- 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)
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6 changed files with 84 additions and 17 deletions
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@ -1365,7 +1365,16 @@ static void S_AddBloodSFX (int lumpnum)
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S_sfx[sfxnum].bForce11025 = true;
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}
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S_sfx[sfxnum].bLoadRAW = true;
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S_sfx[sfxnum].LoopStart = LittleLong(sfx->LoopStart);
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// Make an ambient sound out of it, whether it has a loop point
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// defined or not. (Because none of the standard Blood ambient
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// sounds are explicitly defined as looping.)
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FAmbientSound *ambient = &Ambients[Wads.GetLumpIndexNum(lumpnum)];
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ambient->type = CONTINUOUS;
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ambient->periodmin = 0;
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ambient->periodmax = 0;
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ambient->volume = 1;
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ambient->attenuation = 1;
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ambient->sound = name;
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}
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}
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