- 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
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43 changed files with 339 additions and 280 deletions
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@ -656,7 +656,7 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
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if (fabs(mo->X() - trail[0].start.X) < 20 && fabs(mo->Y() - trail[0].start.Y) < 20)
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{ // This player (probably) fired the railgun
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S_Sound (mo, CHAN_WEAPON, sound, 1, ATTN_NORM);
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S_Sound (mo, CHAN_WEAPON, 0, sound, 1, ATTN_NORM);
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}
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else
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{
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@ -665,7 +665,7 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
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{
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if (shortest == NULL || shortest->sounddist > seg.sounddist) shortest = &seg;
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}
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S_Sound (source->Level, DVector3(shortest->soundpos, r_viewpoint.Pos.Z), CHAN_WEAPON, sound, 1, ATTN_NORM);
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S_Sound (source->Level, DVector3(shortest->soundpos, r_viewpoint.Pos.Z), CHAN_WEAPON, 0, sound, 1, ATTN_NORM);
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}
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}
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}
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