- 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:
parent
b09e9f10ed
commit
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43 changed files with 339 additions and 280 deletions
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@ -1526,7 +1526,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
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{ // Ok to spawn blood
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P_RipperBlood(tm.thing, thing);
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}
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S_Sound(tm.thing, CHAN_BODY, "misc/ripslop", 1, ATTN_IDLE);
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S_Sound(tm.thing, CHAN_BODY, 0, "misc/ripslop", 1, ATTN_IDLE);
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// Do poisoning (if using new style poison)
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if (tm.thing->PoisonDamage > 0 && tm.thing->PoisonDuration != INT_MIN)
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@ -2841,7 +2841,7 @@ void FSlide::HitSlideLine(line_t* ld)
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tmmove.Y /= 2; // absorb half the velocity
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if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
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{
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S_Sound(slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!// ^
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S_Sound(slidemo, CHAN_VOICE, 0, "*grunt", 1, ATTN_IDLE); // oooff!// ^
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}
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} // |
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else // phares
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@ -2857,7 +2857,7 @@ void FSlide::HitSlideLine(line_t* ld)
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tmmove.Y = -tmmove.Y / 2;
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if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
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{
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S_Sound(slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!
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S_Sound(slidemo, CHAN_VOICE, 0, "*grunt", 1, ATTN_IDLE); // oooff!
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}
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}
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else
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@ -2889,7 +2889,7 @@ void FSlide::HitSlideLine(line_t* ld)
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movelen /= 2; // absorb
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if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
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{
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S_Sound(slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!
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S_Sound(slidemo, CHAN_VOICE, 0, "*grunt", 1, ATTN_IDLE); // oooff!
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}
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tmmove = moveangle.ToVector(movelen);
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}
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@ -4517,7 +4517,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
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{ // hit nothing
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if (!nointeract && puffDefaults && puffDefaults->ActiveSound)
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{ // Play miss sound
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S_Sound(t1, CHAN_WEAPON, puffDefaults->ActiveSound, 1, ATTN_NORM);
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S_Sound(t1, CHAN_WEAPON, 0, puffDefaults->ActiveSound, 1, ATTN_NORM);
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}
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// [MC] LAF_NOINTERACT guarantees puff spawning and returns it directly to the calling function.
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@ -5466,7 +5466,7 @@ bool P_UseTraverse(AActor *usething, const DVector2 &start, const DVector2 &end,
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if (usething->player)
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{
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S_Sound(usething, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
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S_Sound(usething, CHAN_VOICE, 0, "*usefail", 1, ATTN_IDLE);
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}
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return true; // can't use through a wall
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}
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@ -5583,7 +5583,7 @@ void P_UseLines(player_t *player)
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if ((!sec->SecActTarget || !sec->TriggerSectorActions(player->mo, spac)) &&
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P_NoWayTraverse(player->mo, start, end))
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{
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S_Sound(player->mo, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
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S_Sound(player->mo, CHAN_VOICE, 0, "*usefail", 1, ATTN_IDLE);
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}
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}
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}
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@ -6233,7 +6233,7 @@ void P_DoCrunch(AActor *thing, FChangePosition *cpos)
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}
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if (thing->CrushPainSound != 0 && !S_GetSoundPlayingInfo(thing, thing->CrushPainSound))
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{
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S_Sound(thing, CHAN_VOICE, thing->CrushPainSound, 1.f, ATTN_NORM);
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S_Sound(thing, CHAN_VOICE, 0, thing->CrushPainSound, 1.f, ATTN_NORM);
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}
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}
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}
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