- 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.
This commit is contained in:
Christoph Oelckers 2019-12-16 23:52:39 +01:00
commit e82565373f
43 changed files with 339 additions and 280 deletions

View file

@ -329,7 +329,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
if (pc->player == Level->GetConsolePlayer())
{
S_Sound (CHAN_VOICE | CHAN_UI, gameinfo.chatSound, 1, ATTN_NONE);
S_Sound (CHAN_VOICE, CHANF_UI, gameinfo.chatSound, 1, ATTN_NONE);
}
npc->reactiontime = 2;
@ -380,7 +380,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
if (CurNode->SpeakerVoice != 0)
{
I_SetMusicVolume (dlg_musicvolume);
S_Sound (npc, CHAN_VOICE|CHAN_NOPAUSE, CurNode->SpeakerVoice, 1, ATTN_NORM);
S_Sound (npc, CHAN_VOICE, CHANF_NOPAUSE, CurNode->SpeakerVoice, 1, ATTN_NORM);
}
M_StartControlPanel(false, true);