gzdoom-gles/src/sound
Kyle Johnson e281f992af Disallow sound to be played on destroyed actors
It's possible for an actor to call Destroy() in a ZScript method (such
as Tick()) and then subsequently call A_StartSound() to play a sound.
Generally speaking this doesn't happen within a given class, but with a
class hierarchy, Destroy() may be called unbeknownst to a mod developer.
Even though checking bDestroyed is likely good practice, this ensures
that sounds won't be started on actors flagged for cleanup.
2020-09-12 21:38:56 +02:00
..
s_advsound.cpp Added an optional extra float parameter to $pitchshift. (#1150) 2020-08-27 12:49:59 -04:00
s_doomsound.cpp Disallow sound to be played on destroyed actors 2020-09-12 21:38:56 +02:00
s_doomsound.h - system backend cleanup. 2020-04-22 19:57:14 +02:00
s_sndseq.cpp - split the serializer in two to keep the Doom specific parts out of the main file. 2020-04-11 20:20:53 +02:00
s_sndseq.h - restored old values for CHAN_... constants 2020-01-11 13:27:10 +02:00
s_sound.h - moved game specific data out of the sound backend. 2020-04-11 20:20:35 +02:00