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Get rid of the LoadSound3D method
It no longer does anything since there's no separate buffer for 3D sfx.
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parent
d823091446
commit
30bdd0c2d4
2 changed files with 0 additions and 49 deletions
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@ -174,7 +174,6 @@ void SoundEngine::CacheSound (sfxinfo_t *sfx)
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// Since we do not know in what format the sound will be used, we have to cache both.
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FSoundLoadBuffer SoundBuffer;
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LoadSound(sfx, &SoundBuffer);
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LoadSound3D(sfx, &SoundBuffer);
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sfx->bUsed = true;
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}
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}
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@ -575,7 +574,6 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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if (attenuation > 0 && type != SOURCE_None)
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{
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LoadSound3D(sfx, &SoundBuffer);
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chan = (FSoundChan*)GSnd->StartSound3D (sfx->data, &listener, float(volume), rolloff, float(attenuation), pitch, basepriority, pos, vel, channel, startflags, NULL);
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}
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else
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@ -680,7 +678,6 @@ void SoundEngine::RestartChannel(FSoundChan *chan)
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return;
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}
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LoadSound3D(sfx, &SoundBuffer);
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chan->ChanFlags &= ~(CHANF_EVICTED|CHANF_ABSTIME);
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ochan = (FSoundChan*)GSnd->StartSound3D(sfx->data, &listener, chan->Volume, &chan->Rolloff, chan->DistanceScale, chan->Pitch,
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chan->Priority, pos, vel, chan->EntChannel, startflags, chan);
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@ -780,51 +777,6 @@ sfxinfo_t *SoundEngine::LoadSound(sfxinfo_t *sfx, FSoundLoadBuffer *pBuffer)
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return sfx;
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}
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void SoundEngine::LoadSound3D(sfxinfo_t *sfx, FSoundLoadBuffer *pBuffer)
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{
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if (GSnd->IsNull()) return;
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if(sfx->data.isValid())
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return;
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//DPrintf(DMSG_NOTIFY, "Loading sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
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if (pBuffer->mBuffer.size() > 0)
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{
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sfx->data = GSnd->LoadSoundBuffered(pBuffer);
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}
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else if (sfx->lumpnum >= 0)
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{
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auto sfxdata = ReadSound(sfx->lumpnum);
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int size = sfxdata.Size();
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if (size <= 8) return;
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int32_t dmxlen = LittleLong(((int32_t *)sfxdata.Data())[1]);
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// If the sound is voc, use the custom loader.
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if (strncmp((const char *)sfxdata.Data(), "Creative Voice File", 19) == 0)
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{
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sfx->data = GSnd->LoadSoundVoc(sfxdata.Data(), size);
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}
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// If the sound is raw, just load it as such.
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else if (sfx->bLoadRAW)
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{
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sfx->data = GSnd->LoadSoundRaw(sfxdata.Data(), size, sfx->RawRate, 1, 8, sfx->LoopStart);
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}
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// Otherwise, try the sound as DMX format.
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else if (((uint8_t *)sfxdata.Data())[0] == 3 && ((uint8_t *)sfxdata.Data())[1] == 0 && dmxlen <= size - 8)
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{
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int frequency = LittleShort(((uint16_t *)sfxdata.Data())[1]);
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if (frequency == 0) frequency = 11025;
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sfx->data = GSnd->LoadSoundRaw(sfxdata.Data() + 8, dmxlen, frequency, 1, 8, sfx->LoopStart, -1);
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}
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// If that fails, let the sound system try and figure it out.
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else
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{
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sfx->data = GSnd->LoadSound(sfxdata.Data(), size, pBuffer);
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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_CheckSingular
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@ -248,7 +248,6 @@ protected:
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TArray<FRandomSoundList> S_rnd;
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private:
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void LoadSound3D(sfxinfo_t* sfx, FSoundLoadBuffer* pBuffer);
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void LinkChannel(FSoundChan* chan, FSoundChan** head);
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void UnlinkChannel(FSoundChan* chan);
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void ReturnChannel(FSoundChan* chan);
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