- Since loading of the sound lump is now done in S_LoadSound I added an IsNull

method to the SoundRenderer class so that this function doesn't need to 
  load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
  code that checks for raw and Doom sounds. This means that sfxinfo_t is no
  longer needed in the SoundRenderer class so I took out all references to it.


SVN r1208 (trunk)
This commit is contained in:
Christoph Oelckers 2008-09-09 20:49:53 +00:00
commit e033cbf9f8
8 changed files with 207 additions and 163 deletions

View file

@ -377,7 +377,7 @@ unsigned int S_GetMSLength(FSoundID sound)
}
sfx = S_LoadSound(sfx);
if (sfx != NULL) return GSnd->GetMSLength(sfx);
if (sfx != NULL) return GSnd->GetMSLength(sfx->data);
else return 0;
}
@ -483,7 +483,7 @@ int S_AddSoundLump (const char *logicalname, int lump)
{
sfxinfo_t newsfx;
newsfx.data = NULL;
newsfx.data.Clear();
newsfx.name = logicalname;
newsfx.lumpnum = lump;
newsfx.next = 0;