- Adjusted the noise debug table so that fractional volume levels do not
run into the adjacent columns. - Added a NullSoundRenderer so that most of the checks against a NULL GSnd can be removed. - Fixed: Looping sounds must always successfully allocate a channel, even if it's only a pre-evicted channel. SVN r1058 (trunk)
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11 changed files with 251 additions and 202 deletions
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@ -774,13 +774,10 @@ static void S_ClearSoundData()
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{
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unsigned int i;
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if (GSnd != NULL)
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S_StopAllChannels();
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for (i = 0; i < S_sfx.Size(); ++i)
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{
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S_StopAllChannels();
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for (i = 0; i < S_sfx.Size(); ++i)
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{
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GSnd->UnloadSound(&S_sfx[i]);
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}
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GSnd->UnloadSound(&S_sfx[i]);
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}
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S_sfx.Clear();
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