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StartSoundShader() event: special-case for soundName "", refs #494
Some level scripts in d3xp (erebus4, erebus4, phobos2) use $entity.startSoundShader( "", SND_CHANNEL_BODY ); (or whatever channel) to stop the sound currently playing there. With s_playDefaultSound 1 that results in a beep.. Added a special case to that event implementation to call StopSound() instead when the soundName is "" (or NULL)
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2 changed files with 16 additions and 0 deletions
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@ -4171,6 +4171,14 @@ idEntity::Event_StartSoundShader
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================
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*/
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void idEntity::Event_StartSoundShader( const char *soundName, int channel ) {
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// DG: at least some map scripts in d3xp seem to use $ent.startSoundShader( "", SND_CHANNEL_whatever );
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// to stop a playing sound. special-casing this to avoid playing beep sound (if s_playDefaultSound 1)
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if ( soundName == NULL || soundName[0] == '\0' ) {
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StopSound( (s_channelType)channel, false );
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idThread::ReturnFloat( 0.0f );
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return;
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}
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int length;
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StartSoundShader( declManager->FindSound( soundName ), (s_channelType)channel, 0, false, &length );
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@ -4062,6 +4062,14 @@ idEntity::Event_StartSoundShader
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================
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*/
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void idEntity::Event_StartSoundShader( const char *soundName, int channel ) {
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// DG: at least some map scripts in d3xp seem to use $ent.startSoundShader( "", SND_CHANNEL_whatever );
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// to stop a playing sound. special-casing this to avoid playing beep sound (if s_playDefaultSound 1)
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if ( soundName == NULL || soundName[0] == '\0' ) {
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StopSound( (s_channelType)channel, false );
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idThread::ReturnFloat( 0.0f );
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return;
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}
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int length;
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StartSoundShader( declManager->FindSound( soundName ), (s_channelType)channel, 0, false, &length );
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