- Replaced several calls to S_GetSoundPlayingInfo with S_IsActorPlayingSomething
because S_GetSoundPlayingInfo cannot properly resolve player and random sounds. - Fixed: S_IsActorPlayingSomething has to resolve aliases and player sounds. - Took S_ParseSndSeq call out of S_Init. This doesn't work when parsing SNDINFO in D_DoomMain. - Moved SNDINFO reading back to its old place after MAPINFO. This is necessary for Hexen's music definitions. SVN r425 (trunk)
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8 changed files with 54 additions and 16 deletions
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@ -104,7 +104,7 @@ public:
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void Serialize (FArchive &arc);
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void MakeSound () { S_SoundID (m_Actor, CHAN_BODY, m_CurrentSoundID, clamp(m_Volume, 0.f, 1.f), m_Atten); }
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void MakeLoopedSound () { S_LoopedSoundID (m_Actor, CHAN_BODY, m_CurrentSoundID, clamp(m_Volume, 0.f, 1.f), m_Atten); }
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bool IsPlaying () { return S_GetSoundPlayingInfo (m_Actor, m_CurrentSoundID); }
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bool IsPlaying () { return S_IsActorPlayingSomething (m_Actor, CHAN_BODY, m_CurrentSoundID); }
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void *Source () { return m_Actor; }
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DSeqNode *SpawnChild (int seqnum) { return SN_StartSequence (m_Actor, seqnum, SEQ_NOTRANS, m_ModeNum, true); }
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private:
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