- Added support for Blood's ambient sounds, because I thought it would be an easy way to

test the new ambient sound range parameters. (Hahaha! If I hadn't had to fix all the
  Build/Blood stuff first, it would have been.)

SVN r2223 (trunk)
This commit is contained in:
Randy Heit 2010-03-18 05:01:10 +00:00
commit b53baf5f46
6 changed files with 84 additions and 17 deletions

View file

@ -1365,7 +1365,16 @@ static void S_AddBloodSFX (int lumpnum)
S_sfx[sfxnum].bForce11025 = true;
}
S_sfx[sfxnum].bLoadRAW = true;
S_sfx[sfxnum].LoopStart = LittleLong(sfx->LoopStart);
// Make an ambient sound out of it, whether it has a loop point
// defined or not. (Because none of the standard Blood ambient
// sounds are explicitly defined as looping.)
FAmbientSound *ambient = &Ambients[Wads.GetLumpIndexNum(lumpnum)];
ambient->type = CONTINUOUS;
ambient->periodmin = 0;
ambient->periodmax = 0;
ambient->volume = 1;
ambient->attenuation = 1;
ambient->sound = name;
}
}