- 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
e82565373f
43 changed files with 339 additions and 280 deletions
|
|
@ -598,7 +598,7 @@ void P_GiveSecret(FLevelLocals *Level, AActor *actor, bool printmessage, bool pl
|
|||
Printf(PRINT_NONOTIFY, "Secret found in sector %d\n", sectornum);
|
||||
}
|
||||
}
|
||||
if (playsound) S_Sound (CHAN_AUTO | CHAN_UI, "misc/secret", 1, ATTN_NORM);
|
||||
if (playsound) S_Sound (CHAN_AUTO, CHANF_UI, "misc/secret", 1, ATTN_NORM);
|
||||
}
|
||||
}
|
||||
Level->found_secrets++;
|
||||
|
|
@ -647,7 +647,7 @@ void P_PlayerOnSpecialFlat (player_t *player, int floorType)
|
|||
}
|
||||
if (damage > 0 && Terrains[floorType].Splash != -1)
|
||||
{
|
||||
S_Sound (player->mo, CHAN_AUTO,
|
||||
S_Sound (player->mo, CHAN_AUTO, 0,
|
||||
Splashes[Terrains[floorType].Splash].NormalSplashSound, 1,
|
||||
ATTN_IDLE);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue