- 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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parent
0e6e1da970
commit
9e42cdaf08
66 changed files with 604 additions and 430 deletions
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@ -439,13 +439,13 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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{
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if (!silent)
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{
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int sound;
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FSoundID sound;
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// Allow other sounds than 'weapons/railgf'!
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if (!source->player) sound = source->AttackSound;
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else if (source->player->ReadyWeapon) sound = source->player->ReadyWeapon->AttackSound;
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else sound = 0;
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if (!sound) sound=S_FindSound("weapons/railgf");
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if (!sound) sound = "weapons/railgf";
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// The railgun's sound is special. It gets played from the
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// point on the slug's trail that is closest to the hearing player.
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@ -457,7 +457,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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if (abs(mo->x - FLOAT2FIXED(start.X)) < 20 * FRACUNIT
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&& (mo->y - FLOAT2FIXED(start.Y)) < 20 * FRACUNIT)
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{ // This player (probably) fired the railgun
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S_SoundID (mo, CHAN_WEAPON, sound, 1, ATTN_NORM);
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S_Sound (mo, CHAN_WEAPON, sound, 1, ATTN_NORM);
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}
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else
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{
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@ -471,7 +471,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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point = start + r * dir;
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dir.Z = dirz;
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S_SoundID (FLOAT2FIXED(point.X), FLOAT2FIXED(point.Y), mo->z,
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S_Sound (FLOAT2FIXED(point.X), FLOAT2FIXED(point.Y), mo->z,
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CHAN_WEAPON, sound, 1, ATTN_NORM);
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}
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}
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