- 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

@ -656,7 +656,7 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
if (fabs(mo->X() - trail[0].start.X) < 20 && fabs(mo->Y() - trail[0].start.Y) < 20)
{ // This player (probably) fired the railgun
S_Sound (mo, CHAN_WEAPON, sound, 1, ATTN_NORM);
S_Sound (mo, CHAN_WEAPON, 0, sound, 1, ATTN_NORM);
}
else
{
@ -665,7 +665,7 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
{
if (shortest == NULL || shortest->sounddist > seg.sounddist) shortest = &seg;
}
S_Sound (source->Level, DVector3(shortest->soundpos, r_viewpoint.Pos.Z), CHAN_WEAPON, sound, 1, ATTN_NORM);
S_Sound (source->Level, DVector3(shortest->soundpos, r_viewpoint.Pos.Z), CHAN_WEAPON, 0, sound, 1, ATTN_NORM);
}
}
}