- 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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43 changed files with 339 additions and 280 deletions
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@ -1848,11 +1848,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
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{
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if (self->flags2 & MF2_BOSS)
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{ // full volume
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S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NONE);
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S_Sound (self, CHAN_VOICE, 0, self->SeeSound, 1, ATTN_NONE);
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}
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else
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{
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S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM);
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S_Sound (self, CHAN_VOICE, 0, self->SeeSound, 1, ATTN_NORM);
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}
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}
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@ -2030,11 +2030,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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{
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if (flags & LOF_FULLVOLSEESOUND)
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{ // full volume
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S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NONE);
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S_Sound (self, CHAN_VOICE, 0, self->SeeSound, 1, ATTN_NONE);
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}
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else
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{
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S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM);
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S_Sound (self, CHAN_VOICE, 0, self->SeeSound, 1, ATTN_NORM);
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}
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}
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@ -2456,7 +2456,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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if (meleestate && actor->CheckMeleeRange ())
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{
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if (actor->AttackSound)
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S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
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S_Sound (actor, CHAN_WEAPON, 0, actor->AttackSound, 1, ATTN_NORM);
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actor->SetState (meleestate);
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actor->flags &= ~MF_INCHASE;
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@ -2717,7 +2717,7 @@ bool P_CheckForResurrection(AActor *self, bool usevilestates)
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self->SetState(archvile->FindState(NAME_Heal));
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}
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}
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S_Sound(corpsehit, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
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S_Sound(corpsehit, CHAN_BODY, 0, "vile/raise", 1, ATTN_IDLE);
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info = corpsehit->GetDefault();
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if (GetTranslationType(corpsehit->Translation) == TRANSLATION_Blood)
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@ -3025,11 +3025,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_Pain)
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sfx_id = pain_amount;
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}
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S_Sound (self, CHAN_VOICE, sfx_id, 1, ATTN_NORM);
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S_Sound (self, CHAN_VOICE, 0, sfx_id, 1, ATTN_NORM);
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}
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else if (self->PainSound)
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{
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S_Sound (self, CHAN_VOICE, self->PainSound, 1, ATTN_NORM);
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S_Sound (self, CHAN_VOICE, 0, self->PainSound, 1, ATTN_NORM);
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}
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return 0;
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}
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