- Added SNDINFO $attenuation command. This multiplies the attenuation passed to S_Sound. e.g.
$attenuation Boom 0 Will make the "Boom" sound play with 0 attenuation, or in other words, at full volume throughout the level. SVN r3629 (trunk)
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3 changed files with 20 additions and 1 deletions
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@ -901,6 +901,8 @@ static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyO
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}
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else if (sfx->bRandomHeader)
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{
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// Random sounds attenuate based on the original (random) sound as well as the chosen one.
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attenuation *= sfx->Attenuation;
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sound_id = FSoundID(S_PickReplacement (sound_id));
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if (near_limit < 0)
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{
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@ -928,6 +930,9 @@ static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyO
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sfx = &S_sfx[sound_id];
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}
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// Attenuate the attenuation based on the sound.
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attenuation *= sfx->Attenuation;
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// The passed rolloff overrides any sound-specific rolloff.
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if (forcedrolloff != NULL && forcedrolloff->MinDistance != 0)
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{
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