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ambient sounds always loop now... hopefully.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@504 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2 changed files with 8 additions and 1 deletions
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@ -847,6 +847,7 @@ void S_StartSoundCard(soundcardinfo_t *sc, int entnum, int entchannel, sfx_t *sf
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target_chan->sfx = sfx;
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target_chan->sfx = sfx;
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target_chan->pos = startpos;
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target_chan->pos = startpos;
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target_chan->end = sc->paintedtime + scache->length;
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target_chan->end = sc->paintedtime + scache->length;
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target_chan->looping = false;
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// if an identical sound has also been started this frame, offset the pos
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// if an identical sound has also been started this frame, offset the pos
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// a bit to keep it from just making the first one louder
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// a bit to keep it from just making the first one louder
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@ -1046,7 +1047,8 @@ void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
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VectorCopy (origin, ss->origin);
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VectorCopy (origin, ss->origin);
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ss->master_vol = vol;
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ss->master_vol = vol;
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ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
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ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
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ss->end = scard->paintedtime + scache->length;
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ss->end = scard->paintedtime + scache->length;
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ss->looping = true;
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SND_Spatialize (scard, ss);
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SND_Spatialize (scard, ss);
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}
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}
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@ -700,6 +700,11 @@ void S_PaintChannels(soundcardinfo_t *sc, int endtime)
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break;
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break;
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}
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}
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}
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}
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else if (ch->looping && scache->length)
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{
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ch->pos = 0;
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ch->end = ltime + scache->length - ch->pos;
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}
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else
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else
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{ // channel just stopped
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{ // channel just stopped
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s = ch->sfx;
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s = ch->sfx;
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