1
0
Fork 0
forked from fte/fteqw

ambient sounds always loop now... hopefully.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@504 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2004-11-23 00:18:51 +00:00
parent 27aea7b7ba
commit 2f1329a1fe
2 changed files with 8 additions and 1 deletions

View file

@ -847,6 +847,7 @@ void S_StartSoundCard(soundcardinfo_t *sc, int entnum, int entchannel, sfx_t *sf
target_chan->sfx = sfx;
target_chan->pos = startpos;
target_chan->end = sc->paintedtime + scache->length;
target_chan->looping = false;
// if an identical sound has also been started this frame, offset the pos
// a bit to keep it from just making the first one louder
@ -1046,7 +1047,8 @@ void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
VectorCopy (origin, ss->origin);
ss->master_vol = vol;
ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
ss->end = scard->paintedtime + scache->length;
ss->end = scard->paintedtime + scache->length;
ss->looping = true;
SND_Spatialize (scard, ss);
}

View file

@ -700,6 +700,11 @@ void S_PaintChannels(soundcardinfo_t *sc, int endtime)
break;
}
}
else if (ch->looping && scache->length)
{
ch->pos = 0;
ch->end = ltime + scache->length - ch->pos;
}
else
{ // channel just stopped
s = ch->sfx;