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Added A_StopSounds(int chanmin, int chanmax).
- If both channels are 0, completely silences the actor. - Adapted A_StopAllSounds to call A_StopSounds(0,0);
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parent
55284d46bf
commit
4cf7c6351d
6 changed files with 21 additions and 10 deletions
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@ -142,11 +142,12 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_StopSound, NativeStopSound)
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return 0;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_StopAllSounds, S_StopAllActorSounds)
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_StopSounds, S_StopActorSounds)
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{
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PARAM_SELF_PROLOGUE(AActor);
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S_StopAllActorSounds(self);
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PARAM_INT(chanmin);
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PARAM_INT(chanmax);
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S_StopActorSounds(self, chanmin, chanmax);
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return 0;
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}
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@ -506,9 +506,9 @@ void S_StopSound (AActor *actor, int channel)
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//
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//==========================================================================
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void S_StopAllActorSounds(AActor *actor)
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void S_StopActorSounds(AActor *actor, int chanmin, int chanmax)
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{
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soundEngine->StopAllActorSounds(SOURCE_Actor, actor);
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soundEngine->StopActorSounds(SOURCE_Actor, actor, chanmin, chanmax);
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}
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//==========================================================================
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@ -35,7 +35,7 @@ void S_PlaySound(AActor *a, int chan, EChanFlags flags, FSoundID sid, float vol,
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void S_StopSound (AActor *ent, int channel);
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void S_StopSound (const sector_t *sec, int channel);
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void S_StopSound (const FPolyObj *poly, int channel);
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void S_StopAllActorSounds(AActor *actor);
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void S_StopActorSounds(AActor *actor, int chanmin, int chanmax);
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// Moves all sounds from one mobj to another
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void S_RelinkSound (AActor *from, AActor *to);
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@ -912,14 +912,23 @@ void SoundEngine::StopSound(int sourcetype, const void* actor, int channel, int
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//
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//==========================================================================
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void SoundEngine::StopAllActorSounds(int sourcetype, const void* actor)
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void SoundEngine::StopActorSounds(int sourcetype, const void* actor, int chanmin, int chanmax)
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{
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const bool all = (chanmin == 0 && chanmax == 0);
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if (!all && chanmax > chanmin)
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{
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const int temp = chanmax;
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chanmax = chanmin;
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chanmin = temp;
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}
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FSoundChan* chan = Channels;
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while (chan != nullptr)
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{
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FSoundChan* next = chan->NextChan;
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if (chan->SourceType == sourcetype &&
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chan->Source == actor)
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chan->Source == actor &&
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(all || (chan->EntChannel >= chanmin && chan->EntChannel <= chanmax)))
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{
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StopChannel(chan);
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}
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@ -307,7 +307,7 @@ public:
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void StopSoundID(int sound_id);
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void StopSound(int channel, int sound_id = -1);
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void StopSound(int sourcetype, const void* actor, int channel, int sound_id = -1);
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void StopAllActorSounds(int sourcetype, const void* actor);
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void StopActorSounds(int sourcetype, const void* actor, int chanmin, int chanmax);
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void RelinkSound(int sourcetype, const void* from, const void* to, const FVector3* optpos);
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void ChangeSoundVolume(int sourcetype, const void* source, int channel, double dvolume);
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@ -1060,7 +1060,8 @@ class Actor : Thinker native
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native void A_SoundPitch(int slot, double pitch);
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deprecated("2.3") void A_PlayWeaponSound(sound whattoplay) { A_StartSound(whattoplay, CHAN_WEAPON); }
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native void A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
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native void A_StopAllSounds();
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void A_StopAllSounds() { A_StopSounds(0,0); }
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native void A_StopSounds(int chanmin, int chanmax);
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deprecated("2.3") native void A_PlaySoundEx(sound whattoplay, name slot, bool looping = false, int attenuation = 0);
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deprecated("2.3") native void A_StopSoundEx(name slot);
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native clearscope bool IsActorPlayingSound(int channel, Sound snd = 0);
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