- separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
- added Marisa Kirisame's CHAN_OVERLAP flag. - exported S_IsActorPlayingSomething to ZScript. The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
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parent
b09e9f10ed
commit
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43 changed files with 339 additions and 280 deletions
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@ -170,7 +170,7 @@ void DIntermissionScreen::Init(FIntermissionAction *desc, bool first)
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mBackground = TexMan.CheckForTexture(texname, ETextureType::MiscPatch);
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mFlatfill = desc->mFlatfill;
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}
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S_Sound (CHAN_VOICE | CHAN_UI, desc->mSound, 1.0f, ATTN_NONE);
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S_Sound (CHAN_VOICE, CHANF_UI, desc->mSound, 1.0f, ATTN_NONE);
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mOverlays.Resize(desc->mOverlays.Size());
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for (unsigned i=0; i < mOverlays.Size(); i++)
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{
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@ -500,7 +500,7 @@ void DIntermissionScreenCast::Init(FIntermissionAction *desc, bool first)
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castattacking = false;
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if (mDefaults->SeeSound)
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{
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S_Sound (CHAN_VOICE | CHAN_UI, mDefaults->SeeSound, 1, ATTN_NONE);
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S_Sound (CHAN_VOICE, CHANF_UI, mDefaults->SeeSound, 1, ATTN_NONE);
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}
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}
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@ -526,11 +526,11 @@ int DIntermissionScreenCast::Responder (event_t *ev)
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if (mClass->IsDescendantOf(NAME_PlayerPawn))
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{
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int snd = S_FindSkinnedSound(players[consoleplayer].mo, "*death");
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if (snd != 0) S_Sound (CHAN_VOICE | CHAN_UI, snd, 1, ATTN_NONE);
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if (snd != 0) S_Sound (CHAN_VOICE, CHANF_UI, snd, 1, ATTN_NONE);
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}
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else if (mDefaults->DeathSound)
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{
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S_Sound (CHAN_VOICE | CHAN_UI, mDefaults->DeathSound, 1, ATTN_NONE);
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S_Sound (CHAN_VOICE, CHANF_UI, mDefaults->DeathSound, 1, ATTN_NONE);
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}
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}
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return true;
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@ -547,7 +547,7 @@ void DIntermissionScreenCast::PlayAttackSound()
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(caststate == basestate + mCastSounds[i].mIndex))
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{
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S_StopAllChannels ();
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S_Sound (CHAN_WEAPON | CHAN_UI, mCastSounds[i].mSound, 1, ATTN_NONE);
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S_Sound (CHAN_WEAPON, CHANF_UI, mCastSounds[i].mSound, 1, ATTN_NONE);
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return;
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}
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}
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