- 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

@ -5259,7 +5259,7 @@ int DLevelScript::SwapActorTeleFog(AActor *activator, int tid)
}
else if (argtype == TypeSound)
{
params.Push(int(FSoundID(Level->Behaviors.LookupString(args[i]))));
params.Push(S_FindSound(Level->Behaviors.LookupString(args[i])).index());
}
else
{
@ -5913,7 +5913,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
sid = lookup;
}
}
if (sid != 0 || funcIndex == ACSF_PlayActorSound)
if (sid != NO_SOUND || funcIndex == ACSF_PlayActorSound)
{
auto it = Level->GetActorIterator(args[0]);
AActor *spot;
@ -5935,7 +5935,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
{
sid = GetActorSound(spot, args[1]);
}
if (sid != 0)
if (sid != NO_SOUND)
{
// What a mess. I think it's a given that this was used with sound flags so it will forever be restricted to the original 8 channels.
if (local) chan |= CHANF_LOCAL;