- removed the string constructors from FSoundID.

Due to C++ conversion rules this was a bit too volatile. There's really not enough places where being able to pass a string directly into the sound API was beneficial - the two most frequent functions now got overloaded variants.
This commit is contained in:
Christoph Oelckers 2022-11-24 16:49:04 +01:00
commit 65a26d6779
26 changed files with 66 additions and 70 deletions

View file

@ -503,7 +503,7 @@ void DIntermissionScreenCast::Init(FIntermissionAction *desc, bool first)
{
mCastSounds[i].mSequence = static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mSequence;
mCastSounds[i].mIndex = static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mIndex;
mCastSounds[i].mSound = static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mSound;
mCastSounds[i].mSound = S_FindSound(static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mSound);
}
caststate = mDefaults->SeeState;
if (mClass->IsDescendantOf(NAME_PlayerPawn))
@ -551,7 +551,7 @@ int DIntermissionScreenCast::Responder (FInputEvent *ev)
if (mClass->IsDescendantOf(NAME_PlayerPawn))
{
auto snd = S_FindSkinnedSound(players[consoleplayer].mo, "*death");
auto snd = S_FindSkinnedSound(players[consoleplayer].mo, S_FindSound("*death"));
if (snd != NO_SOUND) S_Sound (CHAN_VOICE, CHANF_UI, snd, 1, ATTN_NONE);
}
else if (mDefaults->DeathSound.isvalid())