- 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

@ -349,7 +349,7 @@ static FSoundID T_FindSound(const char * name)
char buffer[40];
FSoundID so=S_FindSound(name);
if (so>0) return so;
if (so.isvalid()) return so;
// Now it gets dirty!
@ -364,9 +364,9 @@ static FSoundID T_FindSound(const char * name)
if (fileSystem.CheckNumForName(buffer, ns_sounds)<0) mysnprintf(buffer, countof(buffer), "DS%.35s", name);
}
int id = S_AddSound(name, buffer);
FSoundID id = S_AddSound(name, buffer);
soundEngine->HashSounds();
return FSoundID(id);
return id;
}
@ -2912,7 +2912,7 @@ void FParser::SF_SpawnExplosion()
{
spawn->ClearCounters();
t_return.value.i = spawn->SetState(spawn->FindState(NAME_Death));
if(spawn->DeathSound) S_Sound (spawn, CHAN_BODY, 0, spawn->DeathSound, 1, ATTN_NORM);
if(spawn->DeathSound.isvalid()) S_Sound (spawn, CHAN_BODY, 0, spawn->DeathSound, 1, ATTN_NORM);
}
}
}