
if (CurNode->SpeakerVoice != 0)
if (CurNode->SpeakerVoice != NO_SOUND)
{
I_SetMusicVolume (dlg_musicvolume);
}