- 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)
This commit is contained in:
Randy Heit 2008-06-15 02:25:09 +00:00
commit 9e42cdaf08
66 changed files with 604 additions and 430 deletions

View file

@ -64,16 +64,16 @@ void DCeiling::PlayCeilingSound ()
{
if (m_Sector->seqType >= 0)
{
SN_StartSequence (m_Sector, m_Sector->seqType, SEQ_PLATFORM, 0, false);
SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->seqType, SEQ_PLATFORM, 0, false);
}
else
{
if (m_Silent == 2)
SN_StartSequence (m_Sector, "Silence", 0, false);
SN_StartSequence (m_Sector, CHAN_CEILING, "Silence", 0);
else if (m_Silent == 1)
SN_StartSequence (m_Sector, "CeilingSemiSilent", 0, false);
SN_StartSequence (m_Sector, CHAN_CEILING, "CeilingSemiSilent", 0);
else
SN_StartSequence (m_Sector, "CeilingNormal", 0, false);
SN_StartSequence (m_Sector, CHAN_CEILING, "CeilingNormal", 0);
}
}