- 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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b09e9f10ed
commit
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43 changed files with 339 additions and 280 deletions
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@ -585,7 +585,7 @@ void FParser::SF_Input(void)
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void FParser::SF_Beep(void)
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{
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S_Sound(CHAN_AUTO, "misc/chat", 1.0f, ATTN_IDLE);
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S_Sound(CHAN_AUTO, 0, "misc/chat", 1.0f, ATTN_IDLE);
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}
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//==========================================================================
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@ -1471,7 +1471,7 @@ void FParser::SF_StartSound(void)
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if (mo)
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{
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S_Sound(mo, CHAN_BODY, T_FindSound(stringvalue(t_argv[1])), 1, ATTN_NORM);
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S_Sound(mo, CHAN_BODY, 0, T_FindSound(stringvalue(t_argv[1])), 1, ATTN_NORM);
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}
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}
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}
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@ -1497,7 +1497,7 @@ void FParser::SF_StartSectorSound(void)
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while ((i = itr.Next()) >= 0)
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{
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sector = &Level->sectors[i];
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S_Sound(sector, CHAN_BODY, T_FindSound(stringvalue(t_argv[1])), 1.0f, ATTN_NORM);
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S_Sound(sector, CHAN_BODY, 0, T_FindSound(stringvalue(t_argv[1])), 1.0f, ATTN_NORM);
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}
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}
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}
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@ -2812,7 +2812,7 @@ void FParser::SF_AmbientSound(void)
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{
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if (CheckArgs(1))
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{
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S_Sound(CHAN_AUTO, T_FindSound(stringvalue(t_argv[0])), 1, ATTN_NORM);
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S_Sound(CHAN_AUTO, 0, T_FindSound(stringvalue(t_argv[0])), 1, ATTN_NORM);
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}
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}
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@ -2911,7 +2911,7 @@ void FParser::SF_SpawnExplosion()
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{
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spawn->ClearCounters();
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t_return.value.i = spawn->SetState(spawn->FindState(NAME_Death));
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if(spawn->DeathSound) S_Sound (spawn, CHAN_BODY, spawn->DeathSound, 1, ATTN_NORM);
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if(spawn->DeathSound) S_Sound (spawn, CHAN_BODY, 0, spawn->DeathSound, 1, ATTN_NORM);
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}
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}
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}
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@ -3738,7 +3738,7 @@ void FParser::SF_SpawnShot2(void)
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AActor *mo = Spawn(Level, pclass, source->PosPlusZ(z), ALLOW_REPLACE);
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if (mo)
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{
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S_Sound(mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_NORM);
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S_Sound(mo, CHAN_VOICE, 0, mo->SeeSound, 1, ATTN_NORM);
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mo->target = source;
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mo->Angles.Yaw = source->Angles.Yaw;
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mo->Thrust();
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