- 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

@ -2639,7 +2639,7 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
AActor *puffDefaults = GetDefaultByType (pufftype);
if (puffDefaults->ActiveSound)
{ // Play miss sound
S_SoundID (t1, CHAN_WEAPON, puffDefaults->ActiveSound, 1, ATTN_NORM);
S_Sound (t1, CHAN_WEAPON, puffDefaults->ActiveSound, 1, ATTN_NORM);
}
if (puffDefaults->flags3 & MF3_ALWAYSPUFF)
{ // Spawn the puff anyway
@ -4111,20 +4111,17 @@ bool P_ChangeSector (sector_t *sector, int crunch, int amt, int floorOrCeil, boo
cpos.movemidtex = false;
cpos.sector = sector;
// [RH] Use different functions for the four different types of sector
// movement. Also update the soundorg's z-coordinate for 3D sound.
// [RH] Use different functions for the four different types of sector movement.
switch (floorOrCeil)
{
case 0:
// floor
iterator = (amt < 0) ? PIT_FloorDrop : PIT_FloorRaise;
sector->soundorg[2] = sector->floorplane.ZatPoint (sector->soundorg[0], sector->soundorg[1]);
break;
case 1:
// ceiling
iterator = (amt < 0) ? PIT_CeilingLower : PIT_CeilingRaise;
sector->soundorg[2] = sector->ceilingplane.ZatPoint (sector->soundorg[0], sector->soundorg[1]);
break;
case 2: