- 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

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