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- 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)
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parent
5d0dc65044
commit
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3 changed files with 15 additions and 4 deletions
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@ -1,3 +1,9 @@
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April 17, 2008
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- Fixed: The music stream needs to zero the FMOD_REVERB_CHANNELPROPERTIES
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before sending it to Channel::getReverbProperties().
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- Fixed: The earthquake effect did not play its sound as an actual looping
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sound. I'm a bit surprised this only recently started causing problems.
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April 17, 2008 (Changes by Graf Zahl)
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April 17, 2008 (Changes by Graf Zahl)
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- Added Martin Howe's fixes for morphing and DECORATE function prototypes.
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- Added Martin Howe's fixes for morphing and DECORATE function prototypes.
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- Minor fixes in texture code.
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- Minor fixes in texture code.
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@ -79,8 +79,9 @@ void DEarthquake::Tick ()
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}
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}
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if (!S_IsActorPlayingSomething (m_Spot, CHAN_BODY, m_QuakeSFX))
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if (!S_IsActorPlayingSomething (m_Spot, CHAN_BODY, m_QuakeSFX))
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S_SoundID (m_Spot, CHAN_BODY, m_QuakeSFX, 1, ATTN_NORM);
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{
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S_SoundID (m_Spot, CHAN_BODY | CHAN_LOOP, m_QuakeSFX, 1, ATTN_NORM);
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}
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if (m_DamageRadius > 0)
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if (m_DamageRadius > 0)
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{
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{
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for (i = 0; i < MAXPLAYERS; i++)
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for (i = 0; i < MAXPLAYERS; i++)
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@ -107,6 +108,10 @@ void DEarthquake::Tick ()
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}
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}
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if (--m_Countdown == 0)
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if (--m_Countdown == 0)
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{
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{
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if (S_IsActorPlayingSomething(m_Spot, CHAN_BODY, m_QuakeSFX))
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{
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S_StopSound(m_Spot, CHAN_BODY);
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}
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Destroy();
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Destroy();
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}
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}
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}
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}
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@ -314,7 +314,7 @@ public:
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Channel->setSpeakerMix(1, 1, 1, 1, 1, 1, 1, 1);
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Channel->setSpeakerMix(1, 1, 1, 1, 1, 1, 1, 1);
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Channel->setVolume(volume);
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Channel->setVolume(volume);
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// Ensure reverb is disabled.
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// Ensure reverb is disabled.
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FMOD_REVERB_CHANNELPROPERTIES reverb;
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FMOD_REVERB_CHANNELPROPERTIES reverb = { 0, };
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if (FMOD_OK == Channel->getReverbProperties(&reverb))
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if (FMOD_OK == Channel->getReverbProperties(&reverb))
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{
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{
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reverb.Room = -10000;
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reverb.Room = -10000;
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