- Replaced the naive area sound implementation with one that takes into
consideration the size and shape of the sector producing the sound. See the lifts on Doom 2 MAP30 and compare with previous versions. - Fixed: The stop sound for sector-based sound sequences was not played with the CHAN_AREA flag. - Removed the distinction between S_Sound() and S_SoundID() functions. Use S_Sound() for both names and IDs from now on. SVN r1034 (trunk)
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66 changed files with 604 additions and 430 deletions
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@ -64,16 +64,16 @@ void DCeiling::PlayCeilingSound ()
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{
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if (m_Sector->seqType >= 0)
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{
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SN_StartSequence (m_Sector, m_Sector->seqType, SEQ_PLATFORM, 0, false);
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SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->seqType, SEQ_PLATFORM, 0, false);
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}
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else
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{
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if (m_Silent == 2)
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SN_StartSequence (m_Sector, "Silence", 0, false);
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SN_StartSequence (m_Sector, CHAN_CEILING, "Silence", 0);
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else if (m_Silent == 1)
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SN_StartSequence (m_Sector, "CeilingSemiSilent", 0, false);
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SN_StartSequence (m_Sector, CHAN_CEILING, "CeilingSemiSilent", 0);
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else
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SN_StartSequence (m_Sector, "CeilingNormal", 0, false);
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SN_StartSequence (m_Sector, CHAN_CEILING, "CeilingNormal", 0);
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}
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}
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