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d0b2c41270
the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. June 26, 2008 - Changed S_Sound() to take the same floating point attenuation that the internal S_StartSound() uses. Now ambient sounds can use the public S_Sound() interface. - Fixed: S_RelinkSound() compared the points of the channels against the from actor's point, rather than checking the channels' mover. - Changed Strife's animated doors so that their sounds originate from the interior of the sector making them and not from the entire vertical height of the map. SVN r1055 (trunk)
1309 lines
31 KiB
C++
1309 lines
31 KiB
C++
//**************************************************************************
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//**
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//** sn_sonix.c : Heretic 2 : Raven Software, Corp.
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//**
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//** $RCSfile: sn_sonix.c,v $
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//** $Revision: 1.17 $
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//** $Date: 95/10/05 18:25:44 $
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//** $Author: paul $
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//**
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//**************************************************************************
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#include <string.h>
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#include <stdio.h>
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#include "doomtype.h"
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#include "doomstat.h"
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#include "sc_man.h"
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#include "m_alloc.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "s_sndseq.h"
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#include "w_wad.h"
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#include "i_system.h"
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#include "cmdlib.h"
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#include "p_local.h"
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#include "gi.h"
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#include "templates.h"
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#include "c_dispatch.h"
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// MACROS ------------------------------------------------------------------
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#define GetCommand(a) ((a) & 255)
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#define GetData(a) (SDWORD(a) >> 8 )
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#define MakeCommand(a,b) ((a) | ((b) << 8))
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#define HexenPlatSeq(a) (a)
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#define HexenDoorSeq(a) ((a) | 0x40)
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#define HexenEnvSeq(a) ((a) | 0x80)
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#define HexenLastSeq (0xff)
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#define TIME_REFERENCE level.time
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// TYPES -------------------------------------------------------------------
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typedef enum
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{
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SS_STRING_PLAY,
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SS_STRING_PLAYUNTILDONE,
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SS_STRING_PLAYTIME,
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SS_STRING_PLAYREPEAT,
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SS_STRING_PLAYLOOP,
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SS_STRING_DELAY,
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SS_STRING_DELAYONCE,
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SS_STRING_DELAYRAND,
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SS_STRING_VOLUME,
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SS_STRING_VOLUMEREL,
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SS_STRING_VOLUMERAND,
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SS_STRING_END,
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SS_STRING_STOPSOUND,
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SS_STRING_ATTENUATION,
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SS_STRING_NOSTOPCUTOFF,
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SS_STRING_SLOT,
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SS_STRING_RANDOMSEQUENCE,
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SS_STRING_RESTART,
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// These must be last and in the same order as they appear in seqtype_t
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SS_STRING_PLATFORM,
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SS_STRING_DOOR,
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SS_STRING_ENVIRONMENT
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} ssstrings_t;
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typedef enum
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{
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SS_CMD_NONE,
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SS_CMD_PLAY,
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SS_CMD_WAITUNTILDONE, // used by PLAYUNTILDONE
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SS_CMD_PLAYTIME,
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SS_CMD_PLAYREPEAT,
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SS_CMD_PLAYLOOP,
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SS_CMD_DELAY,
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SS_CMD_DELAYRAND,
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SS_CMD_VOLUME,
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SS_CMD_VOLUMEREL,
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SS_CMD_VOLUMERAND,
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SS_CMD_STOPSOUND,
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SS_CMD_ATTENUATION,
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SS_CMD_RANDOMSEQUENCE,
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SS_CMD_BRANCH,
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SS_CMD_LAST2NOP,
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SS_CMD_SELECT,
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SS_CMD_END
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} sscmds_t;
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typedef struct {
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ENamedName Name;
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BYTE Seqs[4];
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} hexenseq_t;
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class DSeqActorNode : public DSeqNode
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{
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DECLARE_CLASS(DSeqActorNode, DSeqNode)
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HAS_OBJECT_POINTERS
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public:
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DSeqActorNode(AActor *actor, int sequence, int modenum);
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void Destroy();
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void Serialize(FArchive &arc);
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void MakeSound(int loop, FSoundID id)
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{
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S_Sound(m_Actor, CHAN_BODY|loop, id, clamp(m_Volume, 0.f, 1.f), m_Atten);
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}
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bool IsPlaying()
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{
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return S_IsActorPlayingSomething (m_Actor, CHAN_BODY, m_CurrentSoundID);
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}
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void *Source()
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{
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return m_Actor;
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}
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DSeqNode *SpawnChild(int seqnum)
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{
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return SN_StartSequence (m_Actor, seqnum, SEQ_NOTRANS, m_ModeNum, true);
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}
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private:
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DSeqActorNode() {}
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TObjPtr<AActor> m_Actor;
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};
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class DSeqPolyNode : public DSeqNode
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{
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DECLARE_CLASS(DSeqPolyNode, DSeqNode)
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public:
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DSeqPolyNode(FPolyObj *poly, int sequence, int modenum);
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void Destroy();
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void Serialize(FArchive &arc);
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void MakeSound(int loop, FSoundID id)
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{
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S_Sound (&m_Poly->startSpot[0], CHAN_BODY|loop, id, clamp(m_Volume, 0.f, 1.f), m_Atten);
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}
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bool IsPlaying()
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{
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return S_GetSoundPlayingInfo (&m_Poly->startSpot[0], m_CurrentSoundID);
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}
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void *Source()
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{
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return m_Poly;
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}
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DSeqNode *SpawnChild (int seqnum)
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{
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return SN_StartSequence (m_Poly, seqnum, SEQ_NOTRANS, m_ModeNum, true);
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}
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private:
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DSeqPolyNode () {}
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FPolyObj *m_Poly;
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};
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class DSeqSectorNode : public DSeqNode
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{
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DECLARE_CLASS(DSeqSectorNode, DSeqNode)
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public:
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DSeqSectorNode(sector_t *sec, int chan, int sequence, int modenum);
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void Destroy();
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void Serialize(FArchive &arc);
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void MakeSound(int loop, FSoundID id)
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{
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Channel = (Channel & 7) | CHAN_AREA | loop;
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S_Sound(m_Sector, Channel, id, clamp(m_Volume, 0.f, 1.f), m_Atten);
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}
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bool IsPlaying()
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{
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return S_GetSoundPlayingInfo (m_Sector->soundorg, m_CurrentSoundID);
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}
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void *Source()
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{
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return m_Sector;
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}
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DSeqNode *SpawnChild(int seqnum)
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{
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return SN_StartSequence (m_Sector, Channel, seqnum, SEQ_NOTRANS, m_ModeNum, true);
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}
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int Channel;
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private:
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DSeqSectorNode() {}
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sector_t *m_Sector;
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};
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// When destroyed, destroy the sound sequences too.
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struct FSoundSequencePtrArray : public TArray<FSoundSequence *>
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{
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~FSoundSequencePtrArray()
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{
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for (unsigned int i = 0; i < Size(); ++i)
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{
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M_Free((*this)[i]);
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}
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}
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};
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void AssignTranslations (FScanner &sc, int seq, seqtype_t type);
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static void AssignHexenTranslations (void);
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static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<DWORD> &ScriptTemp);
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static int FindSequence (const char *searchname);
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static int FindSequence (FName seqname);
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static bool TwiddleSeqNum (int &sequence, seqtype_t type);
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FSoundSequencePtrArray Sequences;
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int ActiveSequences;
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DSeqNode *DSeqNode::SequenceListHead;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static const char *SSStrings[] = {
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"play",
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"playuntildone",
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"playtime",
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"playrepeat",
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"playloop",
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"delay",
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"delayonce",
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"delayrand",
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"volume",
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"volumerel",
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"volumerand",
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"end",
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"stopsound",
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"attenuation",
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"nostopcutoff",
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"slot",
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"randomsequence",
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"restart",
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// These must be last and in the same order as they appear in seqtype_t
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"platform",
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"door",
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"environment",
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NULL
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};
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static const char *Attenuations[] = {
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"none",
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"normal",
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"idle",
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"static",
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"surround",
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NULL
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};
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static const hexenseq_t HexenSequences[] = {
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{ NAME_Platform, { HexenPlatSeq(0), HexenPlatSeq(1), HexenPlatSeq(3), HexenLastSeq } },
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{ NAME_PlatformMetal, { HexenPlatSeq(2), HexenLastSeq } },
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{ NAME_Silence, { HexenPlatSeq(4), HexenDoorSeq(4), HexenLastSeq } },
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{ NAME_Lava, { HexenPlatSeq(5), HexenDoorSeq(5), HexenLastSeq } },
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{ NAME_Water, { HexenPlatSeq(6), HexenDoorSeq(6), HexenLastSeq } },
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{ NAME_Ice, { HexenPlatSeq(7), HexenDoorSeq(7), HexenLastSeq } },
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{ NAME_Earth, { HexenPlatSeq(8), HexenDoorSeq(8), HexenLastSeq } },
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{ NAME_PlatformMetal2, { HexenPlatSeq(9), HexenLastSeq } },
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{ NAME_DoorNormal, { HexenDoorSeq(0), HexenLastSeq } },
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{ NAME_DoorHeavy, { HexenDoorSeq(1), HexenLastSeq } },
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{ NAME_DoorMetal, { HexenDoorSeq(2), HexenLastSeq } },
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{ NAME_DoorCreak, { HexenDoorSeq(3), HexenLastSeq } },
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{ NAME_DoorMetal2, { HexenDoorSeq(9), HexenLastSeq } },
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{ NAME_Wind, { HexenEnvSeq(10), HexenLastSeq } },
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{ NAME_None }
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};
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static int SeqTrans[64*3];
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static FRandom pr_sndseq ("SndSeq");
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// CODE --------------------------------------------------------------------
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void DSeqNode::SerializeSequences (FArchive &arc)
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{
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arc << SequenceListHead;
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}
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IMPLEMENT_POINTY_CLASS (DSeqNode)
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DECLARE_POINTER(m_ChildSeqNode)
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DECLARE_POINTER(m_ParentSeqNode)
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DECLARE_POINTER(m_Next)
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DECLARE_POINTER(m_Prev)
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END_POINTERS
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DSeqNode::DSeqNode ()
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: m_SequenceChoices(0)
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{
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m_Next = m_Prev = m_ChildSeqNode = m_ParentSeqNode = NULL;
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}
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void DSeqNode::Serialize (FArchive &arc)
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{
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int seqOffset;
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unsigned int i;
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Super::Serialize (arc);
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if (arc.IsStoring ())
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{
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seqOffset = SN_GetSequenceOffset (m_Sequence, m_SequencePtr);
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arc << seqOffset
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<< m_DelayUntilTic
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<< m_Volume
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<< m_Atten
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<< m_ModeNum
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<< m_Next
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<< m_Prev
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<< m_ChildSeqNode
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<< m_ParentSeqNode
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<< m_CurrentSoundID
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<< Sequences[m_Sequence]->SeqName;
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arc.WriteCount (m_SequenceChoices.Size());
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for (i = 0; i < m_SequenceChoices.Size(); ++i)
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{
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arc << Sequences[m_SequenceChoices[i]]->SeqName;
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}
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}
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else
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{
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FName seqName;
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int delayTics = 0;
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FSoundID id;
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float volume;
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int atten = ATTN_NORM;
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int seqnum;
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unsigned int numchoices;
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arc << seqOffset
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<< delayTics
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<< volume
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<< atten
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<< m_ModeNum
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<< m_Next
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<< m_Prev
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<< m_ChildSeqNode
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<< m_ParentSeqNode
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<< id
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<< seqName;
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seqnum = FindSequence (seqName);
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if (seqnum >= 0)
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{
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ActivateSequence (seqnum);
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}
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else
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{
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I_Error ("Unknown sound sequence '%s'\n", seqName.GetChars());
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// Can I just Destroy() here instead of erroring out?
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}
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ChangeData (seqOffset, delayTics - TIME_REFERENCE, volume, id);
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numchoices = arc.ReadCount();
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m_SequenceChoices.Resize(numchoices);
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for (i = 0; i < numchoices; ++i)
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{
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arc << seqName;
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m_SequenceChoices[i] = FindSequence (seqName);
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}
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}
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}
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void DSeqNode::Destroy()
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{
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// If this sequence was launched by a parent sequence, advance that
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// sequence now.
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if (m_ParentSeqNode != NULL && m_ParentSeqNode->m_ChildSeqNode == this)
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{
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m_ParentSeqNode->m_SequencePtr++;
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m_ParentSeqNode->m_ChildSeqNode = NULL;
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m_ParentSeqNode = NULL;
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}
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if (SequenceListHead == this)
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{
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SequenceListHead = m_Next;
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GC::WriteBarrier(m_Next);
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}
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if (m_Prev)
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{
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m_Prev->m_Next = m_Next;
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GC::WriteBarrier(m_Prev, m_Next);
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}
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if (m_Next)
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{
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m_Next->m_Prev = m_Prev;
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GC::WriteBarrier(m_Next, m_Prev);
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}
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ActiveSequences--;
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Super::Destroy();
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}
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void DSeqNode::StopAndDestroy ()
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{
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if (m_ChildSeqNode != NULL)
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{
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m_ChildSeqNode->StopAndDestroy();
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}
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Destroy();
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}
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void DSeqNode::AddChoice (int seqnum, seqtype_t type)
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{
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if (TwiddleSeqNum (seqnum, type))
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{
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m_SequenceChoices.Push (seqnum);
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}
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}
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FName DSeqNode::GetSequenceName () const
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{
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return Sequences[m_Sequence]->SeqName;
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}
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IMPLEMENT_POINTY_CLASS (DSeqActorNode)
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DECLARE_POINTER (m_Actor)
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END_POINTERS
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void DSeqActorNode::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Actor;
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}
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IMPLEMENT_CLASS (DSeqPolyNode)
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void DSeqPolyNode::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc.SerializePointer (polyobjs, (BYTE **)&m_Poly, sizeof(*polyobjs));
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}
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IMPLEMENT_CLASS (DSeqSectorNode)
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void DSeqSectorNode::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Sector << Channel;
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}
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//==========================================================================
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//
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// AssignTranslations
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//
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//==========================================================================
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static void AssignTranslations (FScanner &sc, int seq, seqtype_t type)
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{
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sc.Crossed = false;
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while (sc.GetString() && !sc.Crossed)
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{
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if (IsNum(sc.String))
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{
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SeqTrans[(atoi(sc.String) & 63) + type * 64] = seq;
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}
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}
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sc.UnGet();
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}
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//==========================================================================
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//
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// AssignHexenTranslations
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//
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//==========================================================================
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static void AssignHexenTranslations (void)
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{
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unsigned int i, j, seq;
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for (i = 0; HexenSequences[i].Name != NAME_None; i++)
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{
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for (seq = 0; seq < Sequences.Size(); seq++)
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{
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if (Sequences[seq] != NULL && HexenSequences[i].Name == Sequences[seq]->SeqName)
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break;
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}
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if (seq == Sequences.Size())
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continue;
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for (j = 0; j < 4 && HexenSequences[i].Seqs[j] != HexenLastSeq; j++)
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{
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int trans;
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if (HexenSequences[i].Seqs[j] & 0x40)
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{
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trans = 64 * SEQ_DOOR;
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}
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else if (HexenSequences[i].Seqs[j] & 0x80)
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trans = 64 * SEQ_ENVIRONMENT;
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else
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trans = 64 * SEQ_PLATFORM;
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SeqTrans[trans + (HexenSequences[i].Seqs[j] & 0x3f)] = seq;
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}
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}
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}
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|
|
//==========================================================================
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//
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|
// S_ParseSndSeq
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|
//
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|
//==========================================================================
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|
|
|
void S_ParseSndSeq (int levellump)
|
|
{
|
|
TArray<DWORD> ScriptTemp;
|
|
int lastlump, lump;
|
|
char seqtype = ':';
|
|
FName seqname;
|
|
FName slot;
|
|
int stopsound;
|
|
int delaybase;
|
|
float volumebase;
|
|
int curseq = -1;
|
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|
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// First free the old SNDSEQ data. This allows us to reload this for each level
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|
// and specify a level specific SNDSEQ lump!
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for (unsigned int i = 0; i < Sequences.Size(); i++)
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{
|
|
if (Sequences[i])
|
|
{
|
|
M_Free(Sequences[i]);
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}
|
|
}
|
|
Sequences.Clear();
|
|
|
|
// be gone, compiler warnings
|
|
stopsound = 0;
|
|
|
|
memset (SeqTrans, -1, sizeof(SeqTrans));
|
|
lastlump = 0;
|
|
|
|
while (((lump = Wads.FindLump ("SNDSEQ", &lastlump)) != -1 || levellump != -1) && levellump != -2)
|
|
{
|
|
if (lump == -1)
|
|
{
|
|
lump = levellump;
|
|
levellump = -2;
|
|
}
|
|
FScanner sc(lump);
|
|
while (sc.GetString ())
|
|
{
|
|
if (*sc.String == ':' || *sc.String == '[')
|
|
{
|
|
if (curseq != -1)
|
|
{
|
|
sc.ScriptError ("S_ParseSndSeq: Nested Script Error");
|
|
}
|
|
seqname = sc.String + 1;
|
|
seqtype = sc.String[0];
|
|
for (curseq = 0; curseq < (int)Sequences.Size(); curseq++)
|
|
{
|
|
if (Sequences[curseq] != NULL && Sequences[curseq]->SeqName == seqname)
|
|
{
|
|
M_Free (Sequences[curseq]);
|
|
Sequences[curseq] = NULL;
|
|
break;
|
|
}
|
|
}
|
|
if (curseq == (int)Sequences.Size())
|
|
{
|
|
Sequences.Push (NULL);
|
|
}
|
|
ScriptTemp.Clear();
|
|
stopsound = 0;
|
|
slot = NAME_None;
|
|
if (seqtype == '[')
|
|
{
|
|
sc.SetCMode (true);
|
|
ScriptTemp.Push (0); // to be filled when definition is complete
|
|
}
|
|
continue;
|
|
}
|
|
if (curseq == -1)
|
|
{
|
|
continue;
|
|
}
|
|
if (seqtype == '[')
|
|
{
|
|
if (sc.String[0] == ']')
|
|
{ // End of this definition
|
|
ScriptTemp[0] = MakeCommand(SS_CMD_SELECT, (ScriptTemp.Size()-1)/2);
|
|
AddSequence (curseq, seqname, slot, stopsound, ScriptTemp);
|
|
curseq = -1;
|
|
sc.SetCMode (false);
|
|
}
|
|
else
|
|
{ // Add a selection
|
|
sc.UnGet();
|
|
if (sc.CheckNumber())
|
|
{
|
|
ScriptTemp.Push (sc.Number);
|
|
sc.MustGetString();
|
|
ScriptTemp.Push (FName(sc.String));
|
|
}
|
|
else
|
|
{
|
|
seqtype_t seqtype = seqtype_t(sc.MustMatchString (SSStrings + SS_STRING_PLATFORM));
|
|
AssignTranslations (sc, curseq, seqtype);
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
switch (sc.MustMatchString (SSStrings))
|
|
{
|
|
case SS_STRING_PLAYUNTILDONE:
|
|
sc.MustGetString ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_PLAY, S_FindSound (sc.String)));
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_WAITUNTILDONE, 0));
|
|
break;
|
|
|
|
case SS_STRING_PLAY:
|
|
sc.MustGetString ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_PLAY, S_FindSound (sc.String)));
|
|
break;
|
|
|
|
case SS_STRING_PLAYTIME:
|
|
sc.MustGetString ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_PLAY, S_FindSound (sc.String)));
|
|
sc.MustGetNumber ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_DELAY, sc.Number));
|
|
break;
|
|
|
|
case SS_STRING_PLAYREPEAT:
|
|
sc.MustGetString ();
|
|
ScriptTemp.Push(MakeCommand (SS_CMD_PLAYREPEAT, S_FindSound (sc.String)));
|
|
break;
|
|
|
|
case SS_STRING_PLAYLOOP:
|
|
sc.MustGetString ();
|
|
ScriptTemp.Push(MakeCommand (SS_CMD_PLAYLOOP, S_FindSound (sc.String)));
|
|
sc.MustGetNumber ();
|
|
ScriptTemp.Push(sc.Number);
|
|
break;
|
|
|
|
case SS_STRING_DELAY:
|
|
sc.MustGetNumber ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_DELAY, sc.Number));
|
|
break;
|
|
|
|
case SS_STRING_DELAYONCE:
|
|
sc.MustGetNumber ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_DELAY, sc.Number));
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_LAST2NOP, 0));
|
|
break;
|
|
|
|
case SS_STRING_DELAYRAND:
|
|
sc.MustGetNumber ();
|
|
delaybase = sc.Number;
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_DELAYRAND, sc.Number));
|
|
sc.MustGetNumber ();
|
|
ScriptTemp.Push(MAX(1, sc.Number - delaybase + 1));
|
|
break;
|
|
|
|
case SS_STRING_VOLUME: // volume is in range 0..100
|
|
sc.MustGetFloat ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_VOLUME, int(sc.Float * (FRACUNIT/100.f))));
|
|
break;
|
|
|
|
case SS_STRING_VOLUMEREL:
|
|
sc.MustGetFloat ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_VOLUMEREL, int(sc.Float * (FRACUNIT/100.f))));
|
|
break;
|
|
|
|
case SS_STRING_VOLUMERAND:
|
|
sc.MustGetFloat ();
|
|
volumebase = sc.Float;
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_VOLUMERAND, int(sc.Float * (FRACUNIT/100.f))));
|
|
sc.MustGetFloat ();
|
|
ScriptTemp.Push(int((sc.Float - volumebase) * (256/100.f)));
|
|
break;
|
|
|
|
case SS_STRING_STOPSOUND:
|
|
sc.MustGetString ();
|
|
stopsound = S_FindSound (sc.String);
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_STOPSOUND, 0));
|
|
break;
|
|
|
|
case SS_STRING_NOSTOPCUTOFF:
|
|
stopsound = -1;
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_STOPSOUND, 0));
|
|
break;
|
|
|
|
case SS_STRING_ATTENUATION:
|
|
sc.MustGetString ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_ATTENUATION, sc.MustMatchString(Attenuations)));
|
|
break;
|
|
|
|
case SS_STRING_RANDOMSEQUENCE:
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_RANDOMSEQUENCE, 0));
|
|
break;
|
|
|
|
case SS_STRING_RESTART:
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_BRANCH, ScriptTemp.Size()));
|
|
break;
|
|
|
|
case SS_STRING_END:
|
|
AddSequence (curseq, seqname, slot, stopsound, ScriptTemp);
|
|
curseq = -1;
|
|
break;
|
|
|
|
case SS_STRING_PLATFORM:
|
|
AssignTranslations (sc, curseq, SEQ_PLATFORM);
|
|
break;
|
|
|
|
case SS_STRING_DOOR:
|
|
AssignTranslations (sc, curseq, SEQ_DOOR);
|
|
break;
|
|
|
|
case SS_STRING_ENVIRONMENT:
|
|
AssignTranslations (sc, curseq, SEQ_ENVIRONMENT);
|
|
break;
|
|
|
|
case SS_STRING_SLOT:
|
|
sc.MustGetString();
|
|
slot = sc.String;
|
|
break;
|
|
}
|
|
}
|
|
if (curseq > 0)
|
|
{
|
|
sc.ScriptError("End of file encountered before the final sequence ended.");
|
|
}
|
|
}
|
|
|
|
if (gameinfo.gametype == GAME_Hexen)
|
|
AssignHexenTranslations ();
|
|
}
|
|
|
|
static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<DWORD> &ScriptTemp)
|
|
{
|
|
Sequences[curseq] = (FSoundSequence *)M_Malloc (sizeof(FSoundSequence) + sizeof(DWORD)*ScriptTemp.Size());
|
|
Sequences[curseq]->SeqName = seqname;
|
|
Sequences[curseq]->Slot = slot;
|
|
Sequences[curseq]->StopSound = stopsound;
|
|
memcpy (Sequences[curseq]->Script, &ScriptTemp[0], sizeof(DWORD)*ScriptTemp.Size());
|
|
Sequences[curseq]->Script[ScriptTemp.Size()] = MakeCommand(SS_CMD_END, 0);
|
|
}
|
|
|
|
DSeqNode::DSeqNode (int sequence, int modenum)
|
|
: m_ModeNum(modenum), m_SequenceChoices(0)
|
|
{
|
|
ActivateSequence (sequence);
|
|
if (!SequenceListHead)
|
|
{
|
|
SequenceListHead = this;
|
|
m_Next = m_Prev = NULL;
|
|
}
|
|
else
|
|
{
|
|
SequenceListHead->m_Prev = this; GC::WriteBarrier(SequenceListHead->m_Prev, this);
|
|
m_Next = SequenceListHead; GC::WriteBarrier(this, SequenceListHead);
|
|
SequenceListHead = this;
|
|
m_Prev = NULL;
|
|
}
|
|
GC::WriteBarrier(this);
|
|
m_ParentSeqNode = m_ChildSeqNode = NULL;
|
|
}
|
|
|
|
void DSeqNode::ActivateSequence (int sequence)
|
|
{
|
|
m_SequencePtr = Sequences[sequence]->Script;
|
|
m_Sequence = sequence;
|
|
m_DelayUntilTic = 0;
|
|
m_StopSound = Sequences[sequence]->StopSound;
|
|
m_CurrentSoundID = 0;
|
|
m_Volume = 1; // Start at max volume...
|
|
m_Atten = ATTN_IDLE; // ...and idle attenuation
|
|
|
|
ActiveSequences++;
|
|
}
|
|
|
|
DSeqActorNode::DSeqActorNode (AActor *actor, int sequence, int modenum)
|
|
: DSeqNode (sequence, modenum),
|
|
m_Actor (actor)
|
|
{
|
|
}
|
|
|
|
DSeqPolyNode::DSeqPolyNode (FPolyObj *poly, int sequence, int modenum)
|
|
: DSeqNode (sequence, modenum),
|
|
m_Poly (poly)
|
|
{
|
|
}
|
|
|
|
DSeqSectorNode::DSeqSectorNode (sector_t *sec, int chan, int sequence, int modenum)
|
|
: DSeqNode (sequence, modenum),
|
|
Channel (chan),
|
|
m_Sector (sec)
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_StartSequence
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool TwiddleSeqNum (int &sequence, seqtype_t type)
|
|
{
|
|
if (type < SEQ_NUMSEQTYPES)
|
|
{
|
|
// [GrafZahl] Needs some range checking:
|
|
// Sector_ChangeSound doesn't do it so this makes invalid sequences play nothing.
|
|
if (sequence >= 0 && sequence < 64)
|
|
{
|
|
sequence = SeqTrans[sequence + type * 64];
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (sequence == -1 || Sequences[sequence] == NULL)
|
|
return false;
|
|
else
|
|
return true;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (AActor *actor, int sequence, seqtype_t type, int modenum, bool nostop)
|
|
{
|
|
if (!nostop)
|
|
{
|
|
SN_StopSequence (actor); // Stop any previous sequence
|
|
}
|
|
if (TwiddleSeqNum (sequence, type))
|
|
{
|
|
return new DSeqActorNode (actor, sequence, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (sector_t *sector, int chan, int sequence, seqtype_t type, int modenum, bool nostop)
|
|
{
|
|
if (!nostop)
|
|
{
|
|
SN_StopSequence (sector);
|
|
}
|
|
if (TwiddleSeqNum (sequence, type))
|
|
{
|
|
return new DSeqSectorNode (sector, chan, sequence, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (FPolyObj *poly, int sequence, seqtype_t type, int modenum, bool nostop)
|
|
{
|
|
if (!nostop)
|
|
{
|
|
SN_StopSequence (poly);
|
|
}
|
|
if (TwiddleSeqNum (sequence, type))
|
|
{
|
|
return new DSeqPolyNode (poly, sequence, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_StartSequence (named)
|
|
//
|
|
//==========================================================================
|
|
|
|
DSeqNode *SN_StartSequence (AActor *actor, const char *seqname, int modenum)
|
|
{
|
|
int seqnum = FindSequence (seqname);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_StartSequence (actor, seqnum, SEQ_NOTRANS, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (AActor *actor, FName seqname, int modenum)
|
|
{
|
|
int seqnum = FindSequence (seqname);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_StartSequence (actor, seqnum, SEQ_NOTRANS, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (sector_t *sec, int chan, const char *seqname, int modenum)
|
|
{
|
|
int seqnum = FindSequence (seqname);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_StartSequence (sec, chan, seqnum, SEQ_NOTRANS, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (sector_t *sec, int chan, FName seqname, int modenum)
|
|
{
|
|
int seqnum = FindSequence (seqname);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_StartSequence (sec, chan, seqnum, SEQ_NOTRANS, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (FPolyObj *poly, const char *seqname, int modenum)
|
|
{
|
|
int seqnum = FindSequence (seqname);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_StartSequence (poly, seqnum, SEQ_NOTRANS, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
static int FindSequence (const char *searchname)
|
|
{
|
|
FName seqname (searchname, true);
|
|
|
|
if (seqname != NAME_None)
|
|
{
|
|
return FindSequence (seqname);
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
static int FindSequence (FName seqname)
|
|
{
|
|
int i;
|
|
|
|
for (i = Sequences.Size(); i-- > 0; )
|
|
{
|
|
if (Sequences[i] != NULL && seqname == Sequences[i]->SeqName)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_StopSequence
|
|
//
|
|
//==========================================================================
|
|
|
|
void SN_StopSequence (AActor *actor)
|
|
{
|
|
SN_DoStop (actor);
|
|
}
|
|
|
|
void SN_StopSequence (sector_t *sector)
|
|
{
|
|
SN_DoStop (sector);
|
|
}
|
|
|
|
void SN_StopSequence (FPolyObj *poly)
|
|
{
|
|
SN_DoStop (poly);
|
|
}
|
|
|
|
void SN_DoStop (void *source)
|
|
{
|
|
DSeqNode *node;
|
|
|
|
for (node = DSeqNode::FirstSequence(); node; )
|
|
{
|
|
DSeqNode *next = node->NextSequence();
|
|
if (node->Source() == source)
|
|
{
|
|
node->StopAndDestroy ();
|
|
}
|
|
node = next;
|
|
}
|
|
}
|
|
|
|
void DSeqActorNode::Destroy ()
|
|
{
|
|
if (m_StopSound >= 0)
|
|
S_StopSound (m_Actor, CHAN_BODY);
|
|
if (m_StopSound >= 1)
|
|
MakeSound (0, m_StopSound);
|
|
Super::Destroy();
|
|
}
|
|
|
|
void DSeqSectorNode::Destroy ()
|
|
{
|
|
if (m_StopSound >= 0)
|
|
S_StopSound (m_Sector->soundorg, Channel & 7);
|
|
if (m_StopSound >= 1)
|
|
MakeSound (0, m_StopSound);
|
|
Super::Destroy();
|
|
}
|
|
|
|
void DSeqPolyNode::Destroy ()
|
|
{
|
|
if (m_StopSound >= 0)
|
|
S_StopSound (m_Poly->startSpot, CHAN_BODY);
|
|
if (m_StopSound >= 1)
|
|
MakeSound (0, m_StopSound);
|
|
Super::Destroy();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_IsMakingLoopingSound
|
|
//
|
|
//==========================================================================
|
|
|
|
bool SN_IsMakingLoopingSound (sector_t *sector)
|
|
{
|
|
DSeqNode *node;
|
|
|
|
for (node = DSeqNode::FirstSequence (); node; )
|
|
{
|
|
DSeqNode *next = node->NextSequence();
|
|
if (node->Source() == (void *)sector)
|
|
{
|
|
return !!(static_cast<DSeqSectorNode *>(node)->Channel & CHAN_LOOP);
|
|
}
|
|
node = next;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_UpdateActiveSequences
|
|
//
|
|
//==========================================================================
|
|
|
|
void DSeqNode::Tick ()
|
|
{
|
|
if (TIME_REFERENCE < m_DelayUntilTic)
|
|
{
|
|
return;
|
|
}
|
|
for (;;)
|
|
{
|
|
switch (GetCommand(*m_SequencePtr))
|
|
{
|
|
case SS_CMD_NONE:
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_PLAY:
|
|
if (!IsPlaying())
|
|
{
|
|
m_CurrentSoundID = FSoundID(GetData(*m_SequencePtr));
|
|
MakeSound (0, m_CurrentSoundID);
|
|
}
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_WAITUNTILDONE:
|
|
if (!IsPlaying())
|
|
{
|
|
m_SequencePtr++;
|
|
m_CurrentSoundID = 0;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case SS_CMD_PLAYREPEAT:
|
|
if (!IsPlaying())
|
|
{
|
|
// Does not advance sequencePtr, so it will repeat as necessary.
|
|
m_CurrentSoundID = FSoundID(GetData(*m_SequencePtr));
|
|
MakeSound (CHAN_LOOP, m_CurrentSoundID);
|
|
}
|
|
return;
|
|
|
|
case SS_CMD_PLAYLOOP:
|
|
// Like SS_CMD_PLAYREPEAT, sequencePtr is not advanced, so this
|
|
// command will repeat until the sequence is stopped.
|
|
m_CurrentSoundID = FSoundID(GetData(m_SequencePtr[0]));
|
|
MakeSound (0, m_CurrentSoundID);
|
|
m_DelayUntilTic = TIME_REFERENCE + m_SequencePtr[1];
|
|
return;
|
|
|
|
case SS_CMD_RANDOMSEQUENCE:
|
|
// If there's nothing to choose from, then there's nothing to do here.
|
|
if (m_SequenceChoices.Size() == 0)
|
|
{
|
|
m_SequencePtr++;
|
|
}
|
|
else if (m_ChildSeqNode == NULL)
|
|
{
|
|
int choice = pr_sndseq() % m_SequenceChoices.Size();
|
|
m_ChildSeqNode = SpawnChild (m_SequenceChoices[choice]);
|
|
GC::WriteBarrier(this, m_ChildSeqNode);
|
|
if (m_ChildSeqNode == NULL)
|
|
{ // Failed, so skip to next instruction.
|
|
m_SequencePtr++;
|
|
}
|
|
else
|
|
{ // Copy parameters to the child and link it to this one.
|
|
m_ChildSeqNode->m_Volume = m_Volume;
|
|
m_ChildSeqNode->m_Atten = m_Atten;
|
|
m_ChildSeqNode->m_ParentSeqNode = this;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If we get here, then the child sequence is playing, and it
|
|
// will advance our sequence pointer for us when it finishes.
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case SS_CMD_DELAY:
|
|
m_DelayUntilTic = TIME_REFERENCE + GetData(*m_SequencePtr);
|
|
m_SequencePtr++;
|
|
m_CurrentSoundID = 0;
|
|
return;
|
|
|
|
case SS_CMD_DELAYRAND:
|
|
m_DelayUntilTic = TIME_REFERENCE + GetData(m_SequencePtr[0]) + pr_sndseq(m_SequencePtr[1]);
|
|
m_SequencePtr += 2;
|
|
m_CurrentSoundID = 0;
|
|
return;
|
|
|
|
case SS_CMD_VOLUME:
|
|
m_Volume = GetData(*m_SequencePtr) / float(FRACUNIT);
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_VOLUMEREL:
|
|
// like SS_CMD_VOLUME, but the new volume is added to the old volume
|
|
m_Volume += GetData(*m_SequencePtr) / float(FRACUNIT);
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_VOLUMERAND:
|
|
// like SS_CMD_VOLUME, but the new volume is chosen randomly from a range
|
|
m_Volume = GetData(m_SequencePtr[0]) / float(FRACUNIT) + (pr_sndseq() % m_SequencePtr[1]) / 255.f;
|
|
m_SequencePtr += 2;
|
|
break;
|
|
|
|
case SS_CMD_STOPSOUND:
|
|
// Wait until something else stops the sequence
|
|
return;
|
|
|
|
case SS_CMD_ATTENUATION:
|
|
m_Atten = GetData(*m_SequencePtr);
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_BRANCH:
|
|
m_SequencePtr -= GetData(*m_SequencePtr);
|
|
break;
|
|
|
|
case SS_CMD_SELECT:
|
|
{ // Completely transfer control to the choice matching m_ModeNum.
|
|
// If no match is found, then just advance to the next command
|
|
// in this sequence, which should be SS_CMD_END.
|
|
int numchoices = GetData(*m_SequencePtr++);
|
|
int i;
|
|
|
|
for (i = 0; i < numchoices; ++i)
|
|
{
|
|
if (m_SequencePtr[i*2] == m_ModeNum)
|
|
{
|
|
int seqnum = FindSequence (ENamedName(m_SequencePtr[i*2+1]));
|
|
if (seqnum >= 0)
|
|
{ // Found a match, and it's a good one too.
|
|
ActiveSequences--;
|
|
ActivateSequence (seqnum);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (i == numchoices)
|
|
{ // No match (or no good match) was found.
|
|
m_SequencePtr += numchoices * 2;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SS_CMD_LAST2NOP:
|
|
*(m_SequencePtr - 1) = MakeCommand(SS_CMD_NONE, 0);
|
|
*m_SequencePtr = MakeCommand(SS_CMD_NONE, 0);
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_END:
|
|
Destroy ();
|
|
return;
|
|
|
|
default:
|
|
Printf ("Corrupted sound sequence: %s\n", Sequences[m_Sequence]->SeqName.GetChars());
|
|
Destroy ();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SN_UpdateActiveSequences (void)
|
|
{
|
|
DSeqNode *node;
|
|
|
|
if (!ActiveSequences || paused)
|
|
{ // No sequences currently playing/game is paused
|
|
return;
|
|
}
|
|
for (node = DSeqNode::FirstSequence(); node; node = node->NextSequence())
|
|
{
|
|
node->Tick ();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_StopAllSequences
|
|
//
|
|
//==========================================================================
|
|
|
|
void SN_StopAllSequences (void)
|
|
{
|
|
DSeqNode *node;
|
|
|
|
for (node = DSeqNode::FirstSequence(); node; )
|
|
{
|
|
DSeqNode *next = node->NextSequence();
|
|
node->m_StopSound = 0; // don't play any stop sounds
|
|
node->Destroy ();
|
|
node = next;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_GetSequenceOffset
|
|
//
|
|
//==========================================================================
|
|
|
|
ptrdiff_t SN_GetSequenceOffset (int sequence, SDWORD *sequencePtr)
|
|
{
|
|
return sequencePtr - Sequences[sequence]->Script;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_GetSequenceSlot
|
|
//
|
|
//==========================================================================
|
|
|
|
FName SN_GetSequenceSlot (int sequence, seqtype_t type)
|
|
{
|
|
if (TwiddleSeqNum (sequence, type))
|
|
{
|
|
return Sequences[sequence]->Slot;
|
|
}
|
|
return NAME_None;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_ChangeNodeData
|
|
//
|
|
// nodeNum zero is the first node
|
|
//==========================================================================
|
|
|
|
void SN_ChangeNodeData (int nodeNum, int seqOffset, int delayTics, float volume,
|
|
int currentSoundID)
|
|
{
|
|
int i;
|
|
DSeqNode *node;
|
|
|
|
i = 0;
|
|
node = DSeqNode::FirstSequence();
|
|
while (node && i < nodeNum)
|
|
{
|
|
node = node->NextSequence();
|
|
i++;
|
|
}
|
|
if (!node)
|
|
{ // reached the end of the list before finding the nodeNum-th node
|
|
return;
|
|
}
|
|
node->ChangeData (seqOffset, delayTics, volume, currentSoundID);
|
|
}
|
|
|
|
void DSeqNode::ChangeData (int seqOffset, int delayTics, float volume, FSoundID currentSoundID)
|
|
{
|
|
m_DelayUntilTic = TIME_REFERENCE + delayTics;
|
|
m_Volume = volume;
|
|
m_SequencePtr += seqOffset;
|
|
m_CurrentSoundID = currentSoundID;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playsequence
|
|
//
|
|
// Causes the player to play a sound sequence.
|
|
//==========================================================================
|
|
|
|
CCMD(playsequence)
|
|
{
|
|
if (argv.argc() < 2 || argv.argc() > 3)
|
|
{
|
|
Printf ("Usage: playsequence <sound sequence name> [choice number]\n");
|
|
}
|
|
else
|
|
{
|
|
SN_StartSequence (players[consoleplayer].mo, argv[1], argv.argc() > 2 ? atoi(argv[2]) : 0);
|
|
}
|
|
}
|