diff --git a/audio/snd_dma.c b/audio/snd_dma.c index 90f0418..37c3f8b 100644 --- a/audio/snd_dma.c +++ b/audio/snd_dma.c @@ -488,12 +488,14 @@ extern qboolean inwat; // leilei - for underwater sounds extern cvar_t *temp2; float leicho; -float leivol; -int leitap; -int leiverb; +int leitap; +int leiverb; -void S_StartSoundForReal(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation) +void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation) { + if(!snd_initialized) + return; + channel_t *target_chan, *check; sfxcache_t *sc; int vol; @@ -548,7 +550,7 @@ void S_StartSoundForReal(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, itch = (float)s_pitchin->value; // leilei - get pitch for speed here - vol = fvol*255 * leivol; + vol = fvol*255; // leilei - CONTENT HACK - don't do random pitches on doors/platforms/ambients if (!strncmp(sfx->name,"ambien",6) || !strncmp(sfx->name,"door",4) || !strncmp(sfx->name,"plat",4)) @@ -649,20 +651,6 @@ void S_StartSoundForReal(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, // Con_Printf("loopstart %i\n", sc->loopstart); } -void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation) -{ - int ah, sh; -/* - for (ah=1; ah<4; ah++){ - leivol = fvol / (ah * 0.5); - leiverb = ah * temp2->value; - S_StartSoundForReal(entnum, entchannel, sfx, origin, fvol, attenuation); - }*/ - leivol = 1; - S_StartSoundForReal(entnum, entchannel, sfx, origin, fvol, attenuation); - -} - // ======================================================================= // Start a custom sound effect @@ -670,6 +658,9 @@ void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float f void S_StartSound2(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, int pitch) { + if(!snd_initialized) + return; + channel_t *target_chan, *check; sfxcache_t *sc; int vol;