- 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)
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8 changed files with 207 additions and 163 deletions
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@ -377,7 +377,7 @@ unsigned int S_GetMSLength(FSoundID sound)
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}
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sfx = S_LoadSound(sfx);
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if (sfx != NULL) return GSnd->GetMSLength(sfx);
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if (sfx != NULL) return GSnd->GetMSLength(sfx->data);
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else return 0;
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}
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@ -483,7 +483,7 @@ int S_AddSoundLump (const char *logicalname, int lump)
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{
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sfxinfo_t newsfx;
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newsfx.data = NULL;
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newsfx.data.Clear();
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newsfx.name = logicalname;
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newsfx.lumpnum = lump;
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newsfx.next = 0;
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