- Fixed: The music stream needs to zero the FMOD_REVERB_CHANNELPROPERTIES
before sending it to Channel::getReverbProperties(). - Fixed: The earthquake effect did not play its sound as an actual looping sound. I'm a bit surprised this only recently started causing problems. SVN r923 (trunk)
This commit is contained in:
parent
5d0dc65044
commit
eb1e17db06
3 changed files with 15 additions and 4 deletions
|
|
@ -79,8 +79,9 @@ void DEarthquake::Tick ()
|
|||
}
|
||||
|
||||
if (!S_IsActorPlayingSomething (m_Spot, CHAN_BODY, m_QuakeSFX))
|
||||
S_SoundID (m_Spot, CHAN_BODY, m_QuakeSFX, 1, ATTN_NORM);
|
||||
|
||||
{
|
||||
S_SoundID (m_Spot, CHAN_BODY | CHAN_LOOP, m_QuakeSFX, 1, ATTN_NORM);
|
||||
}
|
||||
if (m_DamageRadius > 0)
|
||||
{
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
|
|
@ -107,7 +108,11 @@ void DEarthquake::Tick ()
|
|||
}
|
||||
if (--m_Countdown == 0)
|
||||
{
|
||||
Destroy ();
|
||||
if (S_IsActorPlayingSomething(m_Spot, CHAN_BODY, m_QuakeSFX))
|
||||
{
|
||||
S_StopSound(m_Spot, CHAN_BODY);
|
||||
}
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue