- 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:
Randy Heit 2008-04-18 03:26:48 +00:00
commit eb1e17db06
3 changed files with 15 additions and 4 deletions

View file

@ -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();
}
}