- Fixed: The music stream needs to zero the FMOD_REVERB_CHANNELPROPERTIES

before sending it to Channel::getReverbProperties().
- Fixed: The earthquake effect did not play its sound as an actual looping
  sound. I'm a bit surprised this only recently started causing problems.


SVN r923 (trunk)
This commit is contained in:
Randy Heit 2008-04-18 03:26:48 +00:00
parent 5d0dc65044
commit eb1e17db06
3 changed files with 15 additions and 4 deletions

View file

@ -1,3 +1,9 @@
April 17, 2008
- Fixed: The music stream needs to zero the FMOD_REVERB_CHANNELPROPERTIES
before sending it to Channel::getReverbProperties().
- Fixed: The earthquake effect did not play its sound as an actual looping
sound. I'm a bit surprised this only recently started causing problems.
April 17, 2008 (Changes by Graf Zahl) April 17, 2008 (Changes by Graf Zahl)
- Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Added Martin Howe's fixes for morphing and DECORATE function prototypes.
- Minor fixes in texture code. - Minor fixes in texture code.

View file

@ -79,8 +79,9 @@ void DEarthquake::Tick ()
} }
if (!S_IsActorPlayingSomething (m_Spot, CHAN_BODY, m_QuakeSFX)) if (!S_IsActorPlayingSomething (m_Spot, CHAN_BODY, m_QuakeSFX))
S_SoundID (m_Spot, CHAN_BODY, m_QuakeSFX, 1, ATTN_NORM); {
S_SoundID (m_Spot, CHAN_BODY | CHAN_LOOP, m_QuakeSFX, 1, ATTN_NORM);
}
if (m_DamageRadius > 0) if (m_DamageRadius > 0)
{ {
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
@ -107,6 +108,10 @@ void DEarthquake::Tick ()
} }
if (--m_Countdown == 0) if (--m_Countdown == 0)
{ {
if (S_IsActorPlayingSomething(m_Spot, CHAN_BODY, m_QuakeSFX))
{
S_StopSound(m_Spot, CHAN_BODY);
}
Destroy(); Destroy();
} }
} }

View file

@ -314,7 +314,7 @@ public:
Channel->setSpeakerMix(1, 1, 1, 1, 1, 1, 1, 1); Channel->setSpeakerMix(1, 1, 1, 1, 1, 1, 1, 1);
Channel->setVolume(volume); Channel->setVolume(volume);
// Ensure reverb is disabled. // Ensure reverb is disabled.
FMOD_REVERB_CHANNELPROPERTIES reverb; FMOD_REVERB_CHANNELPROPERTIES reverb = { 0, };
if (FMOD_OK == Channel->getReverbProperties(&reverb)) if (FMOD_OK == Channel->getReverbProperties(&reverb))
{ {
reverb.Room = -10000; reverb.Room = -10000;