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- allow setting Blood's relative volume hack value via SNDINFO.
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1 changed files with 26 additions and 1 deletions
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@ -63,6 +63,7 @@ enum SICommands
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SI_PitchSetDuke,
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SI_DukeFlags,
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SI_Loop,
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SI_BloodRelVol,
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};
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@ -97,6 +98,7 @@ static const char *SICommandStrings[] =
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"$pitchsetduke",
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"$dukeflags",
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"$loop",
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"$bloodrelvol",
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NULL
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};
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@ -383,7 +385,7 @@ static void S_AddSNDINFO (int lump)
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}
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case SI_Loop: {
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// dukesound <logical name> <start> <end>
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// loop <logical name> <start> <end>
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// Sets loop points for the given sound in samples. Only really useful for WAV - for Ogg and FLAC use the metadata they can contain.
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sc.MustGetString();
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auto sfxid = soundEngine->FindSoundTentative(sc.String, DEFAULT_LIMIT);
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@ -395,6 +397,29 @@ static void S_AddSNDINFO (int lump)
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break;
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}
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case SI_BloodRelVol: {
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// bloodrelvol <logical name> <value>
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// Sets Blood's hacky volume modifier.
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sc.MustGetString();
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auto sfxid = soundEngine->FindSoundTentative(sc.String, DEFAULT_LIMIT);
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auto sfx = soundEngine->GetWritableSfx(sfxid);
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sc.MustGetNumber();
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if (isBlood())
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{
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auto sfx = soundEngine->GetWritableSfx(sfxid);
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if (sfx->UserData.Size() < 1)
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{
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sfx->UserData.Resize(1);
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}
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sfx->UserData[0] = sc.Number;
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}
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else
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{
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sc.ScriptMessage("'$bloodrelvol' is not available in the current game and will be ignored");
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}
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break;
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}
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default:
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{ // Got a logical sound mapping
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