- Add more parameters to the ambient sound things:

* Second argument: Volume scalar. 0 and 128 are normal volume. (Where "normal" is whatever
    it was defined with in SNDINFO.) Other values scale it accordingly.
  * Third argument: Minimum distance before volume fading starts.
  * Fourth argument: Maximum distance at which the sound is audible. Setting either of these to 0
    will use whatever they were defined with in SNDINFO.

SVN r2214 (trunk)
This commit is contained in:
Randy Heit 2010-03-18 00:32:35 +00:00
commit c079a3ea5b
3 changed files with 101 additions and 7 deletions

View file

@ -108,7 +108,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, co
static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fixed_t *y, fixed_t *z);
static void CalcPolyobjSoundOrg(const FPolyObj *poly, fixed_t *x, fixed_t *y, fixed_t *z);
static FSoundChan *S_StartSound(AActor *mover, const sector_t *sec, const FPolyObj *poly,
const FVector3 *pt, int channel, FSoundID sound_id, float volume, float attenuation);
const FVector3 *pt, int channel, FSoundID sound_id, float volume, float attenuation, FRolloffInfo *rolloff);
static void S_SetListener(SoundListener &listener, AActor *listenactor);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
@ -808,7 +808,8 @@ static void CalcPolyobjSoundOrg(const FPolyObj *poly, fixed_t *x, fixed_t *y, fi
//==========================================================================
static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyObj *poly,
const FVector3 *pt, int channel, FSoundID sound_id, float volume, float attenuation)
const FVector3 *pt, int channel, FSoundID sound_id, float volume, float attenuation,
FRolloffInfo *forcedrolloff=NULL)
{
sfxinfo_t *sfx;
int chanflags;
@ -894,7 +895,10 @@ static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyO
near_limit = S_sfx[sound_id].NearLimit;
limit_range = S_sfx[sound_id].LimitRange;
}
if (rolloff->MinDistance == 0) rolloff = &S_sfx[sound_id].Rolloff;
if (rolloff->MinDistance == 0)
{
rolloff = &S_sfx[sound_id].Rolloff;
}
}
else
{
@ -904,13 +908,25 @@ static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyO
near_limit = S_sfx[sound_id].NearLimit;
limit_range = S_sfx[sound_id].LimitRange;
}
if (rolloff->MinDistance == 0) rolloff = &S_sfx[sound_id].Rolloff;
if (rolloff->MinDistance == 0)
{
rolloff = &S_sfx[sound_id].Rolloff;
}
}
sfx = &S_sfx[sound_id];
}
// If no valid rolloff was set use the global default
if (rolloff->MinDistance == 0) rolloff = &S_Rolloff;
// The passed rolloff overrides any sound-specific rolloff.
if (forcedrolloff != NULL && forcedrolloff->MinDistance != 0)
{
rolloff = forcedrolloff;
}
// If no valid rolloff was set, use the global default.
if (rolloff->MinDistance == 0)
{
rolloff = &S_Rolloff;
}
// If this is a singular sound, don't play it if it's already playing.
if (sfx->bSingular && S_CheckSingular(sound_id))
@ -1180,6 +1196,27 @@ void S_Sound (AActor *ent, int channel, FSoundID sound_id, float volume, float a
S_StartSound (ent, NULL, NULL, NULL, channel, sound_id, volume, attenuation);
}
//==========================================================================
//
// S_SoundMinMaxDist - An actor is source
//
// Attenuation is specified as min and max distances, rather than a scalar.
//
//==========================================================================
void S_SoundMinMaxDist(AActor *ent, int channel, FSoundID sound_id, float volume, float mindist, float maxdist)
{
if (ent == NULL || ent->Sector->Flags & SECF_SILENT)
return;
FRolloffInfo rolloff;
rolloff.RolloffType = ROLLOFF_Doom;
rolloff.MinDistance = mindist;
rolloff.MaxDistance = maxdist;
S_StartSound(ent, NULL, NULL, NULL, channel, sound_id, volume, 1, &rolloff);
}
//==========================================================================
//
// S_Sound - A polyobject is source